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Posts posted by shadowfacts
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Ok. OP, copy the TiCon access transformer into src/main/resources/TCon_at.cfg
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So i need to built the structure in codes (kinda?)
Yes.
Im new in the advanced modding but i want to learn.
Sticking "PAYED IF HELPED" in your titles isn't a good way to learn.
nobody :'( im willing to pay money
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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When your mod block is placed, you call World#setBlock for all of the blocks in your structure.
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not that hard me and diesieben07 was talking about what to do.... so basically i cannot use Reflection because i cannot it is in a calls i cannot edit and i am trying to get my access transfer to work after i do a build but no luck
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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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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ItemStack has an NBTTagCompound field.
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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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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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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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Are you sure your file is a jar file and not a zip 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. Does the mcmod.info file exist?
2. Can you show the whole log?
3. Heh, nice ironic username
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I'd start here. Been a few months since I've read through one of these logs but hey
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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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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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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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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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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Also, there are examples of an EnergyStorage, energy TileEntity, and an energy item.
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You could also add the compiled library mod jar as a compile time dependency and just not shade it.
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*.iml, *.iws, and *.ipr
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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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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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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.
Access transformer help
in Modder Support
Posted
Correct me if I'm wrong, but I believe FG's scanning of dependencies for ATs was only added in FG2.