
johanno
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Everything posted by johanno
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thx it works now
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Hello i have a little problem with the setting of the manifest.mf in the meta-inf folder. this is how it looks now Manifest-Version: 1.0 FMLCorePlugin: com.johanno.rideablespiders.CoreLoading but now it only loads the plugin and ignores the rest of the mod. is it possible to have a normal and a coremod in one .jar file?
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I haven't noticed the RenderLivingEvent it helps me very much. I think it's possible to convert the mod into an not coremod, but it's not as powerfull as an coremod. Thank you, i'll try my luck and probably have many more questions. Edit: is there a list of every event that forge has?
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And how do I render an saddle on the spider model, or an armour? And how i can make the spider tameable with interacting events?(this also means the spider don't disapears in peacefull if it's tamed) And if it's mounted, how do I control(ride) the spider?
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Well my mod makes the spider ride- and tame-able My mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293396-1-7-2-rideable-spiders-mod so if i replace the vanilla class, this mod makes every spider which extends the EntitySpider.class rideable.(this works also for mods) How i can do this by Forge events? (if i replace the spider with an oninteract-event i can only replace it with one entity, and it won't make it possible to ride spiders from other mods).
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I want to replace a base(vanilla) class following this tutorial http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571568-tutorial-1-6-2-changing-vanilla-without-editing But i need to compile an edited base class for this. I know forge made it for good reasons impossible to edit baseclasses, but i want to edit them nevertheless. So is there a way? Or is there another way to make core mods which replace vanilla classes? thanks in advance. In german, because it's my mothertungue: "Ich will eine Vanilla Klasse bearbeiten, was aber seit 1.7.x ja nicht mehr möglich ist. Ich weis, dass es gute Gründe gibt, warum man sie nicht mehr verändern kann, aber für das obige tutorial ist es notwendig."
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ok i'll try it out thank you.
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That would be a good solution, but then the mod isn't making rideable spiders from other mods, which extends the spider.class
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the mod makes the spider rideable, tameable, and adds an inventory to it. How to do this by events?
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This is my mod: Rideable spiders In this mod i'm overriding the EntitySpider.class and the RenderSipder.class, by using asm. In 1.6.4 i just edited the vanila classes, then recompiled and put the class into a .jar. and so on. (I've used this Tutorial) but how do i edit the vanilla class in1.7.2?
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I want to update my (core)mod from 1.6.4 to 1.7.2. As you maybe already know there is a MCP for 1.7.2 http://mcp.ocean-labs.de/news.php I would prefer to work with mcp, but i don't know how to install forge on it. Can you please help me. If it's not possible with mcp, i want how you can edit vanilla classes in gradle. Thanks in advance Sinecerly Johanno
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put it in the init and what is BlockInfo.oreKey is it a String?
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And show us the full error log please
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I've already searched for a tutorial but im not able to find one. I want to know how you can say only if a mod is installed this item is added.
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i've made a post in the tutorial site http://www.minecraftforum.net/topic/1854988-tutorial-162-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/page__st__240#entry25799754
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remove the func_104112_b()
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yea thank you very much i havn't thought that is so near.
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Iam sorry that i ask that stupid question but i'm not able to find a list of the changed mehtodnames of 1.6.2 to 1.6.4 does exist such a list?
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i've solved it by implementing the array in client proxy not in the mainModfile
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http://pastebin.com/xy9i781Y
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try something like malumlands.setMinMaxHeight(0.5F, 1F); in bimegenhelper
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Rotate the block texture the way you placed it, storing in TE?
johanno replied to Vilsol's topic in Modder Support
maybe you can use metadata in that way, that you use 4 metadata for every block(one for every direction) -
[1.6.2] Having issues to get custom textures loades on new blocks
johanno replied to alpharo's topic in Modder Support
you have to set your texture path to "yourfile:your.png" becaus since 1.5.1 this is the location of yourfile/textures/blocks/your.png the same with items look wiki tutorials -
Hello I've tried to run my mod on server and got this crashreport I don't know what should i do