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ingiethingie

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Everything posted by ingiethingie

  1. you're running the 1.6 minecraft launcher aren't you? there's a drop down menu, the forge installer will have placed a new option there.... if it hasn't, then your assertion that the installer has installed fine isn't true - and you'll have to go back to that step.
  2. methinks cpw's ironchests is always a good place to start with this: https://github.com/cpw/ironchest in fact, it's generally a good place to start for any new release of forge i find, as it's sortof a "sandbox" for any new api shenanigans... edit: i look like a right git now you've added the code since i posted the above, i thought you simply didn't know where to start
  3. For the first google it, for the second there are tutorials if you google it. Also you may want to strat with a cup of java, here: http://courses.vswe.se/ personally, I didn't even create an account here until after i'd watched all of vswe's modding courses... i felt unqualified or rather, i felt it was important i felt completely happy with the terminology and the environment and the processes before i started jumping in here... [ that's not to say i felt intimidated by these forums, not at all... i just felt that was a minimum requirement to be a "beginning modder" than a "floundering n00b" ] edit: caveat, that in no way means i'm qualified now, it just means i don't feel unqualified
  4. exactly... and you need to be using the ID in the @Instance, but you're not. is wrong.
  5. see the details in gregoriousT's profile on ic forums... http://forum.industrial-craft.net/index.php?page=User&userID=5045 first. figure out how to use the wiki. http://www.minecraftforge.net/wiki/How_to_use_the_ore_dictionary
  6. also, you have @Instance(Reference.MOD_N) rather than your Reference.MOD_ID ... i'm taking a note from gotolink's comments on other threads here that and http://www.minecraftforge.net/wiki/Basic_Modding of course, you may have the same value for both constants, but if you don't - or change one of them in the future to be more wordy, then <bork>
  7. did you do what gotolink suggested? i.e. fix the instance name? you were using @Instance("The Nether Overhaul") rather than the modid...
  8. well, i didn't really forget that... i was more showing a proof of concept for the, erm... concept but yes, you'd definitely need that. 'course, you could say that if [any player]'s walk distance modulo 7 == 0 then "a random event has occurred" is still true edit: i'm picking 7 as an arbitrary prime number there, of course, i'm not suggesting that is a specific requirement of the suggestion
  9. from your detailed crash report i'm guessing that it's crashing because the item has no itemID? are you branching your code to take this into account? i.e. are you ensuring that anywhere where that item would have been referenced when it does have a valid ID, is not reached when it doesn't? for example - in pseudo code: if ( configItemEnabled ) { do thing with item } else { skip thing and don't go anywhere near thinking about referencing the item } everywhere where you would otherwise just use the item....
  10. aha! is that being instantiated in ContainerFurnace then? I'd forgotten about Containers ... derpme. Mew.addStat(AchievementList.niceAnswer, 1);
  11. I'm not Mew, and I can guarantee Mew knows more than I on this matter but personally, I would just derive my own furnace from BlockFurnace, then derive my own tile entity from TileEntityFurnace... in my new class for the "MyBlockFurnace" i'd simply add an override onBlockActivated to point the gui to "MyTileEntityFurnace" and in "MyTileEntityFurnace" i'd simply add an override for canSmelt() and check in there if the itemstack in the furnace is in a list/array of those I want to allow.... ... I'm not saying this is correct I'm certainly not saying it's the most efficient way - I'm just saying that I'd probably try that way myself first... Mew will hopefully point out the stupidity of this, or say "actually that'll work" - i hope for the latter, i expect the former [ and if i was at home, i'd have tried this before posting it, but i'm not, so i haven't ]
  12. how far have you got? have you derived/taken from BlockFurnace and TileEntityFurnace? if not... at least try - the code is pretty obvious from those vanilla classes
  13. tbh, i nearly went "nah" myself... and then had a lateral moment when i saw that property exposed
  14. i was about to reply to say have you tried mazetar's tute... but i see you have... i've only got that far myself... haven't done buckets yet, i just /gave myself the block [and now i must go to work... ]
  15. you can use xmllint on the command line in terminal... and what it identifies is that you've closed "target" here: <target name="clean"/> <delete dir="${build.dir.development}\forge\mcp\src\minecraft\" /> <delete dir="${build.dir.development}\mcp\reobf\minecraft" /> </target> take out that slash from the opening tag [ edit: to clarify, xmllint is osx's xml commandline validator tool... i happen to use smultron as a general editor... but its xml validator seems to be lame ]
  16. call me Mr Hackypants, but i just tried, this... does this help you? private int lastDistanceWalked = 0; @ForgeSubscribe public void onPlayerEvent(LivingUpdateEvent event) { if ( event.entity instanceof EntityPlayer ) { EntityPlayer thisPlayer = (EntityPlayer) event.entity; int walkedNow = (int) Math.floor(thisPlayer.distanceWalkedModified); if ( walkedNow != lastDistanceWalked ) { System.out.println(thisPlayer.getEntityName() + " has walked " + walkedNow); lastDistanceWalked = walkedNow; } } }
  17. you've broken the xml somehow... either you've incorrectly terminated a quoted string, or generally hosed it... can't really tell without a pastebin of your xml... but it'll be something very silly like that... use an xml editor if possible, it should tell you
  18. not that it's likely to be anything to do with your problem Water' , but taking all the registrations for everything into separate classes would make the code a lot more easy to read/debug also... e.g. pulling all the block registrations and fields into their own class from those preinit/inits, and calling a static method on a class to initialise them all... i do this for blocks, items, entities... each with their own "init this lot" class... that way my FMLInit/PreInitializationEvent methods just say the equivalent of: "BlockHelper.init()" in the preinit and "BlockHelper.register()" in my init [ plus similar for items and entities n stuff ] as a rule, i consider any method longer than about a standard screen page to need refactoring... [ unless there's a really good reason i can't break the method down, or if it makes no sense to do so ] doing it this way will make your life a helluva lot easier if you ever need to change anything, since it'll be all nice an encapsulated in its own class... plus it makes abstracting the main mod from the blocks/items etc a lot simpler... ... and it'll save the eyes of those trying to read the code from bleeding as much back to your issue... i don't think you've pasted the code where the error happens, surely that's on an openGui line, no? [ as an aside also, is there a specific reason why you have two separate blocks for the furnace when it's lit or not lit? - rather than just use metadata to switch the texture/mode? sorry - i'm not trying to pick holes in the code, i'm just curious ]
  19. nice. to be honest, once i realised what the build.xml was actually instructing ant to do, i guess i could have done the same... bash is my friend but once i had ant doing it, i shrugged ... uploading it is a nice touch tho... i use a sshfs to my server, so that's trivial i guess [goes away to type in a terminal]
  20. i use an ant build... specifically, i modified pahimar's build.xml etc for my own purposes, since i started modding the other month following his setup... his readme on his github here should be self-explanatory [it was for me] https://github.com/pahimar/Equivalent-Exchange-3 [ obviously modifying his instructions for compiling ee3 to suit your own project's paths etc ]
  21. to all intents and purposes, a jar file is a zip file... if you zip it, and rename to a jar, it's a jar... the differences become apparent when you want to sign the jar for security, and add meta data to the jar package... is that what you're needing to do it for? edit... damn, hydro beat me to that
  22. erm... ... this maybe intentional to stop the server disk space being eaten by avatars, or a setup issue... however: if you upload the image you want to use to "some website or other" - then you can use the "use URL" option. i just pointed it at my minecraftforum.net image [ to get the url, rightclick on your avatar there - if you have one/an account] and view image in a new tab or something...
  23. Don't know if you managed to fix this yourself... but I did... basically I did what larsgerrits suggested, got pahimar's build.xml and build_number.properties.xml from his github project [which, if following his tute, you've already done] after that read his github readme! - i.e. it tells you how to create the build.properties file, which also must exist... you should end up with a structure such as \source -\yourproject build.xml build.properties build_number.properties obviously, the contents of build.properties may be different depending on your setup [ i'm not clairvoyant, so i won't suggest what they should be ] also, you then need to go through each line of build.xml and see if there's something EE3 specific there, if there is, change it to be specific to your project... anywhere that you see something like ${build.dir.development} or similar, it's refering to a variable set in build.properties of the same name [but without the build. prefix ... if they're wrong - change them in the build properties... if you need more, add extra ... e.g. for my project i had two projects - one was a base project which the actual mod referred to, so i created in build.properties a "dir.basemod" variable... and then in the build xml "prep" target... i added another copy block... and if you can't figure all that out ... read up on ant build from apache... once you've got all that done... go to the top level of your project source tree, and type "ant build" ... if you've configured everything correctly, a jar will automagically appear in your top level project folder/Releases/MCVER/myproject-universal-releaselevel-buildnumber.jar if it doesnt... look at why ant complained... it's generally trivial things like "oh, it thinks i have X in folder Y" if that doesn't help... do it another way [edit: "another way" is: go to your project and copy all your packages [drag and drop] into the minecraft project src tree - you'll also have to copy all your assets into there too at the top level - so you have [assets.yourmod.blah] etc - if you do that, you can then just use the "standard" way - i.e. go to the mcp folder and to the manual recompile/reobfuscate stuff.... i found that vswe's tutorial on this "Forging a Minecraft Mod" - part 1 + 2 to be a pretty good one for this... you may have to watch his item texturing tute too if you can't get the assets in the right place ]
  24. Not quite a necro-post as this is still an issue [i.e. I just tried to register with my myopenid id] - but probably not a particularly high priority one looking at the SMF [simple machines forums] own forums, this was "possibly" patched in a 2.1 release - minecraft forge is running 2.0.2 judging by the footer... i've admined SMF forums before, and whilst patching this should be "trivial" that doesn't mean it wouldn't break anything, so I'd imagine this is not particularly important... However, if a site admin really wants to patch the forum, the thread I was just looking at for SMF is here: http://www.simplemachines.org/community/index.php?topic=473793.0 ... in, the meantime, i used a password authentication... heigh ho, i can live with that
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