Jump to content

brandon3055

Forge Modder
  • Posts

    444
  • Joined

  • Last visited

Everything posted by brandon3055

  1. Never mind i just had to re run setupDecompWorkspace and idea. Speaking of... The idea command doesn't seem to be in the gradle tasks list.
  2. Hmm maby a coincidence but as soon as the gradle setup finished the original problem came back and your fix nolonger works...
  3. I just run all the gradle commands from the built in terminal. IDEA automatically detects that something have changed and gives me an option to reload the project. Although im not sure if that works when adding dependencies via the build.gradle In any case you have convinced me to finally set it up so i am doing it now.
  4. That seems to have fixed the problem. Thanks for the help!!! I have just never felt the need. I really only ever use the build command unless i am updating forge or something. Or is it useful for more then that?
  5. Yea it looks like its a problem with mi Intellij 14 install because i just started my Intellij 13.1 install and it works just fine. Edit: I will give that a try. If you mean the Intellij gradle integration i dont use that at all.
  6. Unfortunately that did not fix the problem... Any other ideas? I even tried updating my JDK Edit: Whatever the problem is it seems to be affecting all of my workspaces not just the one i was working on at the time of the power outage. So maby its something with intellij?
  7. I was doing some work on my mod today and i suffers a power outage. When i restarted my entire workspace was broken. Its kinda hard to describe the problem so i am just going to show you. Every single class looks like that. The weird thing is minecraft still starts and runs just fine. I have tried running gradlew setupDecompWorkspace and gradlew idea but i dont know what else to try. If i press ALT + Enter on anything at the top of the list is "Setup JDK" but my JDK setup looks fine. Any help with this would be greatly appreciated.
  8. What makes you think he hasnt? @SebasTheGreat Have you? If so please show it and your gui class. Also have you checked to see if that code is actually being run?
  9. rite now it just looks fancy! But it is going to be an RF transport system for my mod.
  10. What kind of gui is it? If it involves a container you will need to send a packet to the server and open the gui from there. The same way you would open a gui for a block. If its a client side gui you can just open it from your key input handler. If you cant get it to work please show what you tried.
  11. An item in the world is already an EntityItem to check if it is on the ground use entity.onGround
  12. Yup it took a bit more work but particles wer the way to go! Im still going to need to create my own effect renderer to get them rendering in the rite order but thats something that i can come back to.
  13. Correct.
  14. If you install a mod in your mods folder you also need to install Code Chicken Core because that allows compiled mods to run in the workspace. This will allow you to use the mod in game but it will not allow you to use it in the dev enviernment. For that you simply need to create a new folder in your main directory called libs and put the mod in that.
  15. Hmm thats not a bad method i will be using that a lot when i finally update to 1.8 (or later if i skip 1. But i my mod is already "Technically" finished in much the same way minecraft is "Technically" finished I just have a lot of new content planned so there is no real rush to get things like this done. I would also prefer do do it properly the first time so i dont ever have to worry about it again. Especially in this case where switching from a tesr to a particle would require a lot of work in the tile entity. I would prefer to get my renderer working first and then design my tile bassed on that renderer.
  16. Also you may already know this but you should make the resource location a static value in your class. You dont want to be getting the resource location every single render tick
  17. So what i got from that is there is no quick fix for this problem. Instead i would have to build my own render engine capable of sorting transparent objects. Before i came here for help i looked at another mod that dose something similar to what im trying to do and that mod was using particles for its beams which at the time i thought was a bit odd at the time. Well now i know why and i may have to do something similar.
  18. This is a problem i have run into every time i try to render a semi transparent object and i have never been able to find a way to fix it. Im hoping someone here who knows more about rendering can help me. The problem i am having involves semi transparent objects hiding objects behind them (See example bellow) Also semi transparent objects hiding other semi transparent objects as seen where the beams converge. For some reason the order in which the tiles are placed has an effect (The front left beam was placed last and things behind it are rendering just fine) But only until the world is reloaded. Im really hoping someone can help me fix this problem because i have tryed everything i can think of and im starting to wonder if this problem can be fixed at all. Code:
  19. TileEntityAirGeneratorBlock tile; public AirGeneratorGui(TileEntityAirGeneratorBlock tile) { this.tile = tile; }
  20. You will need the nbt in order to save the storage value but it is not required for it to work. Try with just one of your conduits between the energy source and the energy receiver you may have an energy loop (energy is sent from conduit A to conduit B then from conduit B back to conduit A etc. )
  21. Will take a closer look later today but at a glance @Override public int extractEnergy(ForgeDirection from, int maxExtract, boolean simulate) { return storage.extractEnergy(storage.getMaxExtract(), simulate); } needs to be @Override public int extractEnergy(ForgeDirection from, int maxExtract, boolean simulate) { return storage.extractEnergy(maxExtract, simulate); }
  22. I suspected it was something like that. I just wanted that method in my proxy for a situation where i dont have the world object to work with but i should be able to work around it i was just a little confused. I am aware that the server and client are merged in singleplayer i discovered that a while ago when i was debugging some server crashes. I dont think its worth posting the code for this but especially since diesieben already told me the problem but here it is.
  23. My proxies don't seem to be working as i would expect. The way i thought proxies work is if i call a method in my proxy ising MainClass.proxy.someMethod() That would call ether the client side or the server side version method of that method depending on which side it is called from. However i have created a method "isClientSide" that returns true in my client proxy and false in my server proxy but for some reason when i call MainClass.proxy.isClientSide() it returns true on both the server and the client. Have i messed something up or is this not how proxies work?
  24. There are two main event busses MinecraftForge.EVENT_BUS and FMLCommonHandler.instance().bus() a good way to check which one the event needs to be registered to is to look at the location of the event in the package system This is in the fml package so it is an fml event. import cpw.mods.fml.common.gameevent.TickEvent.PlayerTickEvent; Alternatively if it is a forge event it will be in the minecraftforge package. import net.minecraftforge.event.entity.player.PlayerUseItemEvent;
  25. That should work add some debug lines to see whats actually going on. And show how you registered your event handler.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.