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Everything posted by Parker8283
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Build failed while doing gradlew setupDecompWorkspace
Parker8283 replied to cartmen180's topic in ForgeGradle
Re-download and try again. -
gradlew clean setupDecompWorkspace That will clean up the gunk from 1.7.2.
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I expected that, but the thing is, I didn't originally write this, so the guy that did somehow got it to compile (I believe without FG), so I was kinda wondering how... but yea, totally expected that.
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Trying to update to Minecraft forge - 10.13.0.1152
Parker8283 replied to XeliteXirish's topic in ForgeGradle
Post your build.gradle so we can actually SEE what you did. -
Depends on where you want to generate it, and what you want to generate it with.
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I am working on a mod that compiles against two versions of the BuildCraft API, mostly because they changed a lot between 5.x and 6.0.x. However, I am having problems making Gradle work to do this. I can't get it to download both APIs from the Forge Maven (it just downloads the newest one), and after putting one of the APIs in src/api/java and keeping the other one in the dependencies block in my build.gradle, my IDE said that all was good, but Gradle failed on recompile. The API in src/api/java compiled correctly, but Gradle still used the API defined in the dependencies block to compile against. Is there any way that I can accomplish this, or should I just drop the 5.x API support?
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What happened to the decompress method in the CompressionStreamTools class between 1.7.2 and 1.7.10? Was it replaced by func_152457_a? If so, what the heck do I do with the NBTSizeTracker?
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Does anyone know what happened to the ChatClickData between 1.6 and 1.7? I can't seem to find it out, and I wasn't getting any answers on IRC.
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[1.7] RenderGameOverlayEvent.Text causes flickering text
Parker8283 replied to Parker8283's topic in Modder Support
Well, I hope that the IExtendedEntityProperties solves the need to figure out how to use the entityDataMap. What I meant was that I'm manipulating "How often the speed of entities are calculated (in ticks)." -
[1.7] RenderGameOverlayEvent.Text causes flickering text
Parker8283 replied to Parker8283's topic in Modder Support
Ok, so now I'm really confused. I need to manipulate the tick rate, so I would use RenderTickEvent, but that needs to manipulate the entityDataMap, so I would use what?... Also, so I just create a class that implements the IExtendedEntityProperties, add the function to the methods that I need, then attach them how in the EntityConstructing event? -
How to use Codechicken ForgeMultipart with Scala in Eclipse
Parker8283 replied to SantacreeperLP's topic in Modder Support
You aren't giving enough information. Are you having problems with it? What EXACTLY are you trying to do? Giving us an extremely broad score to try and decipher what your asking and how we should give you help, well, doesn't help. -
[1.7] RenderGameOverlayEvent.Text causes flickering text
Parker8283 replied to Parker8283's topic in Modder Support
Well, in 1.6.4 (when it was ITickHandler and not events), it had this: https://github.com/iguanaman/IguanaTweaks/blob/master/src/iguanaman/iguanatweaks/IguanaTickHandler.java#L83-L86 Which I assume means that this tick handler is for client side only(?) I guess I've got to being rewriting the entity data collection and storage using the interface you talked about earlier. However, does it do what I need it to do? I need it to store data about each individual entity in the world, and it appears that this needs to be attached to an entity class. Also, I needed RenderTickUpdate because I'm manipulating the tick rate with a config setting (https://github.com/Parker8283/IguanaTweaks/blob/master/src/main/java/iguanaman/iguanatweaks/IguanaTickHandler.java#L45) -
[1.7] RenderGameOverlayEvent.Text causes flickering text
Parker8283 replied to Parker8283's topic in Modder Support
Hey, I didn't write this. I just updated it to 1.7 so that it didn't die. I'll definitely look into that Interface. I'm still getting acquainted with how all the code works. Does it have to do with my Tick Handler maybe? -
[1.7] RenderGameOverlayEvent.Text causes flickering text
Parker8283 posted a topic in Modder Support
https://github.com/Parker8283/IguanaTweaks/blob/master/src/main/java/iguanaman/iguanatweaks/IguanaEventHook.java#L379-L438 It could just be my code, but the text added here flickers. I don't know why. It seems that it should just be added to the ArrayLists, unless I'm missing something. EDIT: As reference, here's a video: -
It's saying it can't find all of this stuff. As it appears that you aren't using the src/main/java folders, make sure your build.gradle is pointed to the folders that you are using for sources and resources.
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Nevermind
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Working with my fork of FML. Setup workspace according to Lex's Multi Project setup vid. The normal debug configurations crash, saying that the lwjgl isn't in the java path. Help?
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It has been solved. Needed RenderTickEvent instead of PlayerTickEvent.
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[1.7.2] Updating to 1.7.2 - All sorts of Questions
Parker8283 replied to Mecblader's topic in Modder Support
IconRegister -> IIconRegister, Icon -> IIcon, registerIcons -> registerBlockIcons. Yes Forge Wiki PlayerEvents, look in FML gameevents package @SubscribeEvent TickEvents, look in FML gameevents package -
not as worried about that as I am with the other billion crashes all with the same issue.
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I normally don't like doing this because it looks like I'm saying "MY MOD DOESN'T WORK FIX IT FOR ME" However, progwml6 and I are both stumped on what is causing this. The link below is too the GitHub Issue. All info is there, along with the code. https://github.com/Parker8283/IguanaTweaks/issues/6
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I know that, but I've found one where I need it.
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They work when I run the gradle setup commands, the code gets transformed in my dev environment, it runs fine in my debug configurations, but when I build it and run it in a standard Minecraft, it doesn't load the file. I've verified that the jar gets shipped with the file. So...what's happening? Do I need to make a coremod to load it from?
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Ok, sorry that I wasn't so technical. . Well, my real question, is there a "gerNextAvailablePotionId()" or is that just going to be a config thing?
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./gradlew --refresh-dependencies ./gradlew setupDecompWorkspace --debug ./gradlew eclipse --debug See if that fixes it.