
latias1290
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So, I have this item with tooltips. No problem with that, but in case I ever want to add localizations, I want to get the text from my language files instead of hardcoded strings. I've tried using I18n, but it gives me a very weird error: I could do what it says but I think that should be done in FML internal, or I'm not doing something right. And besides, I18n is deprecated for some reason. What should I be using instead? Well I feel stupid now, I was using I18n from a different package. But that leaves the question, I18n is deprecated. What should I be using instead?
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Thank Choonster, this did the job. Also, thanks GreyGhost for plugging the MBE entry - I didn't need it here, but I'm sure it will help a lot of other people.
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I have an item with over 20 different subtypes, and counting. Each of them has a different texture (it's not as bad as it sounds - bear with me). I could pretty easily draw the texture for each of them and add them to the resources folder, but I intend on eventually having several hundreds of them, and I'm no good with drawing programs. Sure, I can make a reasonable texture, but not for hundreds of them. Now, my item is a test tube, and the subtypes are its contents. So I could theoretically have one texture for an empty tube, and just add the contents' colors at runtime. I know how to do this, but I don't know how I would assign them to the items. Can I do this, and how?
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[1.10.2] [SOLVED] How do I make custom saplings?
latias1290 replied to latias1290's topic in Modder Support
Never mind, got it myself. You need to do setBlockToAir(pos) before you generate the tree. -
Are the files your files or files in the API?
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Title says it all. I have a log block, a leaf block, and a world generator that generates trees with no issues. I just don't have a sapling for the tree. I've tried a lot of things to do this, but none of it worked. Can someone just explain how to do it? Update: I tried it again, but this time I extended BlockBush instead of BlockSapling. I now have a correctly functioning block for my sapling, but using Bonemeal on it doesn't work. This is my code for grow(): This is the same code I use to generate trees in the world during world generation. That works for worldgen, but not for growing saplings. (And yes, I have canGrow() and canUseBonemeal() return true.)
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Gui buttons and drawing in the foreground
latias1290 replied to latias1290's topic in Modder Support
That worked. Thank you! -
I have a GUI and I need button functionality, and I need to draw an icon over the button. I have two options: 1) draw a rectangle with the texture of a button, and handle the mouse clicks in the area myself. Draw my texture over the button. 2) Use GuiButton and draw the texture over the button. The first option works, but I don't have click sounds and for some reason, mouseover detection doesn't work. But it does register clicks and drawing the texture over it also works. The second option also works to register button clicks. It also does produce sound when I click it, and mouseover detection works. However, for some reason, the icon is drawn on a completely different offset when I draw the icon using drawTexturedModalRect() in the drawGuiContainerForegroundLayer() method. It works fine when I do it in the background method, but the icon will be drawn before the button, making it invisible. Here's what I'm talking about: My code to draw the icon is this: int i = (this.width - this.xSize) / 2; int j = (this.height - this.ySize) / 2; switch (this.te.getMode()) { case 0: this.drawTexturedModalRect(i + 30, j + 50, 176, 71, 20, 20); break; case 1: this.drawTexturedModalRect(i + 30, j + 50, 176, 91, 20, 20); break; case 2: this.drawTexturedModalRect(i + 30, j + 50, 176, 111, 20, 20); break; } When I switch between approaches for testing, I just cut/paste the above code between the background and the foreground methods. Background for manual button, and foreground for GuiButton. My code to create the GuiButton is this: public void initGui() { super.initGui(); //this.buttonList.add(this.modeButton = new GuiButton(0, this.guiLeft + 30, this.guiTop + 50, 20, 20, "Hi!")); } @Override public void actionPerformed(GuiButton button) throws IOException { if (button == this.modeButton) { switch (te.getMode()) { case 0: this.te.setMode(1); break; case 1: this.te.setMode(2); break; case 2: this.te.setMode(0); break; } } } Should it be useful, here is the entire class I'm working on: I could continue using the first approach, but I think it's better to use the GuiButton.
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I'm pretty sure that when you have mods for different versions installed in your mod directory, FML will detect which mods are for the currently loaded version of Minecraft and only load these. So if you have Flan's Mod for 1.7.10, 1.8, and 1.9 in the same mods directory in the same .minecraft folder, launching Forge for MC 1.8 will only cause Flan's Mod for 1.8 to be loaded, and the other two to be ignored. I always have a few profiles that run from the same directory with my standard mods that I use to enhance my Minecraft experience a bit, for different Minecraft versions, and it always worked fine. But just now, I was cleaning up those profiles, and it now, it doesn't work anymore. I can install 1.7.10 mods only and launch Forge for 1.7.10 and it will work, and the same goes for 1.8 and 1.9. But when I install mods for all those versions and launch any of my Forge profiles, it crashes. Why does this happen, and how do I fix it?
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After around 3 hours of wanting to just annihilate my PC with a giant steel mallet out of frustration from WHY DOES IT NOT F!CKING WORK, I realized that the block that I wanted to render with multiple textures was using the SillyBlock constructor(a generic constructor I made for my mod blocks), instead of the custom SillyChurn block which was written to render with multiple textures. Well, one problem solved. (There was another question here, but after examining existing files I solved it on my own.) Thanks for your help, y'all!
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I don't get either of those :U
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1. How do I make the game render one texture for the front, left, right, back and bottom sides of the game, and a different one for the top? 2. How do I add a custom creative tab? I have examined the CreativeTabs constructor, but it's very hard-to-read and when I use the constructor, Eclipse says "Can't instantiate CreativeTabs". 3. How do I override a crafting recipe of a vanilla item?
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HELP! java.lang.NoSuchMethodError: WHAT DO I DO?!?!?!
latias1290 replied to ckazakeich's topic in Modder Support
I'm not really experienced at all with Forge, but I'm going to try to help Did you try it in Eclipse(success) and then exported it(fail) once? If you did, test it in Eclipse again, you may have accidently removed the method before exporting it. Unlikely(because I wouldn't know how it would successfully compile and export), but possible. -
Hi. I have made a small, unfinished playground mod and while testing it, I found some things in the log that caught my attention: [22:25:44] [main/ERROR] [FML/]: FML appears to be missing any signature data. This is not a good thing -- [22:25:42] [main/ERROR] [FML/]: The binary patch set is missing. Either you are in a development environment, or things are not going to work! -- [22:25:44] [main/ERROR] [FML/]: The minecraft jar file:/home/dirk/.gradle/caches/minecraft/net/minecraftforge/forge/1.7.10-10.13.0.1180/forgeSrc-1.7.10-10.13.0.1180.jar!/net/minecraft/client/ClientBrandRetriever.class appears to be corrupt! There has been CRITICAL TAMPERING WITH MINECRAFT, it is highly unlikely minecraft will work! STOP NOW, get a clean copy and try again! [22:25:44] [main/ERROR] [FML/]: FML has been ordered to ignore the invalid or missing minecraft certificate. This is very likely to cause a problem! -- [22:26:02] [Client thread/ERROR] [FML/]: FML has detected a mod that is using a package name based on 'net.minecraft.src' : net.minecraft.src.FMLRenderAccessLibrary. This is generally a severe programming error. There should be no mod code in the minecraft namespace. MOVE YOUR MOD! If you're in eclipse, select your source code and 'refactor' it into a new package. Go on. DO IT NOW! Highlight: That last one doesn't really make sense to me. I have not placed that class in there, it was already there when I setup the workspace. Does this mean trouble?
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I dont even know how to summarize this...
latias1290 replied to latias1290's topic in Modder Support
Neeeeeeevvvvvvvveeeeeeeeeeeeeeeeeeeeeeeeeeeerrrrrrrrrrrrr mind. It's working. I'm so blind.