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UltimateDillon

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Everything posted by UltimateDillon

  1. Maybe I'll understand it one day. But for now, if it works, I'm good. lol
  2. Getting too confusing now. I tested this on a dedicated server rather than LAN.
  3. Thank you, that seemed to fix the problem of it crashing the server. For future reference, does this mean that any code that should only be run on the server goes in CommonProxy? Thanks.
  4. I know this isn't supposed to be Java class but it's been a while since I wrote this code and I'm unsure which code should be used in ClientProxy, which is empty right now. At the minute, the creation and setup of all items and textures is done in BlocksItems.class which is called in my main class in public void load(FMLInitializationEvent event) Some of my confusion is based on the fact that this problem exists because I want the mod to be able to be included in a Forge server for multiple people to use it, and for mobs to still drop specific items on the server. Thanks. EDIT: This is my BlocksItems class:
  5. Would this include initializing and creating items? AKA everything in my BlocksItems class.
  6. How would I go about using @SidedProxy in this instance?
  7. So I made this mod and it works fine as a client mod, but it crashes a forge server if you try to load a server with it. Here is the crash log: I can figure that the cause is a NoClassDefFoundError, but I cannot figure out how to fix it. I read something about classpath but I have only worked within the Eclipse environment and am unsure how to handle this. Any help would be great. UltimateDillon
  8. It bothers me that I can almost spawn in items on a normal bukkit server but nobody can see them and if i try to click or take them out of the inventory GUI they disappear. It just doesn't seem neat or practical. I also don't know many servers that will want to use it as a server mod.
  9. Do you know of a way I can prevent my stuff showing up in creative or being spawned in on servers?
  10. You mean set up and register my items in a class and then just call it in the PreInit method? I originally did something like that but decided just to do it in less classes. Was that a bad decision?
  11. Do you mean in: @EventHandler // used in 1.6.2 //@Init // used in 1.5.2 public void load(FMLInitializationEvent event) { proxy.registerRenderers(); } I was registering my stuff in there at first but it didn't actually work until I moved it to PreInit
  12. I removed Optifine from my mods folder and that stopped the crashing.. could it be a conflict?
  13. Thanks, that fixed the problem of the mob drops, but I still have the crashes.
  14. EDIT: MinecraftForge.EVENT_BUS.register(new CustomDrops()); Moved this into the load method and still doesn't make the mob drop the items.
  15. The food is registered in the PreInit and the proxies are the same as they've always been: CommonProxy.java ClientProxy.java The only thing I can think of is the fact that my custom drops don't work even though I've now added this line to the PreInit in my main class: MinecraftForge.EVENT_BUS.register(new CustomDrops());
  16. HaggisMain.java CustomDrops.java
  17. Hey, I'm having problems with my mod that simply adds a few items with crafting recipes and has vanilla mobs drop them. My crash report is as follows: This happens whenever I try to play in a Single Player world, but not on a Server. If I could have some help on how to solve this, that would be great as the crash report doesn't list any of my classes or processes as creating the problem. Maybe I'm missing a class that handles this stuff? EDIT: I'm aware the problem occurs when the game tries to save the world chunks, but I have no idea how to resolve it.
  18. Just thought I'd give an update that I successfully recreated my mod by first learning for 1.6.4 and then going back and rewriting again for 1.5.2. Thanks for the help and advice.
  19. Lets get this straight, I didnt plan on copy/pasting, and I do know some Java, I just dont know how to properly write mods. I had no clue how to yesterday and by the end of the day, I had a fully functioning mod. My problem is that I have to re-learn now for forge and I still dont know if it will work on a Tekkit server.
  20. One of my problems is that all of the forge mod tutorials are for 1.6.4 and i'm writing for 1.5.2
  21. They, confuse me lol. Do I basically have to start from scratch and write it for Forge? Are there any specific links or sites I should start with?
  22. So how do I rewrite the mod for use in a tekkit server, im completely new to this.
  23. Yesterday, I created a mod (my very first) for use in the latest version of Tekkit which uses Minecraft 1.5.2 but so far, I only have it working in Vanilla 1.5.2 with ModLoader installed on the old launcher. I've tried putting it into my tekkit mods folder which should work considering ModLoader is built into Forge. Can anyone help me out? Do I have to write the mod specifically for Forge? It should work normally, shouldn't it? Thanks.
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