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Blade Avuari

Forge Modder
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Everything posted by Blade Avuari

  1. I am unable to figure out how to use the textures I make (I.E. what folder I put them in, and what to do to access them.) Can someone supply the information on how to do this?
  2. Thanks! Do I have to use classes named ClientProxy/CommonProxy, or can I use like "ClientProxyBlade" and "CommonProxyBlade"? EDIT: Nevermind, stupid question.
  3. I can't really explain everything, but the gist of my problem is that I am making a mod with Kiwis, and they spawn as modelbiped instead of modelkiwi. ModelKiwi RenderKiwi EntityKiwi Mod Class (BladeBirdsMod) I use http://www.mediafire.com/view/?d2o544j7a5zwukj as kiwi.png anyone know how to help?
  4. As in plains biome? Or the grass block? Or like the stuff that appears everywhere in plains biome that drop seeds?
  5. Yeah, that was the problem. I thought about it just after I posted, but I had to search for the file. One of your posts solved THAT, too. There needs to be a link of at least an easy way to find it here in the Modder Support forum.
  6. Pretty close, it ran, but the name was "generator.deeper", so naturally, I used this: LanguageRegistry.instance().addStringLocalization("generator.deeper", "en_US", "Dig Deeper!"); Thanks so very much! This is going to help alot with everything. It seems that I still get the error when I use the normal minecraft client: Error:
  7. It doesn't help, it just says "Illegal object for naming" Code: Error:
  8. I am unable to set a name for a my worldtype. Does anyone know what method I'm supposed to use? My mod class And the error report
  9. I've been trying to get my mod to work with forge, and it works when you use it in MCP, but as soon as I try in client mode, MC crashes. Is there something that the SRC files don't need but mod files do need? ---- Minecraft Crash Report ---- // I feel sad now Time: 8/16/12 7:30 PM Description: Failed to start game cpw.mods.fml.common.LoaderException at cpw.mods.fml.common.Loader.identifyDuplicates(Loader.java:332) at cpw.mods.fml.common.Loader.identifyMods(Loader.java:295) at cpw.mods.fml.common.Loader.loadMods(Loader.java:414) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:192) at net.minecraft.client.Minecraft.a(Minecraft.java:402) at net.minecraft.client.Minecraft.run(Minecraft.java:734) at java.lang.Thread.run(Unknown Source) Relevant Details: - Minecraft Version: 1.3.2 - Operating System: Windows 7 (amd64) version 6.1 - Java Version: 1.6.0_25, Sun Microsystems Inc. - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc. - Memory: 418063224 bytes (398 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB) - JVM Flags: 2 total; -Xmx1024m -Xms512m - LWJGL: 2.4.2 - OpenGL: GeForce 6150SE nForce 430/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation - Is Modded: Definitely; 'forge,fml' - Type: Client - Texture Pack: Default - Profiler Position: N/A (disabled)
  10. You can't really compare the two like that. FML is an API, and ML is a system that allows it to exist.
  11. *nod of agreement* If the method was protected, then it would be possible to add worldtypes.
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