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Axalto

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  1. Why would you even want to use terribly outdated versions?
  2. You can't really compare the two like that. FML is an API, and ML is a system that allows it to exist. I assume you mean that ML loads the mods. FML also does this, that is why they're both called ModLoader. What forge also does is give it's own API to do things, but however also provides the modloader functions to keep compatibility with the mods for modloader, but only does so because a mod author didn't switch to forge yet or refused to switch for whatever reason.
  3. Writer of the beginner tutorial on the wiki here. I am myself only just getting my hands into forge and learning it bit by bit. The reason I wrote that tutorial was because there is absolutely no good beginner help available for forge besides the open source ironchests mod so I wanted to change that bit by bit. The wiki beginner tutorial series will be updated and continued as soon as I feel confident enough in my knowledge of forge that I can provide a good starting point.
  4. You CLEARLY don't know what you are talking about. That function is clearly one that has not been updated yet, since minecraft now gives XP for smelting and because forge is not yet entirely done for 1.3.x. Additionally, forge contains tons of better APIs for doing general stuff and a lot of the classes (but not the majority) are mainly there added begrudgingly for compatibility. Forge and FML are also being developed way more open then Risu's Modloader and therefore have way better community support. Additionally the build in multiplayer support is way better then ModloaderMP. Edit: TL;DR: It isn't as much a race between FML and ML as it is FML pushing cripple old ML forward in a wheelchair.
  5. Don't call the block constructor in the load(). Just do the whole thing in the declaration. Wouldn't the configuration class first need to initialize before the block constructors can be called since there the block ID is defined? Just have the first declaration call the configuration's "Create, set, etc" function, and have said function return the first declaration's ID. What is the advantage of calling the constructor at definition over calling it at the load()anyways? Or would it be better to split the constructor of the block into a constructor and a separate load() in the block class? Move it all into 1 line per block, since that makes your code much more legible. But it would all be placed wrong, errors will appear at the wrong moments and worst of all it will not be easily extendible with special functionality.
  6. ...Stupid question, but: Why?! I'm gonna go from a guess here and say it's because the load function was made specifically to load the mod and if there was an error initializing a block of should appear during the load() and not during the constructor of the mod.
  7. Don't call the block constructor in the load(). Just do the whole thing in the declaration. Wouldn't the configuration class first need to initialize before the block constructors can be called since there the block ID is defined? Just have the first declaration call the configuration's "Create, set, etc" function, and have said function return the first declaration's ID. What is the advantage of calling the constructor at definition over calling it at the load()anyways? Or would it be better to split the constructor of the block into a constructor and a separate load() in the block class?
  8. Don't call the block constructor in the load(). Just do the whole thing in the declaration. Wouldn't the configuration class first need to initialize before the block constructors can be called since there the block ID is defined?
  9. I was wondering, in Helfull's block tutorial, why is the name of the block defined in the mod main file while the texture pack is defined in the block, shouldn't it be the other way around for keeping code organized and for optimalization? Edit: after continuing to see how the texture system works I think I understand why the texture is there, but the name is still a mystery to me.
  10. Thanks, I looked at the tutorials you suggested and they look like they will send me on the right track. I'll also try to contribute a block tutorial to the forge wiki when I get it working myself tomorrow morning.
  11. I was following this tutorial but since it stopped there I continued using this tutorial. Now I'm trying to change the hardness of a block but because "setHardness()" is protected I can't use that. (the first tutorial told me to keep the code separated in a separate package) I'm probably doing it entirely wrong so I would like to ask: how should I do it? I did try to search around but could not find a good tutorial for forge anywhere. mod_MailCraft.java package net.minecraft.src.mailcraft; import net.minecraft.src.forge.NetworkMod; import net.minecraft.src.Block; import net.minecraft.src.ModLoader; // This is the class that will be loaded by mod loader and it must be // prefixed with mod_ for mod loader to find it. public class mod_MailCraft extends NetworkMod { // Block Definitions public static Block blockMailbox; // This method is used to get the version of your mod as a string. @Override public String getVersion() { return "MailCraft 1.0.0 BETA"; } // This method is where the mod gets loaded. // Insert initialization of blocks, items, etc. in here. @Override public void load() { MailCraftConfig.InitializeConfig("MailCraft"); // Defines the Mailbox block with block ID 201 (TODO: change to config ID) and a texture override blockMailbox = (new BlockMailbox(201, ModLoader.addOverride("/terrain.png", "/MailCraft/mailbox.png")) .setHardness(3F) //<- Here is the problem ).setBlockName("Mailbox"); } } BlockMailbox.java package net.minecraft.src.mailcraft; import net.minecraft.src.Block; import net.minecraft.src.Material; public class BlockMailbox extends Block { public BlockMailbox(int par1, int par2) { super(par1, par2, Material.wood); } }
  12. Because in the other thread calclavia said "No Forge is not for 1.3.1 yet. Wait a few days." Still, with 1.3.1 I got the same issue. I also only just realized I didn't roll back the server file to 1.2.5. Edit: whoops read a bit wrong, so If I understand it right I got to use an older version of MCP? Edit2: That seems to be working, I'll add a [resolved] tag once it finished installing without a problem. I did not find an old version of minecraft_server.jar however. Edit3: I did get a warning about the server but it does actually seem to have de- and recompiled without a problem so I'm adding [resolved]
  13. I installed forge and got the same error as in this thread so I rolled back my minecraft version to 1.2.5 using MCNostalgia but still get the same error. Is there something I'm doing wrong? I really want to get into modding and I've been trying to get stuff working for hours.
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