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Meegoo

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Everything posted by Meegoo

  1. So I can do it like this? dependencies="after:BuildCraft|Transport" That needs to be documented
  2. To remove recipes from mods, my mod has to load after them. Is there any way I can do so without having to use FMLPostInitializationEvent and without making that mod hard dependency?
  3. Ok, it works. Thanks. I have one more question. CoFH AT tries to make net.minecraft.entity.Entity#canTriggerWalking() public (by default it's protected). It works, but classes that extend Entity.class still have canTriggerWalking() method as protected. So ForgeGradle shows me this E:\Development\Java\Minecraft\1.7.10\build\tmp\recompSrc\net\minecraft\entity\item\EntityTNTPrimed.java:46: error: canTriggerWalking() in EntityTNTPrimed cannot override canTriggerWalking() in Entity protected boolean canTriggerWalking() ^ attempting to assign weaker access privileges; was public Is there any way to make AT change methods of subclasses as well as parent classes?
  4. Title says it. When I add CoFHCore into mods folder, game crashes with this java.lang.IllegalAccessError: tried to access field net.minecraft.world.World.collidingBoundingBoxes from class cofh.asmhooks.HooksCore . Quick google search showed that AT is not working. Also, earlier I cloned ThaumicTinkerer repo, tried to launch it, aaaand... again. AT is not working. It can't even compile sources. Tried to use deobf jar instead. Game launched, but crashed when I right clicked (or opened inventory, I don't remember) with IllegalAccessError. PS. I'm using IntelliJ Idea with default launch configurations. Cloned ThaumicTinkerer from IDEA, imported it as new gradle module in my project and added it as a dependency. And it's not working. PPS. I think i have to rebuild workspace. But where do I put AT config files, so forge can find them?
  5. That's exactly what I wanted. Going to test it tomorrow, now it's 1am for me
  6. That's the problem. I want to localize messages on server side based on client's language. And I don't know if I can do that at all.
  7. And if client doesn't know how to translate it since it doesn't have the mod installed? Will server do it based on client's locale?
  8. But I don't want the mod to be on client. Like bukkit plugin, but written on forge. If i use ChatComponentTranslation and give it unlocalized name, wouldn't client print.... unlocalized name? because he doesn't know, how to localize it. Or maybe it will localize it, but to server's locale? I think i'll test it tomorrow. PS. cpw wanted to allow servers to get client's locale. I don't know, if he did it or not. https://github.com/MinecraftForge/FML/issues/258#issuecomment-32574938
  9. Then it's easier to let clients translate stuff.
  10. Basically, i want to send messages to client in the language it's using. Letting client translate unlocalized string is not an option, because mod will be server-sided. PS. Forge 1307.
  11. The same error. Whenever I add any version of CCC it crashes with the same error. I tried removing it from classpath and adding to the mods, doesn't work. PS. Server works just fine (at least it launched and loaded the world)
  12. Okay, so there's no convenient way of getting in on old forge versions. And we cant update because cauldron is not updating anymore. Anyway, thanks
  13. Okay, NetworkCheckHandler.java helped. Although it's not the best solution because we would like to show player why is he kicked. And now he'll see blank "Mod Rejections".
  14. Well, that class loads mods, doesnt it? I was hoping there would be some method that takes username (or something like that) and returns its modlist in any form.
  15. ATM we're using client-side mod, which is sending custom packet with client's modlist. And it would be nice to get rid of that mod. FML sends modlist to the server for sure. How to get it and use with your mod?
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