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Geforce

Forge Modder
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Everything posted by Geforce

  1. Hello everyone, How would you go about in making a "core" mod? I'm not talking about the coremod in FML that can be used to patch Minecraft classes, I'm talking about API-type mods like CodeChickenCore, which adds code that other mods can use. I'm fine with code creation, but how would I use it in eclipse? Would I have to create the coremod's code in one workspace, re-build it with gradlew build, then add the .jar to a second workspace's build path to use it in another mod? I'm pretty sure there has to be a easier way. Anyway, thanks for reading. ~Geforce
  2. Could you post the crash report?
  3. It has been added! See the newest Forge build, v11.14.1.1338, for 1.8. Thanks Lex!
  4. Thanks! I've submitted a pull request to the Minecraft Forge repository that adds this event, you can find the pull request here.
  5. Hello everyone, What do you think about adding EntityMounted and EntityDismounted events? They would contain entityMounting and entityMounted objects, and if it's canceled, the entity would not be mounted/dismounted. It may not see too much use, but it could be useful at times. For example, in my mod, I call player.setInvisible(true) when I mount a specific entity, and player.setInvisible(false) when he dismounts it. Instead of having to override the methods in EntityLivingBase, those two events could be used. Feedback? Thanks for reading! ~Geforce
  6. Hey there, I'm adding a "directional" block, just like a furnace or dispenser, in my mod. However, when I look at the block in my inventory, or while holding it in my hand, the "front" texture of my block doesn't face the right way. Even if I copy-paste the BlockFurnace code into my own Block class, when I look at the item, you can't see the front texture of the furnace (every side except the top and bottom has the "side" furance texture). But when I place it down, everything renders correctly. Is this a Forge bug or something? I'm using Forge v10.13.0.1180.
  7. Hey, I was wondering, is there any FML methods that will return a list of installed mods on a Forge server, assuming I have the server IP and port?
  8. Hello everyone, I'm trying to add the texture for a "laser" block. This is what it is supposed to look like: http://i.imgur.com/Z4p8z4L.png But this is what it ends up looking like in 1.8: http://i.imgur.com/YgkXPTJ.png It's guessing it's because the block has custom bounds, and I'm doing something wrong in my JSON file, but I don't really know what to change it to. Could someone help me out? My model/block file: https://github.com/Geforce132/SecurityCraft/blob/master/1.8/src/main/resources/assets/securitycraft/models/block/laser.json My blockstate file: https://github.com/Geforce132/SecurityCraft/blob/master/1.8/src/main/resources/assets/securitycraft/blockstates/laser.json My BlockLaser file: https://github.com/Geforce132/SecurityCraft/blob/master/1.8/src/main/java/org/freeforums/geforce/securitycraft/blocks/BlockLaser.java Thanks for reading! ~Geforce
  9. Hello everyone, I'm using the onEntityCollidedWithBlock() method to heal the player whenever he steps into my block (which is non-solid, and able to be walked through), but it doesn't seem to be working. It is only being called when the player is standing at the very edge of the block's bounding box. Once I step a bit more into the block, the method no longer gets called. Is there another method that runs when a player walks into a block (that replaced onEntityCollidedWithBlock()), or something? Thanks for reading! ~Geforce
  10. Maybe try "refreshing" your eclipse workspace by pressing F5? For me, usually, any changes I do to the texture JSON files won't apply in eclipse (and in-game) until I refresh.
  11. Hello everyone, I've made a custom chest that extends BlockChest, and the TileEntitySpecialRenderer for it. I used the vanilla "chest.json" for my item texture model, but in-game, it still shows up as a regular chest in my inventory, even though when I place it down, it renders correctly. What should I change in the file to make it show up correctly? My chest's class: https://github.com/Geforce132/SecurityCraft/blob/master/1.8/src/main/java/org/freeforums/geforce/securitycraft/blocks/BlockKeypadChest.java My TileEntitySpecialRenderer class: https://github.com/Geforce132/SecurityCraft/blob/master/1.8/src/main/java/org/freeforums/geforce/securitycraft/tileentity/TileEntityKeypadChestRenderer.java Thanks for reading! ~Geforce
  12. This should work: TileEntity entity = world.getTileEntity(new BlockPos(x, y, z)); You can create a BlockPos if you know the x, y, and z coordinates of the block.
  13. Oh sorry, I meant what's the method in IBlockState to save a metadata (0-16) to it. I know to use the .setBlockState() method once I'm done to save the new state to the block.
  14. Hello everyone, I know, as of 1.8, you use IBlockState to save metadata, instead of things like world.setBlockMetadataWithNotify() and world.getBlockMetadata(). I was wondering, what are the methods to set and get metadata of a block? Thanks! ~Geforce
  15. Like what TheGreyGhost said, a screenshot really would be nice, so we can see what it looks like. Maybe that will be able to help us figure out the problem.
  16. Hello everyone, I'm trying to help one of my friends create a GUI for his mod. The GUI is supposed to be able to convert wood into other variations of wood (oak, spruce, jungle, etc). I sent him the fully working code a few days ago, but the background isn't rendering properly. Here is what it looks like: http://i.imgur.com/7XxlrUk.png, and here's his GUI class: http://pastie.org/9527472. The background is supposed to be that blank gray background, like most in-game GUI's have. Could it be that I coded it in 1.7.2, and he's using 1.7.10? Thanks for reading! ~Geforce
  17. Hello everyone, I'm trying to add a new chest into my mod. However, whenever I try to load up my world, I get this error: http://pastebin.com/ZGtan9t3 Here's my TileEntity class: http://pastebin.com/ug0nJZLd (the reason I override checkForAdjecentChests() is because I don't want this chest to join any other vanilla chests.) And my block class: http://pastebin.com/tWMF64ne Could someone help me out? Thanks!
  18. Be sure to check if the slot has an item in it before trying to get the said item. Try adding: evt.player.inventory.getStackInSlot(i) != null to your if statement. Hope this helps!
  19. Hmmm, that's odd. Try removing all those extra server configurations, and only leave the main class set to "cpw.mods.fml.relauncher.ServerLaunchWrapper" (this is the way I have my server launcher, and it works fine). Also, I would also recommend updating Forge, preferably to v10.12.2.1145+. Hope this helps!
  20. Use Immibis' BON (bearded octo nemisis) program to deobfuscate the original .class files, then you can use a program like JDGui to convert them back into readable .java files.
  21. Thanks, ben. Works perfectly now.
  22. Hello everyone, I've just implemented the in-game config screen of Forge v10.12.2.1145+ into my mod. But I've noticed that if I try to load it in Forge v10.12.2.1144 or earlier, it just crashes (with a ClassNotFound error, obviously), instead of saying to update Forge on-screen, like I seen Project:Red do. What would I need to add to my @Mod/mcmod.info "dependencies" section to make the mod require Forge v10.12.2.1145 or higher to load? Thanks!
  23. It's happening on a test server I made as well, and it's running Forge 10.12.2.1121, the recommended 1.7.2 version.
  24. Hello everyone, I've updated to the new way of sending packets in Forge 10.12.2.1121+, but people are telling me this error is spamming their server logs. Could you help me out? Error: http://pastebin.com/pk27AKu2 Thanks for reading! ~Geforce
  25. If you're using Forge 1.7.2+, numerical block ID's have been removed. You now set a alphabetical ID using GameRegistry.registerBlock(block, name).
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