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XxxXEclipse7XxxX

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Everything posted by XxxXEclipse7XxxX

  1. Hello everyone, I need some help making a button when pressed take the user to the server that is specified! If you want more information then please do ask!
  2. That is a eclipse directory error, what you need to do is to make sure eclipse isn't open when moving your ROOT folder in another directory. To fix this error you need to reinstall forge DO NOT move your forge folder or it will break it which will cause you to have the same error.
  3. Probably because you put it in the wrong spot. Remember that ToolMaterial needs to go above EVERYTHING except the line - public class classname
  4. Hello There, I just wanted to report a bug that happens every time i first open the work space with eclipse. The bug is that the func that is used in the example is apparently changed to a different Func! I haven't seen a change in the new forge update so i was just letting Lexmanos know and everybody else who is having this issue.
  5. If you are using 1.7.2 the best way is to use - setTextureName("MODID:TEXTURENAME"); (For blocks setBlockTextureName("MODID:TEXTURENAME"); If you are using eclipse you should see the resources source folder in the project explorer. Make sure that you have your modid in your texture directory in lower case. For example if my modid was RedstoneMod i would have to make my texture modid redstonemod with no capital letters. To make this directory the best way is to use eclipse. Right click on the resource source folder and make a package named assets.modid.textures.blocks and for items assets.modid.textures.items To access you need to open up the src folder in your forge ROOT folder and just follow the directories. ROOT FOLDER > src > resources and so on. Hope This Helps!
  6. This is what you can use for the ToolMaterial. public static ToolMaterial ToolMaterialName = EnumHelper.addToolMaterial("REDSTONE", HarvestLevel, MaxUses, Efficiency, Damage, Enchantment); Just remember if you haven't used ToolMaterial before the Efficiency and the Damage are both floats!
  7. When your settting up your Workspace use these commands first command - gradlew.bat setupDecompWorkspace --refresh-dependencies Second Command - gradlew.bat eclipse
  8. Instead of setupDevWorkspace Do - setupDecompWorkspace --refresh-dependencies
  9. Items use setunlocalizedname... While blocks use SetBlockName
  10. Thanks, it worked. Sorry if i sounded "angry" or "harsh" i was needing this badly! Thanks for your help. EDIT - if i have any crashes i will report here.
  11. I didn't copy and paste i studied it and saw it was outdated. Your telling me that ChatMessageComponent is used to make it colorful when i want it actually sent to the player!
  12. That has to be outdated because sendChatToPlayer cannot use a String but needs a ChatMessageComponent. Any more suggestions?
  13. Is there anyway to create a command? For example /help uses "commands.help.success" which is overriding ChatMessageComponent is there anyway i can create a custom command?
  14. I am in need of some code so that when a player logs into a world he gets a message saying in the chat bar. If not then i would also like to have the code for when you right click the message pops up!? Any suggestions on how i would go by this?
  15. This isn't really solved as your using a func which isn't really a good idea as they aren't "improving" that method... The way to fix it is make sure your @Mod(modid="Wreckitmod" has a capital for Wreckitmod. I do not know why this actually works but the way the developer coded forge is this way! Make sure your @Mod(modid="Wrecktimod" uses a capital - @Mod(modid="[glow=red,2,300]W[/glow]reckitmod" Make sure your registerIcons modid uses a capital - Wreckitmod:yourtexturenamehere Make sure your textures directory uses a lowercase so no capitals Example - wreckitmod you do not need that func... Also the registerIcons is faster and more usable as it will not give you any errors. But the func will when you export it and when someone uses a resource pack as a resource pack uses the registerIcons method! the capital W in the @Mod(modid="Wreckitmod" is what your error is you need the capital W
  16. it has worked for alot of people! if you actually followed it correctly!
  17. Check out this thread me and my mate made! http://www.minecraftforum.net/topic/1876781-161-forge-sheenrox82s-forge-161-texturing-tutorial-blocks-and-items/
  18. Everything worked for me! My textures are in MCP/src/minecraft/assets/{modid}/textures/items|blocks/.png files The code i use public void registerIcons(IconRegister iconRegister) { itemIcon = iconRegister.registerIcon("modid:Texture"); } I found that if you use Par1iconRegister it will not register the textures directory and will give you an error! I am not putting anything inside the jar!
  19. What ever the problem is, i hope they fix it so it was like 1.5.2
  20. No you haven't. There's always a location for them in the MCP/src directory. Jar editing should never be required. In fact, not-jar-editing is the whole reason the new system exists. This is the only way to do it for now since Forge is unstable at the moment! I am sure this will be fixed soon! when i try the MCP/src Minecraft doesn't look in the right directory. it keeps looking in the 1.6.1.jar
  21. How did you do it? Do you have a Example - ItemRedstonePickaxe.class - Example?
  22. download the forge SRC from files.minecraftforge.net once you have done that then just run the install.cmd and a MCP will be made for you! Once it has been made then put your code from your old MCP(YOURMCP/src/minecraft/YourPackage's) and paste them in the new MCP(YOURNEWMCP/src/minecraft/Pasteyourpackageshere). Check out my thread to fix the texture error's http://www.minecraftforge.net/forum/index.php/topic,9792.0.html
  23. Check out my thread! http://www.minecraftforge.net/forum/index.php/topic,9792.0.html
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