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jordsta95

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Everything posted by jordsta95

  1. So if I use a strong reference it will be less laggy (according to that link)... so it's better to do that? And then maybe release 2 versions 1 API compat and one not?
  2. Pretend for a second that I know next to nothing about modding But thanks for telling me it's possible So, what exactly do I do? Do I add all the API stuff into my src folder (not my mod's of course), and then reference it as I would my own but instead of MyModName.ClassFile it would be APIName.ClassFile ?
  3. Hey there, I am wondering how to use API's, and how to have my mod use them. Reason being I would like to make items in my mods have things such as Thaumcraft aspects. But I would want the mod to work without the player having the mods installed... dunno if that's possible. Thanks for the help -Jordan
  4. PergGen is 512mb Mod list: Core Mods:
  5. Hey there, I am running a server with a few mods on it. And every now and again, it will crash with the error "Out of PermGen Space", and this server is running with the max PermGen my server host can offer... So, what I am looking for, if it exists, is a plugin which can solve this... I dunno how it would work, whether it would clear a cache, or something (I know nothing of PermGen). But something that could maybe stop, or make the crashes less frequent. If there is a plugin that can do that, could you please link me it, because when searching through bukkit forums for PermGen I can only find people reporting crashes due to it. Or if they're aren't any plugins, but there are fixes, that would also be great Thanks a lot -Jordan P.s. I have already tried asking on the Bukkit forums about this issue, and they locked my threads because "they don't support mods"
  6. Forget my idiocy, I forgot to add this: oreRegistration();
  7. I read the ore dictionary thing, and added 2 of my custom additions (Steel (item) and Bauxite (block)) and when I run it alongside other mods that use the 2 things in the OreDictionary: ingotSteel and oreBauxite it doesn't allow me to use my items in the recipes... here is the code I added: which is exactly how the tutorial you linked me said (And yes this is in the @Init statement)
  8. Hey there, to cut to the chase I would like to make my item (steel) compatible with Gregtech's steel, so people using my mod could use it for those recipes too (or other mods as well) How do I make it possible to do that? Thanks a lot -Jordan
  9. Doesn't matter, solved it. It was because I added VoxelMaps (which I didn't know was a continuation of Zans map) to the server mods file
  10. Thanks Anyway... I don't know what I am doing wrong this is what I have: And then the mob spawns as a biped, not a wolf. And when I tried to copy over all the stuff from the main class to do with the mob, it said the registerEntityEgg was invalid, so I put that back... but then I couldn't spawn the mob as the egg just said "Spawn" with no mob name
  11. Main mod class: Common Proxy: Client Proxy: Wolf model: Wolf Entity: Wolf Render:
  12. Alright, it said that the import you suggested doesn't exist. So I deleted it, and changed extends from modelbase to modelwolf (because it is a wolf anyway, so it wouldn't matter) and the same error occured: Exception in server tick loop java.lang.NoClassDefFoundError: mods/EverythingAndMore/ModelDireWolf
  13. So add this: @SideOnly(Side.CLIENT) Before everything in the model file? If that is so, then it is already there
  14. You sir, have done more than help THANK YOU SO MUCH... I think you earned it:
  15. Hey there, unless I am mistaken when I try to run the server thing in eclipse it crashes due to a model of a mob (DireWolf) Here is the server crashlog: Any ideas on why this may be crashing the server? Here is the ModelDireWolf code: -Jordan
  16. Alright I searched through all the item files, and the only thing I could find that I thought may have worked was a bit of code in the Item.skull which was .makeWither... But obviously when I tried to add: Item.skull.makeWither into the crafting recipe it didn't work....
  17. Nope, it says Item.skull_1 does not exist
  18. When I tried using the item ID minecraft crashed, and also when trying to add :1 to 144 it was saying the the : was not supposed to be there (I have never used Item ID's or MetaData to craft )
  19. Hey there, there are a few things I would like to craft using Wither skulls and Creeper Skulls... This has me baffled because when I try to find it (using Item. and then scrolling through the list) all that appears is Item.skull which is a skeleton skull... And when I try skull_wither or skull_creeper it does not work Thanks for your help -Jordan
  20. Yeah the stuff on google makes no sense to me, seeing as all the links are people asking for help, with no answers... Also, I have no idea how to use them.
  21. It may be helpful if you were to post a picture/C+P a bit of the generation code for the biome, so people may be able to see what is wrong. If we can't see it, we can't really help you. All I can suggest without seeing it is maybe you have the wrong "reference" for the top block (I dunno, I am not good with biomes)
  22. Hey there, it's a simple question which I know the code for (I think, unless I am mistaken).... Ok here is what I would like to do, I would like to make a stack of a custom item "DragonScale" by crafting the dragon egg, a diamond and a custom item "EndIngot"... but get the dragon egg back after crafting the DragonScales... So I have used the normal shapeless crafting recipe, but added in (what I think is) the code for keeping the dragon egg... but eclipse is giving me an error... so I am guessing it is either in the wrong place, or it is the wrong code. GameRegistry.addShapelessRecipe(new ItemStack(DragonScale, 64), new Object[]{ Block.dragonEgg, Item.diamond, EndIngot }); Block.dragonEgg.setContaineritem(Block.dragonEgg); I looked on the wiki, but there is no tutorial on how to keep the item, so I was hoping you would be able to tell me where I have gone wrong Thanks -Jordan
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