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Please, learn basic programming. This issue is not Java specific, but to programming in general. After that, learn basic Java, and then come back to modding Minecraft.
What are you guys even doing?
Make a new folder called
api
inside the
src
folder. Inside that, make a folder called
java
. This is where the API code goes. Now copy the API (e.g. the RF API) to that folder. It will result in a structure like this:
- src
- main
- java
- [your own source code]
- api
- java
- cofh
- ...
Why use the API folder? Gradle will compile your code with the API, but not include it in your own source.
Modifying Minecraft base files is not supported here.
You can change the player name in Forge, so if you want help with that, post here with the issue.
Seriously? Do you think he is your personal mentor? Someone's gonna reply as soon as they know of a way to help you.
For the issue, please define 'isn't working'. Is it crashing? Can't you use the item at all? Please, be more specific.
Psuedo-code:
if(TileEntity next to block instanceof IInventory)
{
((IInventory)TileEntity next to block).setInventoryContents();
}
I don't have my workspace open right now, so the names might not be 100%, but you get the drill.
You can't have a bigger texture than 256 if you are using the
drawTexturedModelRect()
method. Bigger images just get cropped in the GUI and looks awful if you have some detail in the GUI texture.
By default, if you render a model from it's origin point, its sunken into the ground a little bit. If you change
(float)posY
in
GL11.glTranslatef()
to
(float)posY - 1.5F
, it should work alright.
Yes, you are doing something client side which you should do on the server side. Basically, server stores all the data, and client displays it. If you change it on the client, it only displays it, and isn't stored on the server. You'd have to use packets for setting the data on the server side.
1) Don't hijack threads. Make your own.
2) If I understand you correctly, you want to update a mod for an older Minecraft version to a newer one? You'd have to do it yourself, which means you have to decompile an deobfuscate the mod source, make changes to the source, obfuscate and compile it again.