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Texenox

Forge Modder
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Everything posted by Texenox

  1. Oh yeah, forgot about that.
  2. But then how are we able to write mods in Scala?
  3. Which Forge version are you using?
  4. Ah, okay.
  5. Would Android be any different?
  6. Internally it still uses IDs. But they are dynamic, that means in world A stone can be Id 1 and in world B it could be Id 334 or whatever. In the code you work with the actual Block object or with identifiers like "minecraft:stone". And there would soon be no IDs at all (from 1.8 onwards)...
  7. I think this would be a nice feature for end-users to use if they don't want to keep exiting the game and removing the mod from their .minecraft directory. C'mon, cpw! DO IT!
  8. Well, I pretty much managed to sort everything out, and now my mod is fully working. I guess this thread can now be closed.
  9. Well, I guess now it's safe to say that the next time I need to update armor constructors I can look in the code. But now I am absolutely stumped with the proxy classes. I'll have to put the code for them soon to get help on them.
  10. Well, I'm sorry. I forget things, you know?
  11. I also get an error under EnumToolMaterial. I heard a way to fix this, however. Also, I am unsure about which constructors to keep on my tools and armor.
  12. Mostly, the problem is I don't know how to update my ToolMaterial and ArmorMaterial. Is that good enough?
  13. I have to say, I'm not really on board with your idea. [glow=green,2,300]Gradle[/glow] makes it easier to setup and manage the modding workspace, not to mention that it also makes the whole thing a bit more lightweight (in that we no longer need to have all those cmd files that most of us don't really use, thus we are free from the clutter).
  14. I feel like it's enough to say that I am trying to port my tools and armor from 1.6 to 1.7.
  15. I want to try and add tools and armor in my mod for 1.7.2, but I can't seem to get it working. Help?
  16. Thanks so much to all you guys, now my mod is complete!
  17. That doesn't even work in 1.7 anymore.
  18. If you've read some previous posts of mine, you'll know that I was desperate to finish off my mod. Luckily, I have managed to figure out how to do it, and you won't hear me whine so much anymore as of now. I will, however, ask for one last thing. I have a mod which comprises a fully transparent block, and I have the texture for it loaded (entirely transparent). However, when I place it in my world, there is what seems to be a hole to the void underneath, despite the fact that there are solid, opaque blocks beneath. If anyone would be kind enough to give me a pointer or two, I would accept it happily. Thanks. -TiExEx
  19. Actually, just do gradlew setupDecompWorkspace eclipse AND THEN: gradlew --refresh-dependencies eclipse Either way, it works.
  20. Will this also work in 10.12.0.1013 with Eclipse?
  21. I'll send you a PM.
  22. Yeah, I managed to figure that out now.
  23. I have been looking right about EVERYWHERE for a tutorials on porting a mod to 1.7.2, but I cannot seem to figure anything out. There are no tutorials out there, my workspace has 308 errors as a result of setting up the workspace with my mod and to add insult to injury, I cannot even look through the original Minecraft source because of an error with the source attachment. Please help me, I am literally desperate to finish off my mod for 1.7!
  24. Wouldn't we need the source code for 1.7 then? Because then we will have to wait for a future release, apparently.
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