Everything posted by shadowfacts
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Access transformer help
Correct me if I'm wrong, but I believe FG's scanning of dependencies for ATs was only added in FG2.
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Access transformer help
Ok. OP, copy the TiCon access transformer into src/main/resources/TCon_at.cfg
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Instant Structure is that possible? (PAYED IF HELPED)
Yes. Sticking "PAYED IF HELPED" in your titles isn't a good way to learn. Be patient, not everybody can spend all day on forums helping people. We have real lives too. P.S. "paid" is the past tense of "pay", not "payed".
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Instant Structure is that possible? (PAYED IF HELPED)
When your mod block is placed, you call World#setBlock for all of the blocks in your structure.
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Access transformer help
I'm having trouble understanding your mangled version of "English". Could you please rephrase it? Once we understand what you're trying to say, we'll probably be able to help you better.
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Instant Structure is that possible? (PAYED IF HELPED)
coolAlias' suggestion is the correct method. Tells us what you tried (show your code) and tell us went wrong and we'll probably be able to help you.
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NBT for something other than Items
ItemStack has an NBTTagCompound field.
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NBT for something other than Items
Each item doesn't have its own data. Each ItemStack has it's own data. In the game, there is only ever 1 instance of each item.
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Giving a standard block an inventory?
Depends, do you mean your own cauldron block or the Vanilla one? Making your own would be the easiest way to accomplish this. Your block would have a TileEntity that stored an ItemStack[] which would be your inventory, then in your block, you would perform the appropriate checks in onEntityCollidedWithBlock, then add the EntityItem's item stack to the TE's inventory and kill the EntityItem.
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Initialize Ore Recipes with a list of items
Use an OreDictionary recipe (ShapedOreRecipe and ShapelessOreRecipe), you can then use OreDictionary names instead of items/blocks/itemstacks directly. GameRegistry.addRecipe(new ShapedOreRecipe(YourItems.output, "# #", "###", "###), '#' "ingotCopper");
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Forge 1.7.10 will not recognize my mod's jar as a mod file
No, a .jar file is a .zip file with a different extension. Try renaming a .jar to .zip, you can then open it up with whatever extraction program you like. OP, the error specifically happens when FML is trying to parse your mod metadata (the mcmod.info) file. Can you post that?
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[1.7.10] Mod will not compile
1. Does the mcmod.info file exist? 2. Can you show the whole log? 3. Heh, nice ironic username
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[1.7.10]Null pointer when adding items to a list! SOLVED
No, a missing texture is not going to cause an NPE. OP, the problem is you're adding things to a list that is null, before you add anything to your lists you need to initialize them with an empty ArrayList.
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Making an add-on mod / Using an API
You can put the deobfsucated version of your dependency in the libs folder of your root project, the whole thing will then be included in eclipse (you'll need to re-run gradle eclipse).
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[1.7.10 UNSOLVED]Server(default run config) startup problems
I'm going to guess that this is on an obfuscated server. How are you compiling your mod? If it's not by using gradle build, your mod won't get reobfuscated.
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[1.7.10] TileEntity getStackInSlot crash SOLVED
Are you sure that inventory isn't null when getStackInSlot is called? In your TE you are setting it to null at line 77 and line 86, I think you mean to be setting inventory[par1] to null, not inventory.
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[1.8] Get all EntityLiving entities near a pos
The Class is the is class of entity you want to retrieve and the AxisAlignedBB (axis aligned bounding box) is the region from which you want to retrieve entities.
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Tell user that the mod needs an update
Jabelar has a very good tutorial which explains how to do this. It is for 1.7.10, so you may need to make a couple alterations, but for the most part, everything should be the same.
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[1.8] Can't run Minecraft in the Eclipse with a new Forge version
Yes
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[1.7.10] Cofh RedstoneFlux API
Also, there are examples of an EnergyStorage, energy TileEntity, and an energy item.
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[1.7.10] [SOLVED] Linked source does not work with gradlew build?
You could also add the compiled library mod jar as a compile time dependency and just not shade it.
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.gitignore with Intellij IDEA
*.iml, *.iws, and *.ipr
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[1.7.10] [SOLVED] Linked source does not work with gradlew build?
I'm not sure about the first method, but the easiest way is probably to shade your dependency. This is the official tutorial. You will only be able to shade your library mod into your actual mod if the library mod doesn't have an @Mod class.
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[1.7.10] [SOLVED] Linked source does not work with gradlew build?
Unless you include your core mod via Gradle (easiest would be using a compiled jar and potentially shading it), Gradle has no idea if they exist.
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Capes...
Nobody is just going to write code for you. We will give you the tools you need to learn and write your own code. This is the explanation of events that I wrote.
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