
Texenox
Forge Modder-
Posts
79 -
Joined
-
Last visited
Everything posted by Texenox
-
Oh yeah, forgot about that.
-
But then how are we able to write mods in Scala?
-
Which Forge version are you using?
-
Ah, okay.
-
Would Android be any different?
-
Add a setBlockID(Block.nextIdAvailable()) sort of thing
Texenox replied to DuskFall's topic in Suggestions
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)... -
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!
-
Well, I pretty much managed to sort everything out, and now my mod is fully working. I guess this thread can now be closed.
-
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.
-
Well, I'm sorry. I forget things, you know?
-
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.
-
Mostly, the problem is I don't know how to update my ToolMaterial and ArmorMaterial. Is that good enough?
-
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).
-
I feel like it's enough to say that I am trying to port my tools and armor from 1.6 to 1.7.
-
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?
-
[SOLVED] [1.7.2] How to make a transparent block?
Texenox replied to Texenox's topic in Modder Support
Thanks so much to all you guys, now my mod is complete! -
[SOLVED] [1.7.2] How to make a transparent block?
Texenox replied to Texenox's topic in Modder Support
That doesn't even work in 1.7 anymore. -
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
-
[1.7.2 #1019] unresolved dependency - forgeBin 1.7.2-10.12.0.1019
Texenox replied to dand0's topic in ForgeGradle
Actually, just do gradlew setupDecompWorkspace eclipse AND THEN: gradlew --refresh-dependencies eclipse Either way, it works. -
Will this also work in 10.12.0.1013 with Eclipse?
-
I'll send you a PM.
-
Yeah, I managed to figure that out now.
-
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!
-
Wouldn't we need the source code for 1.7 then? Because then we will have to wait for a future release, apparently.