Everything posted by Mazetar
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Liquids in forge 1.6
Yeah I was wondering the same thing, my guess is that if the modder created it to support ANY fluid then it should work with outs as well
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Going from Eclipse to the Forge Mods folder
you need to obfuscate the code before you can let minecraft play it outside eclipse. if you check the later part of pahimar's setup video (video 4) he is talking about ant builds and how to make it do all that it needs to do for ya to export the mod
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[Solved]Attempted to load a proxy type, but the types don't match
Check you're imports in the client proxy. Try removing it and adding: import WayofTime.alchemicalWizardry.common.CommonProxy; instead of it. also make sure that the package names used in the @mod file match the packages they are inside
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Liquids in forge 1.6
If it's just a simple fluid then my post here could be of help: http://www.minecraftforum.net/topic/1886370-forge16x-mazs-tutorials-working-custom-sounds-w-random-sound-from-soundpool-190713 after that adding tanks and such isn't included yet since I haven't played around with it that much
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Adding new Achievement-system
hey mate! I see that you asked a lot of similar questions lately and you are always mentioning that you will be back with lots of errors! Wouldn't it be awesome if most of these errors where stuff you solved by yourself in a few minutes instead of having to wait ages for an answer? wouldn't it be cool to know a lot more about how stuff works so that you can create truly awesome mods later and in a much faster time since most of the errors you are getting now will either not be a problem or you will be able to fix them yourself in a flash instead? if that's the case, then I do recommend that you take a look at what I wrote to a guy over on the MCF. Don't mind the rude attitude I had towards him in my post, the post is serious and I do believe it's a good path to follow for people whom wish to learn to create great minecraft mods: http://www.minecraftforum.net/topic/1892328-need-a-highly-detailed-152-guide/
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[SOLVED] Adding new Player-variable
I'll just drop this here: http://www.minecraftforge.net/wiki/Gui_Overlay *sneaks away*
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Sword Sounds?
Yeah I had the feeling you where new to this and about to waste countless hours on modding You are free to do so of course but there is a faster way to learn to be a great modder than struggling like this, if you care to know?
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Connected Textures
there is like a million threads asking about textures for 1.6.X opening any of them would reveal that nothing has change code wise for blocks if you use registerIcons. blockIcon = iconregister.registerIcon(modid+":texturename"); the location for textures are now /assets/modid/textures/blocks/textureName.png
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Sword Sounds?
No you have to use the world object already declared by the entity. The entity will have a world declared as it needs to know where it is in the game It sounds like you aren't too well traversed in object oriented programming? you need to use the world in order to play a sound at a location. Then you can use the sound you mentioned earlier for example: entityLiving.WorldObj.PlaySoundAtEntity(entityLiving, "mob.zombie.say",1.0F, 1.0F); using that inside the hit method would make it play that zombie sound on hit.
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Sword Sounds?
how did you connect world obj to the sound method for a zombie? ? The world would be the world that the zombie is in!
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Sword Sounds?
it's a reference to the world object which the entityLiving holds?
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[1.6.2] Interacting with a block when a key is pressed
Do you got the keybinding working? if not check: http://www.minecraftforum.net/topic/1798625-162sobiohazardouss-forge-keybinding-tutorial/ Do you have you're TileEntity up and working ready to get interacted with? Look into MovingObjectPosition class, there you can see how it's contents can be used to get the block positions of the targeted block. You can get the MovingObjectPosition for what the player is looking at by grabbing it from the player's mouseOver field (I think it's mouse over, but anyways it's the field of type MovingObjectPosition I'm sure you can find it).
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Adding in a new mob
a little googling http://wuppy29.blogspot.nl/2012/10/forge-modding-142.html has some tutorials about mobs a bit down the site. They are mostly okay for 1.6 only texture changes as far as I can recall
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[1.6.2] Interacting with a block when a key is pressed
when key is pressed get Block Player is looking at with MovingObjectPosition Do whatever your plan is to do
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how to add a new dimension
Here's a starting point: http://www.minecraftforum.net/topic/1797143-152-16-forge-dimension-tutorial-multi-biome-dimension-tutorial-ore-gen-basic-house-gen-tree-gen-skyrenderer/
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Tile Entity error - TileEntityExample is missing a mapping.
Edit: i was wrong
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Sword Sounds?
entityLiving.WorldObj.PlaySoundAtEntity(); look into the play sound methods of the world obj.
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Replacing base class
The link you found above is more or less the only collection of info on coremods besides the source code You can replace the ModDessertWells with the FMMLLoadingplugin class totally if you'd like, or use both as two seperate mods if you wish.
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Make bedrock distructible
this, should solve everything for you If you can't get it to work either rethink what you are doing or re-visit the java sections
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[SOLVED] How can I create a Language File?
Pahimar just started working with language translations for EE3, you could look at what he figured out by taking a look at EE3's source code here: https://github.com/pahimar/Equivalent-Exchange-3
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Replacing base class
well I suggested moving it to it's own class. Since you where about to req. a few hundred byte code manipulations to change the whole class I figured you knew your java. In any case it sounds quite extreme to do it like that, are you sure there aren't better ways to do the generation? Also the base class thing not getting edited is possible to override for a mod if ya want to, but as always base class edited will possibly make your mod incompatible with other mods.
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Replacing base class
possible but hard.. anyways wouldn't it be easier to replace every reference to that class with one to your own class. That at least sounds like less work if it's not called all over the place which it sounds like it ain't ?
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Legal launcher 1.6.2 - Mod (forge) - for server
You want to create a custom launcher which downloads you're mods for the client? Are you aware that to install forge mods a client just needs to drag and drop the .zip file(s) into the mods directory? No need to open jars and all that stuff any more
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Legal launcher 1.6.2 - Mod (forge) - for server
I may be mistaken but for forge mods. Run the installer, etc to get forge on server. Place mod.zip into mods folder. Done? Read the install instructions given by the mod creator? That was for the is it difficult to put mods on server, the answer would be no. For the rest, well I have no clue what ya are talking about
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Help with an error, null pointer?
Drop a breakpoint after the if statment and check what happens. What's null should take you 2 secs to determine once you do that
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