
Geforce
Forge Modder-
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Everything posted by Geforce
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Hello everyone, I'm using the PircBot API to let users of my mod easily report bugs to my IRC channel. Everything works fine in eclipse, but what do I need to add to my build.gradle file to make it add the library to my rebuilt mod .jar correctly? I currently have the library (named 'pircbot-1.5.0') in a 'lib' folder in my root MCP folder, and the default build.gradle file. Thanks for reading! ~Geforce
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Hello everyone, I'm making a custom portal block that will send you to different areas depending on what the frame of the portal is. For example, if i had a portal like this, SSSS SPPS SPPS SPPS SSSS (P=Custom portal block, S = Stone). how could I get all those stone blocks returned in a array? I know I could do this by checking the portal's metadata/direction and using a load of world.getBlock() calls, but I just thought I ask, maybe someone has a easier solution. Thanks for reading! ~Geforce
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Hello everyone, I'm making a mod based on the game "Sniper Elite v2". It would be really nice if I could slow down Minecraft to half-speed whenever I shoot my mods' sniper rifle (to imitate the x-ray killcam in Sniper Elite). Do any of you guys know if this is possible? Thanks for reading! ~Geforce
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It's invisible at the moment, but if I change the if statement (mentioned in the original post), it will render as the block I specified in the RenderSniperBullet class.
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Anyone?
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Hello everyone, I'm trying to create the Entity class for a sniper rifle bullet. Right now, I'm using a modified version of the EntityBullet class from Flan's mod, just for testing purposes. The bullet hurts other entities correctly, but doesn't render properly (it's invisible). Here's the code: EntitySniperBullet.class RenderSniperBullet.class Now, if you change the current if statement (at line 209 in EntitySniperBullet.class) to "if(checkEntity != owner)", the bullet will render properly, but won't hurt other entities properly. Anyone know what's wrong? Thanks for reading!
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Hello everyone, I just made a custom chest, and for some reason, it's making any other block in my inventory, and even my hand appear darker then it should be. Here's a screenshot of it: I'm not that great with when it comes to rendering things in-game. Could someone help me? Here's my chest's TileEntityRenderer class: Just let me know if you need code from another class. Thanks for reading! ~Geforce
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Hello everyone, I'm trying to make my mod SMP-compatible. The server starts fine, but within a fraction of a second of joining, it kicks me out of the game, and displays this error message: It doesn't give me the exact line of my code that is creating the error, so it's a bit hard for me to fix. Anyone know what's wrong? My packet handler follows this tutorial: http://www.minecraftforge.net/wiki/Netty_Packet_Handling Thanks for reading! ~Geforce
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NoClassDefFoundError: net/minecraft/world/World$2
Geforce replied to TeNNoX's topic in Modder Support
What version of Minecraft/Forge are you using? Also, did you modify the World class? -
[Solved] [1.6.4] Disabling the F3 menu/coordinates
Geforce replied to Tinker's topic in Modder Support
Yes, that would be the easiest way (if you didn't want to have people manualy replace the class in their 1.6.4.jar file). Sadly, there aren't much java ASM tutorials out there. I hope someone would make a tutorial on that in the future. -
[Solved] [1.6.4] Disabling the F3 menu/coordinates
Geforce replied to Tinker's topic in Modder Support
The "debug" screen code is in the net.minecraft.client.gui.GuiIngame class, lines 328-363. -
Create and register a GuiHandler (implemented by FML) in your main mod class and use that instead of calling the displayGUIWorkbench() method.
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Enclose the "super(World)" in: public ParallelTeleporter(WorldServer par1WorldServer){ }
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Try updating to FML v10.12.0.1024, most of the common method/object names are correct in that version. Hope this helps .
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registerIcons keeps asking for a removal of @Override
Geforce replied to Kakarotvg's topic in Modder Support
In 1.7.2, registerIcons(IconRegister) for blocks is now called registerBlockIcons(IIconRegister). -
It worked! Thanks to both of you.
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Hello everyone, I just have a question. Is there a way to write a String to a ByteBuf object when sending a packet? I don't see a ByteBuf.writeString() method, so i don't think so, but i thought i make sure. Do you know of a alternate way to do this? I'm following this packet handler tutorial: http://www.minecraftforge.net/wiki/Netty_Packet_Handling Thanks for reading! ~Geforce
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Use world.getBlock() and set world.setBlock(). If your trying to do something like this in 1.6.4: if(world.getBlockId(x, y, z) == Block.furnace.blockID) Then the 1.7.2 version would be: if(world.getBlock(x, y, z) == Blocks.furnace) Hope this helps!
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Hello everyone, i'm trying to update my mod to 1.7.2. In 1.6.4, i had TickHandler's, ConnectionHandler's, and other types of handlers. In 1.7, i noticed they were removed, and replaced with events. I never used Forge events separately before, so i dont realy know how to use them. Do i need to create a class implementing a "IEventHandler" type class? Any help would be appreciated. Thanks for reading . ~Geforce
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Hello there. I just installed the latest version of Forge (v10.12.0.1019), and i was surprised to see alot of vanilla method names still have "func_****" names. I know Searge released MCP v9.03 RC1 which fixed alot of the "func_****" names. Am i installing something wrong, or has Forge just not updated to the latest version of MCP? Thanks for reading! ~Geforce
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I have that exact code in my build.gradle file already, and im still getting the error.
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I know what file you're talking about, but what do you mean by "using" it?
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Hello everyone. Im trying to recompile the example mod supplied by Forge just so i will know what to do with my actual mod. However, when i type "gradlew build" into my command prompt, i get this error: Could not resolve net.minecraftforge.gradle:ForgeGradle:1.1-SNAPSHOT. I checked my .gradle folder, and the ForgeGradle-1.1-SNAPSHOT.jar file is definitely in there. Anyone know what's wrong? Thanks! ~Geforce
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Hello everyone. Im currently installing MCP and Forge 1.7.2 using the gradlew.bat as i type this. I occasionally dont have direct internet access, so i was wondering, if i download all the required files from a separate computer (Gradle, minecraft assets, etc.), would it be possible to decompile Minecraft (using gradlew.bat) without internet access? Thanks for reading. ~Geforce
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WARNING: This mod is for modders only, unless you have a mod that requires this API to run. -------------------------------------------------------------------------------------------------------------------------------------------------- Hey guys, this is my new API called "Simplicity". Basicaly, the point of this is to simplify Forge code for modders into one-line of code. For example, if you were to create a block with Forge, you would have to type: public static Block testBlock = new Block(1000, Material.rock).setHardness(1F).setResistance(5F).setStepSound(Block.soundPowderFootstep).setLightValue(0.5F).setCreativeTab(CreativeTabs.tabBlock).setUnlocalizedName("testBlock").setTexturePath("cobblestone"); @EventHandler public void preInit(FMLInitializationEvent event){ LanguageRegistry.addName(testBlock, "new block"); } @EventHandler public void init(FMLInitializationEvent event){ GameRegistry.registerBlock(testBlock); } See? It takes up alot of time, space, and just overall makes your classes look...messy. With this API, to do the SAME thing, you'll type: public static Block testBlock = getNewAdvancedBlock(1F, 5F, 0.5F, "new block", "cobblestone", CreativeModeTabs.BLOCK.tab, StepSounds.POWDER.tab); And your done! You dont need to add the names, register the block, or anything, this takes care of it for you. You dont even need the "preInit" or "init" methods if you dont want to. I probably could make four new blocks in the time in takes to make just one without this. If your creating a new class for a customized block, there's interfaces that you can use to import all the methods like "onBlockActivated" and "onEntityCollidedWithBlock", so you dont have to go to other classes to copy/paste the code from. My friend MrrGingerNinja will be uploading some tutorials for this in the next few days. If you guys like this mod, ill definitely will be adding more to this API! --------------------------------------------------------- Features: -Find the next avalible block/item ID without looking to see if you used that ID already. -Easily create new blocks & items with a single line of code. -Create a new CreativeTab with a single line of code, WITHOUT creating any new classes. -Specify your mod's info, WITHOUT creating a mcmod.info file or mod metadata, again with only one line of code. ---------------------------------------------------------- Download: *Download coming soon* (in a few hours) ---------------------------------------------------------- Thanks everyone! Hope you enjoy! ~Geforce132