Jump to content

Cookie160

Members
  • Posts

    41
  • Joined

  • Last visited

Everything posted by Cookie160

  1. Hi, I'm trying to make a solar "powered" light that turns on at night, and since there aren't many tutorials on that, much less well known class names, functions and whatnot for 1.8, I was hoping if someone could point me in the right direction for the easiest way to do it, considering it only needs to check for two times. Thanks
  2. I'm having trouble with this: it crashes due to ".getItemModelMesher()". Don't know why, any clue as to what may be wrong?
  3. Just curious about something: I know that lots of modders create .jar models for blocks and items, but since that feature is almost redundant due to the .json model feature in 1.8, do you plan on supporting this feature, or do you plan scratching it due to the fact that .json files are just assets and are used just like any other texture?
  4. Maybe you never ran 1.7.2, because you skipped to 1.7.4?
  5. So I'm gonna update my mod to 1.7, I installed the Forge src, loaded everything up in Eclipse, and I looks fine. But, the minecraft folder has an exclamation point on it, and Forge crashes. I haven't installed anything else yet. Error: [11:40:23] [main/INFO]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker [11:40:23] [main/ERROR]: Unable to launch java.lang.ClassNotFoundException: cpw.mods.fml.common.launcher.FMLTweaker at java.net.URLClassLoader$1.run(URLClassLoader.java:202) ~[?:1.6.0_65] at java.security.AccessController.doPrivileged(Native Method) ~[?:1.6.0_65] at java.net.URLClassLoader.findClass(URLClassLoader.java:190) ~[?:1.6.0_65] at java.lang.ClassLoader.loadClass(ClassLoader.java:306) ~[?:1.6.0_65] at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301) ~[?:1.6.0_65] at java.lang.ClassLoader.loadClass(ClassLoader.java:247) ~[?:1.6.0_65] at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:104) ~[launchwrapper-1.9.jar:?] at java.lang.ClassLoader.loadClass(ClassLoader.java:306) ~[?:1.6.0_65] at java.lang.ClassLoader.loadClass(ClassLoader.java:247) ~[?:1.6.0_65] at java.lang.Class.forName0(Native Method) ~[?:1.6.0_65] at java.lang.Class.forName(Class.java:249) ~[?:1.6.0_65] at net.minecraft.launchwrapper.Launch.launch(Launch.java:97) [launchwrapper-1.9.jar:?] at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?] Any idea as to what I'm doing wrong? This looks very scary... BTW: I'm sorry if this is in the wrong section, I couldn't decide...
  6. Anything in src/main/resources will be included in the resulgin jar when you run greadle build. Also... decompiled mod what? Looking at your mod I notice a few things: 1) God fucking damn macs stop adding so much useless crap! hidden folders everywhere! 2) The 'assets' folder goes into the ROOT of the jar not in the nuke_mod folder, same goes for mcmod.info and the like. 3) You're obfusicating to obf names you should obf to srg names, also, update to 1.7. Thank you, it worked!!!
  7. Thank you, you make a great point, but, where exactly in the code should this Data Watcher go?
  8. Ya, I got it working. here's the mod: https://www.dropbox.com/s/2po2s27z6cm4g10/Nuke%20Mod.jar In fact, here's proof that I'm not wasting your time: Decompiled Mod in Eclipse: https://www.dropbox.com/s/zhlf6tj56pjh0pu/Screen%20Shot%202014-02-20%20at%2011.09.24%20AM.png
  9. Ya, I got it working. here's the mod: https://www.dropbox.com/s/2po2s27z6cm4g10/Nuke%20Mod.jar
  10. You're just trying to load the block textures, right? Try to add these to your block file: Constructor: setTextureName("YourModID:yourblockname"); Body: @SideOnly(Side.CLIENT) /** * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata */ public Icon getIcon(int par1, int par2) { return par1 == 0 ? this.field_94392_b : (par1 == 1 ? this.field_94393_a : this.blockIcon); } @SideOnly(Side.CLIENT) /** * When this method is called, your block should register all the icons it needs with the given IconRegister. This * is the only chance you get to register icons. */ public void registerIcons(IconRegister par1IconRegister) { this.blockIcon = par1IconRegister.registerIcon(this.getTextureName() + "_side"); } Hope this helps!
  11. So, I exported my mod today, everything went fine. I run it, it works, but it doesn't have textures or an mcmod.info file. It's not loading anything but the classes. Next, I did the same thing anybody else would, unzip the jar/zip. It errors: So, I'm out of ideas, I'm willing to post the mod, too. Any help is greatly appreciated! Edit: Also, I'm 100% sure that no classes are missing!
  12. Look over at some stuff, I though: Am I correct?
  13. Hello I'm making a mod that's working fine, except for the fact that my custom TNT renders white... Code: Thank you, and I realize that I'm probably missing something huge.
  14. Thank you, I've changed the directory, and nothing's changed... I wish I could provide more info, but like I said, nothing's changed. Would it help if I uploaded the mod itself?
  15. ? Change a folder? If so, which? In the assets, or the actual mod itself?
  16. Link: https://www.dropbox.com/s/8f5hi8ubvgwn8wf/Screen%20Shot%202014-02-14%20at%206.12.00%20PM.png
  17. Ok, So part of the problem has been fixed (Thank you), but the problem persists. Error: 2014-02-14 17:49:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: nukes:textures/blocks/nuke_bottom.png 2014-02-14 17:49:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: nukes:textures/blocks/nuke_side.png 2014-02-14 17:49:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: nukes:textures/blocks/nuke_top.png
  18. Sorry for taking so long to reply! So what your saying is (Sorry, I'm very haven't learnt all the terminology): Change this.blockIcon = par1IconRegister.registerIcon(this.getTextureName() + "_side"); this.field_94393_a = par1IconRegister.registerIcon(this.getTextureName() + "_top"); this.field_94392_b = par1IconRegister.registerIcon(this.getTextureName() + "_bottom"); to this.blockIcon = par1IconRegister.registerIcon(this.getTextureName() + "_side"); this.field_94393_a = par1IconRegister.registerIcon(this.getTextureName() + "_top"); this.field_94392_b = par1IconRegister.registerIcon(this.getTextureName() + "_bottom"); this.blockIcon = par1IconRegister.registerIcon(this.setTextureName("modid:nuke")); this.field_94393_a = par1IconRegister.registerIcon(this.setTextureName("modid:nuke")); this.field_94392_b = par1IconRegister.registerIcon(this.setTextureName("modid:nuke")); ?
  19. Hello I'm currently working on a mod, but for the life of me, I can't get the textures to work! I've watched tons of tutorials, but none of them seem to solve my problem. If someone could just correct my code (or whatever), that would be fantastic. Error: 2014-02-13 16:26:15 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: minecraft:textures/blocks/MISSING_ICON_TILE_1001_nuke_side.png 2014-02-13 16:26:15 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: minecraft:textures/blocks/MISSING_ICON_TILE_1001_nuke_top.png 2014-02-13 16:26:15 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: minecraft:textures/blocks/MISSING_ICON_TILE_1001_nuke_bottom.png Current Code: package Nukes; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.item.Item; import net.minecraft.util.Icon; import net.minecraft.world.Explosion; import net.minecraft.world.World; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.item.EntityTNTPrimed; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class Blocknuke extends Block { private Icon field_94393_a; private Icon field_94392_b; public Blocknuke() { super(1001,Material.circuits); this.setCreativeTab(CreativeTabs.tabRedstone); this.setStepSound(Block.soundStoneFootstep); this.setUnlocalizedName("nuke"); this.setResistance(0.0F); this.setHardness(1.0F); this.setLightValue(0.0F); } @SideOnly(Side.CLIENT) /** * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata */ public Icon getIcon(int par1, int par2) { return par1 == 0 ? this.field_94392_b : (par1 == 1 ? this.field_94393_a : this.blockIcon); } /** * Called whenever the block is added into the world. Args: world, x, y, z */ public void onBlockAdded(World par1World, int par2, int par3, int par4) { super.onBlockAdded(par1World, par2, par3, par4); if (par1World.isBlockIndirectlyGettingPowered(par2, par3, par4)) { this.onBlockDestroyedByPlayer(par1World, par2, par3, par4, 1); par1World.setBlockToAir(par2, par3, par4); } } /** * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are * their own) Args: x, y, z, neighbor blockID */ public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) { if (par1World.isBlockIndirectlyGettingPowered(par2, par3, par4)) { this.onBlockDestroyedByPlayer(par1World, par2, par3, par4, 1); par1World.setBlockToAir(par2, par3, par4); } } /** * Returns the quantity of items to drop on block destruction. */ public int quantityDropped(Random par1Random) { return 1; } /** * Called upon the block being destroyed by an explosion */ public void onBlockDestroyedByExplosion(World par1World, int par2, int par3, int par4, Explosion par5Explosion) { if (!par1World.isRemote) { EntityTNTPrimed entitytntprimed = new EntityTNTPrimed(par1World, (double)((float)par2 + 0.5F), (double)((float)par3 + 0.5F), (double)((float)par4 + 0.5F), par5Explosion.getExplosivePlacedBy()); entitytntprimed.fuse = par1World.rand.nextInt(entitytntprimed.fuse / 4) + entitytntprimed.fuse / 8; par1World.spawnEntityInWorld(entitytntprimed); } } /** * Called right before the block is destroyed by a player. Args: world, x, y, z, metaData */ public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5) { this.primeTnt(par1World, par2, par3, par4, par5, (EntityLivingBase)null); } /** * spawns the primed tnt and plays the fuse sound. */ public void primeTnt(World par1World, int par2, int par3, int par4, int par5, EntityLivingBase par6EntityLivingBase) { if (!par1World.isRemote) { if ((par5 & 1) == 1) { EntityTNTPrimed entitytntprimed = new EntityTNTPrimed(par1World, (double)((float)par2 + 0.5F), (double)((float)par3 + 0.5F), (double)((float)par4 + 0.5F), par6EntityLivingBase); par1World.spawnEntityInWorld(entitytntprimed); par1World.playSoundAtEntity(entitytntprimed, "random.fuse", 1.0F, 1.0F); } } } /** * Called upon block activation (right click on the block.) */ public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9) { if (par5EntityPlayer.getCurrentEquippedItem() != null && par5EntityPlayer.getCurrentEquippedItem().itemID == Item.flintAndSteel.itemID) { this.primeTnt(par1World, par2, par3, par4, 1, par5EntityPlayer); par1World.setBlockToAir(par2, par3, par4); par5EntityPlayer.getCurrentEquippedItem().damageItem(1, par5EntityPlayer); return true; } else { return super.onBlockActivated(par1World, par2, par3, par4, par5EntityPlayer, par6, par7, par8, par9); } } /** * Triggered whenever an entity collides with this block (enters into the block). Args: world, x, y, z, entity */ public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity) { if (par5Entity instanceof EntityArrow && !par1World.isRemote) { EntityArrow entityarrow = (EntityArrow)par5Entity; if (entityarrow.isBurning()) { this.primeTnt(par1World, par2, par3, par4, 1, entityarrow.shootingEntity instanceof EntityLivingBase ? (EntityLivingBase)entityarrow.shootingEntity : null); par1World.setBlockToAir(par2, par3, par4); } } } /** * Return whether this block can drop from an explosion. */ public boolean canDropFromExplosion(Explosion par1Explosion) { return false; } @SideOnly(Side.CLIENT) /** * When this method is called, your block should register all the icons it needs with the given IconRegister. This * is the only chance you get to register icons. */ public void registerIcons(IconRegister par1IconRegister) { this.blockIcon = par1IconRegister.registerIcon(this.getTextureName() + "_side"); this.field_94393_a = par1IconRegister.registerIcon(this.getTextureName() + "_top"); this.field_94392_b = par1IconRegister.registerIcon(this.getTextureName() + "_bottom"); } } Any help is appreciated! PS: The mod doesn't crash, and the block carries out all of it's other functions. Also, I'm fairly sure I've put the textures in the assets/... etc
  20. Hello, I have yet another question! I'm trying to add another weather to Minecraft, to be more specific, a snowstorm one. But alas, though I have found the corresponding code (I think?), I do not know what to do with it. If someone could tell me which section of code to get, and what to do with it, that would be delightful! The directory of the code is: net.minecraft.world.WorldServer.updateWeather() : void I apologize if this is incorrect!
  21. Never mind, I figured it out!!! It works!!! Thank you sooooo much to everyone, for every post helped me out. I cannot stress how important this is to me! This probably won't be the last you hear of me (hopefully in a good way!). Thank you!!!
  22. Haha!!! It works!!! One last thing, though, is that it doesn't show up in the creative menu, I have to use /give Player*** 500. Thank you sooooooooo much for all of everyone's support! Current code:
  23. Well, it doesn't crash, but I can't find my block...
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.