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HoBoS_TaCo

Forge Modder
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About HoBoS_TaCo

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    Creeper Killer

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    Male
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    Australia

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  1. Solved it, I started from scratch and found http://minecraft.gamepedia.com/Model which was a massive help. Here's the working code if anyone else has the same problem at a later date: https://github.com/DayZ-Minecraft/DayZ-Minecraft/tree/1.8.9
  2. This is probably a horrible way of doing things, but I store my configs in json using the format: { "thirst-enabled": { "description": "Should DayZ thirst be enabled?", "value": true }, "debug-mode": { "description": "Should DayZ log extra information?", "value": false }, "structure-generation-chance": { "description": "1 in x chance to generate a structure in a given chunk", "value": 60 }, "show-world-type-warning": { "description": "Should DayZ warn if the worldtype is not DayZ?", "value": true }, "spawn-zombies-in-default-world": {
  3. Unfortunately that didn't help. I'm thinking it's something to do with my item model json since thats where my problem is. https://github.com/DayZ-Minecraft/DayZ-Minecraft/commit/6e4d45f0c6c83bfb8b92b2937a7c97d2e5b3d53a
  4. I'm having a little trouble with 2 textures from my mod. Firstly the barbedWire block gives off a "Model definition for location dayz:barbedWire#inventory not found" error. I can't seem to get rid of it, the barbedWire block is 99% the same as my nailBlock block which works perfectly. If anyone knows where i've stuffed up, please let me know. Also if it's not to much trouble, if someone could point me the right way on how to render the ItemBlock for my lootChest block i'd appreciate it. It cant be too difficult since it looks identical to the stock Minecraft chest, but i'm stumped. h
  5. https://github.com/DayZ-Minecraft/DayZ-Minecraft/blob/5b0c72959b77d908c5b2c180e41178fdb8456ce5/src/main/java/com/github/dayzminecraft/dayzminecraft/common/items/weapons/ItemCamo.java I use this, though line 22 is replaced with if (!itemStack.getItem().equals(ModItems.camoLegs)) {
  6. There should be a "minecraft" folder in the same folder as the 1.8 one, if not run "setupDecompWorkspace" again.
  7. IntelliJ IDEA, the free community edition. I got frustrated with it the first time I used it however I gave it a second chance and i'm never going back from it. This is mainly due to it giving suggestions as it predicts what you're typing (hard to explain) and the fact that it imports Gradle projects really well. All I do is click "Import project", select the build.gradle file and click next a couple of times. It sets up my src folder along with all of my dependencies leaving me ready to code around 20 seconds after the Gradle setup is complete. The only thing it doesn't do it set up the run c
  8. Here's a little information on ForgeGradle that will help you understand: Gradle is a program used to build java and other programs by compiling the source and building your jar. ForgeGradle is a plugin for this builder which also adds some new commands (known as tasks) to Gradle such as decompiling and deobfuscating Minecraft's jars and reobfuscating your mod to srg names required by ForgeModLoader and Forge. Minecraft is no longer decompiled into a folder, as it was before ForgeGradle. Currently if you run the "setupDevWorkspace" command (otherwise called a gradle task) with ForgeG
  9. If you look at EntityDragon you would see that in its construtor the variable noclip is set to true.
  10. ModLoader mod support was removed 5 days ago. Deprecation warnings have been out for a while. You need to update to the ForgeModLoader (@Mod) mod system.
  11. As 1.7 is nearly upon us it also gives us the opportunity to refactor some packages. I propose to combine FML's network handlers into forge events along with the addition of a ServerListPingEvent. Below I have outlined what I hope to put in my pull request, depending on how much 1.7 changes things. If you think these handlers should remain in FML, I could just convert IPlayerTracker to events and add the extra data shown below along with the ServerListPingEvent. (Client) net.minecraftforge.client.event.network.ClientConnectionOpenedRemoteEvent - Was IConnectionHandler.connectionOpe
  12. I'm curious as to how those of you developers set up your Minecraft/Scala development environments and build systems. A quick run down on how you do it would be appreciated, especially with IntelliJ.
  13. I've made a tutorial on proxies, it's not very good but it should give some understanding.
  14. I'll put this together tomorrow, as long as GTA doesn't drag me away. Edit: https://github.com/MinecraftForge/MinecraftForge/pull/796
  15. I get this error every time I start my server: https://gist.github.com/HoBoS-TaCo/6495336 It seems the server can't find the BiomeEvent.BiomeColor method when my terrain event handler is called, however I never access that method anywhere. The closest I get is BiomeEvent.GetVillageBlockID which doesn't have an @SideOnly annotation unlike BiomeEvent.BiomeColor. I'm not sure what's going on, any help would be appreciated.
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