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[1.8] Need help updating my mod
use the forgesrc zip from files.minecraftforge.net, then do the setup with gradle (gradle setupDecompWorkspace), then find forgeSrc-version.jar under libraries in your IDE.
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[1.8] Need help updating my mod
To put it simply we can't help with such vague information. Check how vanilla json files assign textures, when you GameRegister.register(block, "block") assets/modid/blockstates/block.json is automagically used to do the heavy lifting, ergo, study vanilla.
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Microsoft buys Mojang/Minecraft ... FAQ for Forge Team/LexManos
@Lex man, tough beans as soon as I heard about this even *maybe* happening I was on edge. Really wish I was a better coder, I've got all sorts of ideas that I think could be of use, and would love to lend a hand. But, since I'm not `that guy', I suppose at least I can help with the common questions (diagnosing PEBCAK, lol). All in all, I wish you (and whoever else is left on the Forge team) the best of luck and all my good wishes. This game is a bonding point between me and my little sister, and we love modded minecraft. I'd hate to see that ruined
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Changing item damage in onItemRightClick acting oddly
Actually damage is also used like block metadata, in that you can jam alot of subitems into one single item. Spawn eggs, for instance, are all ItemMonsterPlacer, but with different damage values.
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[1.6.4]Achievement/Creative tab name registration
Agreed, lang files > by a huge degree than LanguageRegistry.
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[1.6.4] How to properly export/compile a mod
I've seen something like this before, apparently it doesn't like you having your array brackets on separate lines, try slimming it down a bit and see about that.
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[SOLVED] Issue building jar with Forge 10.12.0.996
well, as far as the dev.json issue goes, copy the lwjgl versions from your working (I hope) client's version.json; as far as building goes, gradlew build should do it all for you, unless you made some derpy changes to build.gradle on that front, as such, could you post your build.gradle?
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Wrong name in creative menu [1.7.2]
Totally agree, lang files > LanguageRegistry. Lets you localize the mod without touching a single line of java code, excellent for collaborative work on github. I've gotten quite a few pull requests for no other reason than for the person to graciously supply the lang file for their language.
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Wrong name in creative menu [1.7.2]
This works for me, but how do you package this file in the .jar file when you distribute the mod? Or is it still too early in the 1.7 forge for that? No. if assets exist at src/main/resources running gradle build will bundle that into the final mod jar.
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Gradle / .git project import questions
If you're using git/github you can set up branches for more than one mc version, that's how forgegradle's git manages to be for both snapshot 1.0 and 1.1.
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[1.7.2]How do you make mobs with Techne for 1.7.2?
same as before in general. The update touched on items, blocks, networking and audio, not so much on entities afaik. Granted, since forge produces func_ names for now you'll have to use those in the model code.
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forge-1.7.2-10.12.0.994-src will not install using gradlew.bat
This.
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[1.7.2] Progress on unobfuscation?
@Nzkiwi: you need to register your nickname with nickserv, google is your friend here, its pretty simple Also, the issue with the obfuscated names is not so much the mappings as getting srg2source up to speed with gradle. It currently uses python but will be rewritten in java so it can interface with gradle properly or sommat. Untill then you can join #mcp on esper and talk to MCPBot
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forge-1.7.2-10.12.0.994-src will not install using gradlew.bat
Job aint to be nice to noobies. If you can't properly install and configure a jdk then youve little business modding and or programming.
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Forged 1.7.2 not reconizing mods added to mod folder
If you're using 1.6.4 mods on 1.7.2 you fail.
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