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Everything posted by quasivenerable

  1. There doesn't seem to be anything wrong with your code. At least the code you have shown here. And that assumes you made the changes you describe. I compiled your code. Had to remove all the items and stuff outside the preInit method and comment out the recipe and ItemHandler.init() and ArmorHandler.init(). Those last two dont seem usefull anymore anyway with the registerItem call in the preInit. I created a dummy FalloutItem class. Its empty I put the en_US.lang file in src\main\resources\assets\fallout\lang When I run it, I get Energy Cell items (correctly named) in the Misc tab. Of course there is no texture. So what do you have in FalloutItem.java?
  2. @Alix_The_Alicorn coolAlias is correct in that you are using uninitialized blocks in the constructor of the ModBlockVine. The problem you are creating is that you store the value of what is in cucumberVine and cucumberVineGrown (which are both null until the constructor returns) into unGrownBlock and grownBlock in the ModBlockVine constuctor. Then you use these null values to check if your block matches later in the onBlockClicked and onBlockActivated (also updateTick, I bet your pickles dont grow either). You should take coolAlias's advice and not store the values in unGrownBlock and grownBlock. Remove those two and their getter/setter methods. Then just use ModBlocks.cucumberVine and ModBlocks.cucumberVineGrown in the ModBlockVine code where you currently have unGrownBlock and grownBlock.
  3. Month and a half has gone by, hope you have found a solution already but just in case.... I installed the Gradle Support plugin in Netbeans 7.4 and then used the standard "Open Project" option in Netbeans. I pointed the Open Project dialog at the directory that I have unzipped the Forge Src zip into. There is a build.gradle file in that directory. The project opened and I was presented with an example mod that after correcting the Blocks.dirt.func_149739_a() to Blocks.dirt.getLocalizedName(), builds and gives me the ~/build/libs/modid-1.0.jar that would be expected for that Example mod. Copied the modid-1.0.jar to the .minecraft/mods/1.7.2 directory and it seems to work fine. The src/main/java and src/main/resources directories contain the files for the Example Mod in case you are looking for the place to put yours. If you do a "Clean and Build" in Netbeans, expect it to fail. There seems to be a problem with creating the build directory after it is deleted during the "Clean and Build". Doing a "Clean" followed by "Build" works or a second "Clean and Build" seemed to also work.
  4. Don't cancel the event, just set the distance to 0. event.distance = 0
  5. The serverSide proxy class you referenced in your OverhaulCraft class is not the same as the file you probably intended to use. @SidedProxy( clientSide = "com.awesomesauce.minecraft.overhaulcraft.ClientProxy", serverSide = "com.awesomesauce.minecraft.awesomecraft.CommonProxy" ) public static CommonProxy proxy; Also, your error log seems to be showing errors from loading the "com.zip" file from a "mods\1.6.2" directory not the "OverhaulCraft.zip" so if there is something different there is no way to tell from what you have posted.
  6. @MaxM12, Looks like you are using an older version of Forge ( I think I had some problems like this before and upgrading helped. You might try the ( version. @Knux14, That tutorial is a little out of date now considering the location of all the jar files and such. It also does not mention the Main Class or Arguments that are now required to run the new launcher.
  7. Those errors are normal when running from the NB IDE but there is still something not right with your configuration. Can you post more of the log? For reference, this is the first part of my log:
  8. To get the lwjgl runtime into your path while running from Netbeans and in general be able to run and debug in the NB IDE, look in the properties of the NB project, find the "Run" category and add the following to the fields there: Main Class: net.minecraft.launchwrapper.Launch Arguments: --version 1.6 --tweakClass cpw.mods.fml.common.launcher.FMLTweaker VM Options: -Xincgc -Xmx1024M -Xms1024M -Djava.library.path="<Full path to the Forge directory on your computer>\mcp\jars\versions\1.6.2\1.6.2-natives" If you havent already done it, you probably also need to tweek the Netbeans project.properties file to set the build directory. In the nbproject\project.properties file, you will need to set: build.dir=mcp/bin build.classes.dir=${build.dir}/minecraft
  9. Also try adding an @override for renderAsNormalBlock and return false.
  10. Yes, it was a stupid question so I won't ask if you are calling the registerRenderers method and registering the entity. In your previous code pastes, the path to the texture is spelled "entities" instead of "entity". The standard directory is usually "entity" so I am wondering if you have the png file in the wrong place.
  11. Forgive me if this is a stupid question but did you register your renderer?
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