Everything posted by sequituri
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[1.7.2] Custom Tree
remove the word abstract from the class definition. (basic java here) The rest is up to how you want your leaves to work.
- error download
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[1.6.4] ForgeGradle - Turn an item/tool into another item before it breaks?
If you are using Eclipse, then you should probably be seeing warnings about unused variables in your methods. Heed them! Or turn the warnings on in your options, since that can save you heartaches in these kinds of instances. You are creating local variables in your methodsZ: ItemStack <stackname> = new ItemStack(<blah blah>) just creates an itemstack and promptly lets it get garbage collected and disappear. The way to make these persist is to store them in a persistent place or return them from methods. You do neither. The player has an inventory and a held itemstack, you might want to use one of them to store the new 'ItemStack' or at least spawn it in world and delete the original.
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[1.7.2] Inventory being cleared on world reload
You're going to have to try and narrow down the problem. Is it just one world or do all worlds cause it? Is it only in Combined client or Dedicated Server and client? Is it only in survival or creative or SP or MP or both? Does it happen when you login as an anonymous player and your normal player? Can you force a crash and see anything unusual in the crashlog?
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[1.7.2] Custom Tree
You have to register your icons and fill the IICon arrays you reference (protected IIcon[] field_150167_a; protected IIcon[] field_150166_b) with the results. Otherwise, you crash with an NPE as you did.
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texture issues
Unless you are purposely snipping parts of your code, there are two problems. You have not created any event handlers for FML to initialize your mod. So, none of your main mod code is getting executed. Put @EventHandler public static void load(FMLPreinitializationEvent loadEvent) { // put your block and item creation code in here } Do the same for FMLInitializationEvent with another method. The other thing is: for (int i =0; i < TOP.length;i++){ topIcon = iIconRegister.registerIcon(HAT.MODID + ":Palm_Wood_Log" + "_Top"); sideIcon = iIconRegister.registerIcon(HAT.MODID + ":Palm_Wood_Log" + "_Side"); } needs to be: int i; for (i =0; i < TOP.length;i++){ topIcon[i] = iIconRegister.registerIcon(HAT.MODID + ":Palm_Wood_Log_Top" + i); } for (i =0; i < SIDE.length;i++){ sideIcon[i] = iIconRegister.registerIcon(HAT.MODID + ":Palm_Wood_Log_Side" + i); } If TOP.length == SIDE.length, you can merge the loops, like you had. You need to use the [ i ] notation.
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Gas
For a really realistic system, a block material would consist of a state of matter, or more realistically, a set of temperature points like freezing, melting, and plasma ignition. Then, the block instance could just have a field (but of course this would require more than a nibble of metadata) that included it's temperature (which determines its matter state). Water could freeze or even become steam... Naturally, this would be a major rework of MC, so it would never fly as a suggestion. If we include gases, then we should justify including plasmas too.?
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Minecraft Forge Gradle with Multipart
Forge Multipart has nothing to do with Gradle. If I recall correctly, that was a ChickenBones mod.
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texture issues
Class names should always start with in initial Capital letter (including the constructors). Nothing else that is a symbol should, except manifest constants (ALL CAPS). Otherwise, you get completely hard to debug code that has errors as you can see, with no idea why. Hint:
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java.lang.ClassNotFoundException:net.minecraft.client.gui.inventory.GuiContainer
From the looks of the error log and your packet class, it seems that netty is trying to create your server side packet when it encounters a CNF error searching through your constructors. One of your constructors requires a GuiAssemblySorter instance... that is where the error comes in, as this class does not exist server side as far as I can tell. Why not try and put a @SideOnly(Side.CLIENT) annotation on that specific constructor. It may fix it because then it would not find that constructor on the server side (which it correctly should not).
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[1.7.2] Packets Help Byte-Int[UNSOLVED]
Why you ignore the argument that is the mob and use a hardcoded entity instance? public Packet02(int id, EntityMob mob) { animID = (byte) id; entityID = tigrex.getEntityId(); } In other words, "tigrex" is not an argument to the Packet02 constructor, so where's it from? What's wrong with the argument "mob"?
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Checking for item placed in GUI slot?
If there is no stack in slot 2, you're going to get that NPE. Try testing for a 'null' before using .equals()
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Eclipse - Minecraft source visible, BUT not forge or fml source
MinecraftForge does not work with Java 8. Uninstall and use Java 7.
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Forge (Gradle) & Java 8
I gave up trying to use java 8. Everything was fine for me except for that :deobf task failing and that you cannot make the mod work on a 1.6 or 1.7 JVM. That leaves out a whole lot of mod users.
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[1.7.2] Problems with subtypes [SOLVED, BUT STILL UNSOLVED]
Ever heard of a "switch" statement? If (...) repeatedly comparing the same thing over and over is very bad coding, and it makes the code harder to read and then harder to understand and follow.
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java.lang.ClassNotFoundException:net.minecraft.client.gui.inventory.GuiContainer
Post code for IAssemblyPacket and PacketSorter, please.
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[1.7.4] Need Help With Guns
How would it do any damage? Your onImpact method is empty.
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Up to date Block overlay tutorial?
That's a typical example of z-fighting. If you have two textures that render in the same exact plane, the graphics engine renders them as fighting for dominance and can cause weird effects. If I were doing this, I'd render them in parallel planes but with a small distance between them.
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Individual mod folders
The new Minecraft launcher already supports this functionality completely using "profiles". Nonetheless, it is not something that Forge would implement even if it wasn't already done by Mojang.
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[1.7.4] Need Help With Guns
You need to call your EntityMagnumBullet with matching parameters. The constructor wants (World, EntityLiving) and you call with (World, EntityPlayer). EntityLiving is not a subclass or superclass of EntityPlayer.
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Some questions.
1. Yes. 2. Ask on the bukkit forum. 3. 1.7.9. 4. Survival Single Player, Survival Multi-player, Single Player, Multi-Player. 5. ModLoader is outdated.
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When you die?
I'd ask for /respawn or /godmode .
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Cannot get textures to work [1.7.2] forge version 10.12.1.1060
Without seeing your code now, I can only guess that setTextureName() still says "someCraft:".
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Version Number confusion
Once when I was a noob to modding and I hadn't yet read any tutorials, I wondered what the base class for a mod should be, too. However, I never in my wildest dreams imagined it would extend EntityCow! That is pretty novel.
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Cannot get textures to work [1.7.2] forge version 10.12.1.1060
Yeah, MODID must be lower case to find the resources. The folder name and the name in the source code have to be the same, too. You cannot change one without the other being the exact same spelling.
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