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bdkuhman

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Everything posted by bdkuhman

  1. EDIT: I found out what was wrong, i was registering my block in Init, not PreInit. I am trying to just create a basic block, but in-game, it comes out as an item named "Tile.null.name", and crashes when right clicked with. The problem is most likely a major derp on my part... Also, it doesn't show up in the creative menu, i have to use /give to get it. I left out the package names. EDIT: I am using forge build 10.12.0.995 for Minecraft 1.7.2 Crash report:
  2. I don't know how I didn't catch that... thanks
  3. Thanks, I wasn't sure if it was possible without using a coremod.
  4. My custom crafting table GUI is opening, but immediately closing: BlockDeconstructionTable: Gui Handler: mod_Deconstruction: ContainerDeconstructionTable: Common and Client proxies: EDIT: GuiDeconstruction:
  5. Is it possible to add lore text to a vanilla item without editing any base classes, or using a CoreMod?
  6. bdkuhman posted a topic in Modder Support
    When I attempt to open my block's GUI, Forge gives me this: 2013-08-19 11:37:20 [WARNING] [ForgeModLoader] A mod tried to open a gui on the server without being a NetworkMod Can you use the @NetworkMod annotation in your ModContainer class?
  7. Now it's tile.Deconstruction Table.name...
  8. package deconstruction.common; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.Icon; import net.minecraft.world.World; public class BlockDeconstructionTable extends Block { @SideOnly(Side.CLIENT) private Icon workbenchIconTop; @SideOnly(Side.CLIENT) private Icon workbenchIconFront; protected BlockDeconstructionTable(int par1) { super(par1, Material.wood); this.setCreativeTab(CreativeTabs.tabDecorations); } @SideOnly(Side.CLIENT) /** * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata */ public Icon getIcon(int par1, int par2) { return par1 == 1 ? this.workbenchIconTop : (par1 == 0 ? Block.planks.getBlockTextureFromSide(par1) : (par1 != 2 && par1 != 4 ? this.blockIcon : this.workbenchIconFront)); } @SideOnly(Side.CLIENT) /** * When this method is called, your block should register all the icons it needs with the given IconRegister. This * is the only chance you get to register icons. */ public void registerIcons(IconRegister par1IconRegister) { System.out.println(this.func_111023_E() + "ASDFASDF"); this.blockIcon = par1IconRegister.registerIcon("deconstruction:Decon_Side"); this.workbenchIconTop = par1IconRegister.registerIcon("deconstruction:Decon_Top"); this.workbenchIconFront = par1IconRegister.registerIcon("deconstruction:Decon_Side"); } /** * Called upon block activation (right click on the block.) */ public boolean onBlockActivated(World par1World, int x, int y, int z, EntityPlayer player, int var6, float var7, float var8, float var9){ if (!player.isSneaking()){ player.openGui(mod_Deconstruction.instance, 1, par1World, x, y, z); return true; }else{ return false; } } }
  9. Main mod file: package deconstruction.common; import net.minecraft.block.Block; import net.minecraft.block.BlockStone; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraft.item.ItemReed; import net.minecraft.item.ItemStack; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.Mod.Instance; import cpw.mods.fml.common.Mod.PostInit; import cpw.mods.fml.common.Mod.PreInit; import cpw.mods.fml.common.SidedProxy; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.network.NetworkRegistry; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; //import deconstruction.alchemy.BlockAlchemy; //import deconstruction.alchemy.TileEntityStationAlchemy; import deconstruction.deconTable.DeconstructionManager; @Mod(modid="deconstruction", name="The Deconstruction Mod", version="1.2.0") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class mod_Deconstruction { public static Block deconstructionTable; // The instance of your mod that Forge uses. @Instance("deconstruction") public static mod_Deconstruction instance; private GuiHandler guiHandler = new GuiHandler(); // Says where the client and server 'proxy' code is loaded. @SidedProxy(clientSide="deconstruction.client.ClientProxy", serverSide="deconstruction.common.CommonProxy") public static CommonProxy proxy; @PreInit public void preInit(FMLPreInitializationEvent event) { } @Init public void load(FMLInitializationEvent event) { deconstructionTable = new BlockDeconstructionTable(600).setHardness(2.5F).setStepSound(Block.soundWoodFootstep); //register names LanguageRegistry.addName(deconstructionTable, "Deconstruction Table"); //Register Block GameRegistry.registerBlock(deconstructionTable, "deconstructionTable"); //Add Recipe GameRegistry.addRecipe(new ItemStack(deconstructionTable, 1), "BDB", "ACA", "AAA", 'A', Block.planks, 'B', Item.ingotIron, 'C', Block.workbench, 'D', Item.diamond); //add Deconstruction Recipe DeconstructionManager.getInstance().addRecipe(new ItemStack(deconstructionTable, 1), new Object[]{"BDB", "ACA", "AAA", 'A', Block.planks, 'B', Item.ingotIron, 'C', Block.workbench, 'D', Item.diamond}); //Register Gui Handler NetworkRegistry.instance().registerGuiHandler(this, guiHandler); } @PostInit public void postInit(FMLPostInitializationEvent event) { // Stub Method } }
  10. I'm not sure how to change it back to the original name, if anyone could help... Thanks
  11. I'm not quite sure what to replace them with, I would appreciate it if someone could help. Thanks, -bdkuhman
  12. I would like to have a mod that adds a machine that uses Buildcraft and ic2 power, but I don't know where to start. My problem is that I'm not sure what to install into Mcp to allow me to make the machine run off power. I would like to use both ic2 and buildcraft of I can, I prefer buildcraft power if I can only use one power source

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