Everything posted by 61352151511
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Setting up Jenkins with Github?
Yes I found that but don't know what the relative path would be
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Setting up Jenkins with Github?
How do you set up the downloads part? It builds fine but there's nothing in the downloads tab Edit: Sorry for so many questions but I thought I saw somewhere once that leaving the mcmod.info version line empty would make it automatically take the version from the @Mod annotation. Is it that or the other way around?
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Setting up Jenkins with Github?
Thanks, that works great. Is there a way to reset the build number? I had to run it a few times to get it to work and now the first real one will be #4 if it can't be reset.
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Setting up Jenkins with Github?
I'm not really sure if this is the right location, kind of modding related? I'd like to know how to setup jenkins and link it to github to build whenever a commit is made. I've seen some people do it (Forestry, IC2, Logistics Pipes, Thaumic Tinkerer, Inventory Tweaks) and I can't seem to find a tutorial for it so if anyone has one or knows how I would love to know how to do it. If there's any alternatives to jenkins that people know of that are better/easier to use then you can tell me about that instead.
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Custom modpack crash on launch - concurrent modification exception
Forge 1.6.4 does not work with java 8, get the LegacyFix mod by lexmanos. http://files.minecraftforge.net/LegacyJavaFixer/legacyjavafixer-1.0.jar
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[1.8] Entity pickup item error.
Well first in the Entity code public AxisAlignedBB getBoundingBox() { return null; } I don't understand why, but getBoundingBox always returns null, so when you do this.getBoundingBox you're going to get null unless you override the method. public AxisAlignedBB getEntityBoundingBox() { return this.boundingBox; } Actually returns something.
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Test Run on Eclipse wont launch
The more you know! Never knew you could just give it item or block instances, thought it needed item stacks
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Adding custom tooltips
Well rather than just using the Item class for all your items, create a new class, make it extend Item, in that class override addInformation. In your main mod file where you initialize the item, do new YourItemClass();
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[1.8] FMLProxyPacket Constructor Undefined
<< Hint >> public PacketBuffer(ByteBuf wrapped) { this.buf = wrapped; } Is the constructor for PacketBuffer
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[1.8] FMLProxyPacket Constructor Undefined
What does bbos.buffer return? FMLProxyPacket takes a PacketBuffer and a String
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Test Run on Eclipse wont launch
GameRegistry.addRecipe(new ItemStack(swordofcorruptedsouls), new Object[]{" A ", " A ", " B ", "A", itemcorruptedsoulgem, "B", Items.stick}); Wrong. addRecipe(new ItemStack(<ITEM>), new Object[] {"ABC", "DEF", "GHI", 'A', new ItemStack(<ITEM>), 'b', new ItemStack(<ITEM>), 'c', new ItemStack(<ITEM>)}); The Object array goes: Row 1, Row 2, Row 3, Char 1, Definition for char 1, Char 2, Definition for Char 2, etc.
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[1.7.10] NEI Crash in development envrioment
I've been getting the same issue, latest 1.7.10, stable_12 mappings, java 8 update 31. If anyone knows why this happens I'd also like to know, I tried back dating to multiple versions of CCC/NEI and all had this issue.
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Minecraft Forge Server Crashing. Can anyone help?
1) This goes in Support & Bug Reports 2) You installed a client only mod on the server. That or someone making a mod that you have messed up badly. The mod list in the crash report I don't recognize any client only mods but if you know which one is supposed to be only on the client, remove it from the server.
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Eclipse Luna?
I guess it depends upon what you're used to, I started by using eclipse luna w/ dark theme and am used to that and whenever I see another IDE I just don't like it because I'm used to eclipse.
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Modded Minecraft launcher crashes after launch
Try updating WAILA first, there's a newer version
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CRASH!
Ok well, can you be a bit helpful so we can be helpful and post a crash report.
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[1.8] get EntityPlayerMP from String
FMLCommonHandler.instance().getMinecraftServerInstance().getConfigurationManager().getPlayerByUsername(""); Should work on both sides.
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[1.8] Texture issue
I'm pretty sure the assets/modid has to be all lowercase, as well as every reference to it. If not then I'm not sure what the issue is, could you ellaborate on "not showing I have attached all the files that I currently have" I don't understand this "attaching files" statement. Also a bit of a nitpick, method names should be camelcase so instead of Postinit and Preinit, postInit and preInit
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[Unsolved] [1.8] Textures not appearing ingame
Troubleshooting Block and Item Rendering
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[1.7.10]Get the actual unlocalized name of a block
Keep a reference of your mod ID somewhere Reference.MODID.toLowerCase() + ":" + block.getUnlocalizedName().replace("tile.block.", "")/*.replace(".name", "")*/; Take the comment out if getUnlocalizedName also has .name at the end, I forget if it does or not.
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[1.7.10] Getting Entity Data based off of look vector doesnt work
How about you have a static variable somewhere that stores the ID of the last mob right clicked, it is set before the GUI is open and then in the getClientGuiElement or wherever you need it just access that variable.
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[1.8] Unorganized creative inventory
Really? I thought the IDs were created in the order of how you specified it via GameRegistry, the only reason I can see them beginning to get mixed up is if you already had a world created and a mod update added a new item say in the middle of the list, it would be at the end of the creative tab because it didn't exist until later.
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Why are the blocks without tile_Entity loaded and the once with them aren't
In your main mod file, I'm not sure if it matters where it goes, mine is in the FMLInitializationEvent NetworkRegistry.INSTANCE.registerGuiHandler(instance, proxy); instance being an instance of your mod (@Mod.Instance(Reference.MOD_ID) public static RandomUtilities instance;) proxy being an object of whatever implements IGuiHandler (@SidedProxy(clientSide = Reference.CLIENT_PROXY, serverSide = Reference.SERVER_PROXY) public static IProxy proxy;)
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Why are the blocks without tile_Entity loaded and the once with them aren't
Did you register a gui handler?
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[1.8] Unorganized creative inventory
try { String[] packages = new String[]{"blocks", "items.armor", "items.materials", "items.tools"}; boolean jar = Fusion.class.getResource("Fusion.class").toString().startsWith("jar:"); for(int i = 0; i < packages.length; i++) { List<Class<?>> cl = new ArrayList<Class<?>>(); if (jar) cl = getClassesInJar("donkeycore.fusion." + packages[i]); else cl = getClasses("donkeycore.fusion." + packages[i]); if(cl.size() < 1) bigWarning("There was a problem registering Fusion blocks/items!"); for(Class<?> c : cl) { if (ItemArmor.class.isAssignableFrom(c)) { boolean active = c.getSimpleName().contains("Active"); String[] types = new String[]{"helmet", "chestplate", "leggings", "boots"}; int x = 0; for(String type : types) fusionObjects.add((IFusionObject) c.getConstructor(String.class, int.class).newInstance((active ? "active_" : "") + "fusion_" + type, x++)); } else if(Item.class.isAssignableFrom(c) || Block.class.isAssignableFrom(c)) fusionObjects.add((IFusionObject) c.newInstance()); else warning("Unknown class: " + c.getSimpleName()); } } Collections.sort(fusionObjects); } catch(Throwable t) { bigWarning("UNABLE TO REGISTER ITEMS!!"); t.printStackTrace(); } for(IFusionObject f : fusionObjects) { f.preinit(); } I realise that this is making it so you won't have to do GameRegistry.registerItem and GameRegistry.registerBlock every single time you add a new item/block. However the items and blocks appears in the creative tab in the order they were registered, which is why yours is so unorganized.
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