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ianc1215

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Everything posted by ianc1215

  1. No no. I am not trying to start a conspiracy thread. I was just stating that a few have formed on the curse based minecraft forums. I personally took some humor to them. I was curious if Mojang was "playing nice". Your answer pretty much sums it up perfectly.
  2. I was reading some post on the minecraft forums last night and there were some post about the plugin API and whether it exists or will ever exist. But that is not the point of this. I am aware that Mojang run retroguard over their code to make it harder to understand, my guess is that is to protect commercial interests in game. I know forge uses the mcp system to decompile and deobfuscate the code back into a somewhat readable form. But what I am wondering is whether Mojang takes any active steps in preventing forge from working? Or is it the opposite? I heard some conspiracy theory somewhere that the reason Mojang hired Searge was to disrupt modding. Personally I see that as complete bull but I wanted to see what you guys say about that.
  3. After running gradlew setupDecompWorkspace did you run gradlew eclipse? You have to do so in order for gradle to build out a project and classpath file that tells eclipse where the libraries and few other things are located. That is the part that kind of makes everything turn key.
  4. Yeah I have used IntelliJ before but I found the learning curve a little frustrating since I am sorta new to "real" programing (I say that very loosly) as in needing a dev environment. Scripting I can do but Java is a little new to me. hmm maybe I will give IntelliJ another shot. Still.... see my post above.
  5. Uh okay something is different for me. The contents of my .gradle folder you are referring to is 1.8 taskArtifacts cache.properties fileHashes.bin fileSnapshots.bin outFileStates.bin taskArtifacts.bin There is no folder anywhere in the tree you mentioned. If I look in the build folder which is only other place I see usable "built" files. There is a file in there called forge-1.6.4-9.11.1.964-srg.jar. Its in a folder called decompile. I tried to reference it as a library to no avail. But there is a strong change I am doing something wrong.
  6. Wow absolutely fantastic! Thank you for the detailed explanation, this helps me out a lot. Curiously if you are not using eclipse, then are you using? IntelliJ, Netbeans, etc.?
  7. I am wanting to setup a Forge Gradle environment in what is best defined as the Pahimar style workspace. In the old forge builds all you did was dive into the forge folder to find everything you needed. With the new system I am a little lost. So where is all of the mcp files now? I see the build folder has file I remember inside it but things seem to be all over the place compared to the old build system. If someone has a bit of a road map I could follow I am sure I can figure it out. Can anyone give me a hand? Also do I still need Gradle if I am using my own dev environment, I will be coding in straight java NOT gradle.
  8. I am not sure what this error is trying to tell me. Is this related to forge? It talks about the world leaking at specified chunks. The error gets posted I would say every 5 minutes or so and its the same error word for word. If its not forge then sorry for posting in the wrong place. But if someone could at least tell me what mod it is then I would appreciate it. http://pastebin.com/33pBmTnP
  9. Yeah that is pretty much what I am going for. But think something like maybe 2x2 chunks.... okay maybe 3x3. But still it would very small and very purpose built. I am sure I could get some kind of an idea from the End world generation code. uh... could someone kindly point the way? I seem to get lost in the package structure sometimes.
  10. Is it possible to generate a custom dimension that does not follow that standard chunk dimensions? I am looking to create something of a border world for a mod idea. Basically I want to create a defined world that does not grow and I want it be about 1/3 shorter than a standard chunk. So kinda like floating island in the void. Is this possible? Where could one look for guidance? Maybe an example? Thanks in advance.
  11. I recently installed applied engergistics on my server. The server is already active and bases are built so for me to find certus quartz for the machines I need find ungenerated chunks. This is fine for most cases but I was wondering if there is a generic mod that mimics the same functionality as CoFH core did where is allowed me to create a list of custom resources and retro generate them. Is there a way to do this? Thanks.
  12. I built a private server and made a small error when setting up IC2. I wanted to have resources very abundant mainly copper and tin. So I ramped up the ore gen factor in the config to 5.0. Now I am literally tripping over copper and tin. I am looking for a mod that I can install that will "soak" up all the extra copper and tin we are harvesting. I currently have Buildcraft, IC2 exp, Forestry, RailCraft, TrainCraft, Thaumcraft and Thaumic Tinkerer installed on the server plus a bunch of other mods. I would prefer a tech mod but really anything will do. Oh yeah the server is 1.6.4 with Forge 9.11.1.916
  13. No moving is not what meant. I just wanted to see if you leaving the forge file structure intact. Placement does not matter.
  14. And when you type "scalac -version" you get the version of the compile and not an error? Where are you putting the forge files? What is the full path? When you extract the files from the src zip file you download you are leaving the file structure intact right? Just drag the forge folder out of the zip file.
  15. Oddly enough I just installed the latest forge and had no issues. So let me see if I can help ya. Hrm... I am 99% certain its not needed though I have it installed. Did you try installing the SCALA compiler? You also said you got the PATH variable configured... What is it set to? It might also be a good idea to create a new variable just for Java and then add that variable to the PATH. A lot of tools like Maven and Ant look for Java by searching for the JAVA_HOME system variable. That is the one I use to make things easy.
  16. I am not really sure if the title give the best impression of what I am asking. I want to develop a mod using IntelliJ but when looking on how to setup my dev environment I came across this part on the Forge wiki. I was just wondering if this quirk still exists or if it has been patched. If not there another way to get IntelliJ to run forge without generating a bunch of errors related to the above?
  17. hrm... Well I would think you could do something during preInit where you check to see if the file exist on the client and if they do not then open an HTTP (or FTP) connection to a remote server grab the files and place them in a specific place. You do have the sound files hosted right? Maybe I am wrong about the right stage to perform that action in but it seems like you would want to do it while the mod is being loaded. There is a mod I have seen that does something close to what I think you want. Its called GalactiCraft, it downloads sound files at first launch of the mod. Also his code is open source so you could look there for the answer too.
  18. Are you extending ItemFood from the vanilla code? I think ItemFood checks for the hunger level of the player. I dont have my eclipse in front of me at the moment. If that is the case you could implement your own version of a class to handle food for your mod.
  19. I'm just taking a guess here. But should there be a leading slash in the file path for this line? // Bind the texture, so that OpenGL properly textures our block. FMLClientHandler.instance().getClient().renderEngine.bindTexture(new ResourceLocation("ee", "models/biplane.png")); Shouldn't it be this instead? // Bind the texture, so that OpenGL properly textures our block. FMLClientHandler.instance().getClient().renderEngine.bindTexture(new ResourceLocation("ee", "/models/biplane.png")); Like I said I know very little about OpenGL but its a guess.
  20. Yeah I have looked at that and I actually followed his tutorials. The thing is I am not looking for a way to just bring my workspace with me, I want a full blown ready go to dev environment that includes everything. This is my dev folder; Minecraft 1.6 Development api (current forge zip file) eclipse (workspace files) forge (decompiled source and mcp stuff) source (my source code and projects) tools (various tools like Bearded Octo Nemisis and stuff) I want to be able to sync all of that to 2 (or more) machines.
  21. I actually just got done setting up a Linux based forge server using Ubuntu. I was running my server out of a virtual machine but that should not make any difference. Introduction Installing Java Installing Minecraft Forge First create a directory on your desktop called minecraft which will be the location for installing the server files. You will need to download a copy of the Minecraft Forge Installer. Run the installer and select install server and select the location where you want it to download the server and required dependencies. Now upload the directory to the user's home directory on the server. Once that has been uploaded you are done and the base server is ready to go. Start Script Sidenotes **If you have not, you should refresh your APT cache to ensure you get the latest version of packages. Update the cache by running: sudo apt-get update Hopefully this will help you out, you can PM me if you need any additional help and I will do what I can.
  22. Well github is what I am gonna use for storing my source code. But I am referring to the actual mcp files and software like eclipse.
  23. I have set up a dev environment on my desktop so I can start modding. I also would like to get the same dev environment on my laptop so I can work while not at my desktop. Does anyone have any idea how I could sync the two machines? I would think things like DropBox, SkyDrive, GoogleDrive would be out of the question since I would be putting the decompiled minecraft code in "public" eyes whether I intend to distribute it or not. I don't want to just copy the environment over since I could forget to make a change to one on either side and then my projects may only work on one or the other. Any ideas? This dev environment would also include a copy of eclipse and smartgit (both portable versions).
  24. Ah got it, okay. Thanks for the insight.
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