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shadowfacts

Forge Modder
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Everything posted by shadowfacts

  1. Update to 1.7.10 if not 1.8, 1.6.4 is ancient.
  2. Show where you got the x, y, and z coordinates from.
  3. Update to 1.7.10 if not 1.8, 1.6.4 is ancient.
  4. Update to 1.7.10, if not 1.8, 1.6.4 is ancient.
  5. Update to 1.7.10 or atleast 1.8, 1.6.2 is ancient.
  6. Are you using NEI on the server? If so, remove it. Things *should't* break when NEI is on the server, but there is no good reason to have it nonetheless.
  7. Loader.isModLoaded("Chisel2") The modid for Chisel 2 might be different, check in the source code.
  8. To the dependencies block in build.gradle add: compile files('libs/TheNameOfTheMod.jar') Then run gradlew clean setupDecompWorkspace eclipse. Relaunch Eclipse and gradle should have automatically added libs/TheNameOfTheMod.jar to the Eclipse dependencies.
  9. Don't use Techne. Use Tabula by iChun. Easy-to-use editor built right into Minecraft.
  10. Either add a Maven repository with the mod in it and add it to the dependencies block. If the mod doesn't have a Maven repo, download the jar file, place in the libs folder under your mod folder. Then to the dependencies block add something like: compile files('libs/TheNameOfTheMod.jar') Once you have done either of those, rerun gradlew setupDecompWorkspace and then gradlew idea or gradlew eclipse dependening on which one you have.
  11. 1. It's really not that hard to put code and /code around your code. 2. On block destroyed by player is called on both the client and server sides. Use world.isRemote (true if client side) to check wether the code is running on the client or server side, you'll only want your code to execute if it's on the server. 3. From looking at your code it seems like you are making a clone of the Lucky Blocks mod, why?
  12. Tabula by iChun.
  13. Make sure that the flatDir block has been removed, run gradlew setupDecompWorkspace eclipse/idea.
  14. Ummm.. Remove the flatDir block from the dependencies section.
  15. Well, anything that references client-only classes should be on the client only part of the proxy. This would be things having to do with textures, rendering, etc. In your case the code that is causing the problem (whatever is referncing WorldClient) will have to either go in the client-only part of your proxy, or be modified so that it uses World and not WorldClient.
  16. Should work fine if you call YourClass.initialize() from PreInit
  17. Well you put the API jar in libs/ but you're telling Gradle to compile a nonexistent file in mods/, so yeah...
  18. No they do not. One has a colon before textures, the other does not. The colon is required for textures to work properly.
  19. No, replace "lwjgl" with the name of the jar file you are trying to use (without the .jar extension)
  20. Exactly, you are attempting to call a method statically when the method isn't static.
  21. To your build.gradle fiile in the repositories block you need to add something like this: flatDir { dirs 'libs' } And then to the dependencies blokc: compile name: 'lwjgl' This will allow Gradle to access your file when compiling your mod. To access the classes in the JAR from your code you need to add the JAR file as a dependency in your IDE. How to do this for eclipse and for IDEA. To your @Mod annotation you will also need to add the parameter dependencies which is a string and should look something like this: required-after:Forge@[10.13.2.1235,);required-after:shadowcore;"
  22. What do you mean doesn't work at all?
  23. Overwrite the enderman? What the hell do you mean? Just use reflection.
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