
BuddingDev
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Everything posted by BuddingDev
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[Solved][Noob Issue][1.8.9]Cannot load mod???
BuddingDev replied to BuddingDev's topic in Modder Support
I seriously need help...I cant use any of the 1.8 Forge versions! Forge ignored my mod completely!!! Just in case you are wondering, I am following this tutorial: http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/basic-modfile/ -
Thats an interesting issue... I am using Eclipse IDE with Minecraft Forge 1.8.9 11.15.1.1855 I am currently building my "Main" modfile, but Forge does not see my file! Theres only 4 mods loaded: 3 core Forge mods, and 1 Example Mod Anyone can help? Modfile: (I believe there should not be any issue...) http://pastebin.com/sx4kfmMR Any help appreciated. Thanks!
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Hi Guys I am planning to make models for my mod. So I am trying to list out possible tools that I may use in case I need to make a model. It seems that Techne is a bit out-dated (*seems*) and I dont know what file type it is exporting to. So I was thinking: can I use any modelling programs out there, export the models into a certain file type, do something in the code, and volia, make the custom model appear in game?
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[1.7.10]Writing something else into the NBT?
BuddingDev replied to BuddingDev's topic in Modder Support
I also heard of adding something like NBT into another NBT (cant remember correctly) So can someone explain a bit on this and give me an example? -
Recently I came up with another idea of making "counters" in my mod. (To place-hold energy generation) And then I came across the issue that the TE does not save its counter count. This time, it is VERY different, as I use a separate *class* to handle counter count and counter generation. Actual counter count and generation rates are stored in separate classes. Now, I just wanna ask: 1. Is NBT Tag Compound capable of writing a different data structure (such as a class) into that save file? 2. If answering yes in Q1, how to implement it? 3. If answering no in Q1, then I have to read the values from the class, store them with the TE (by writeToNBT()), and write them back to their classes once I readFromNBT() ...?
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Eh, the main problem is, Item#addEnchantment(WhateverArgument whateverName) does not exist EDIT: The real problem is how to somehow get a copy of ItemStack of that Item so I can add Enchantment. (Yes, ItemStack#addEnchantment(...) exists)
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Is there a way to add "predefined" enchantments for an item? (Especially not using NBTs as shown in vanilla code.)
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I encountered this problem while trying to understand the ItemArmor constructor. [public] ItemArmor(ArmorMaterial material, Int renderIndex, Int armorPieceID) Apparently second argument tells Forge how to render the armor. So: 1. Where to find vanilla example armor render? 2. Where to add a custom "render index"?
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Well, I have tried these items, but still I cant get the entity to attack others. Also they disappear when the world is reloaded. Entity Class: http://pastebin.com/S7R4dYdj
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So, as stated, my custom entity does not attack others as specified. I have heard that the entity has to override some thing. Is that true? this.tasks.addTask(1, new EntityAIAttackOnCollide(this, EntityMob.class, 1, true)); So this line tells the entity to attack Mobs right?
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Thanks for the help! Dont know why I had been so noob... I was too noob.
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Well... let me stabilise this: trackingRange The range at which MC will send tracking updatesupdateFrequency The frequency of tracking updates What does these two mean? I bet this can help resolve a lot of things.
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So wait, I do it like EntityRegistry.registerModEntity(EntityDataSwordman.class, "entityDataSwordman", 1, Main.instance, 1, 1, true); But my entity is still invisible!
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STILL cant get it right!!! I have used up my Pastebin allowance already... EntityLibrary: http://pastebin.com/PHMNEd14 My custom entity: http://pastebin.com/WLUY77zK My custom render: public class RenderDataCreature extends RenderBiped { ResourceLocation dataTexture; public RenderDataCreature() { super(new ModelBiped(0), 0.5F); this.dataTexture = new ResourceLocation(Main.MODID + ":" + "textures/entity/steve.png"); // TODO Auto-generated constructor stub } @Override protected ResourceLocation getEntityTexture(EntityLiving p_110775_1_) { return this.dataTexture; } }
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OK, the function is fixed, but my entity looks glitchy. Maybe something wrong here? EntityRegistry.registerModEntity(EntityDataSwordman.class, "entityDataSwordman", 1, Main.instance, 100, 100, true); EDIT: That is, the entity first starts to move to a target direction, but after a while, it zooms back, and moves at another direction... and then it possibly zooms back again...
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Entity Registration is in fact called from ServerProxy (which is not shown) Then I use my custom IDs?
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Oops. Item class: http://pastebin.com/pymsFXSB Entity Registration: http://pastebin.com/hFR3N6jP
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Entity is currently only spawned in that item provided above. Main class: http://pastebin.com/2WWzH4Vb
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Yup, I cant see it, but when it falls (I set the velocity) I see particles Registration: Client Proxy http://pastebin.com/ucr9pxmF Render File http://pastebin.com/bPS2Aqhj
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Currently, my humanoid entity is transparent. I know it has been created with no errors, I gave it textures, but it is transparent...? Entity Class: http://pastebin.com/Y5NtwFUu Render Class: http://pastebin.com/NJthdFxB
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I am having some problems while trying to render my entity. I want my entity to look like a player. (You can see this in Ancient Warfare mod, or Custom NPC mod) But I dont know how to make that render file! Any ideas?
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entityInit(): OK, I realise I need to super() that. But for the arguments... Which 3 are the coordinates hit?
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Crazy. I want to make a custom item that spawns an entity when it is right-clicked. But when right-clicked, (at entity init) it crashed. (Null-Pointer) Item class: (problematic part) http://pastebin.com/KDmA1ZRs Entity init: http://pastebin.com/hb6Cb1k3 Crash report: http://pastebin.com/faiq5j1N
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I noticed something called setHome() and or getHome() I pretty much have no idea of what they are. Anyone can tell me what special things happen when I set Home for some Entities? Or how they are implemented?
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Alright, I have been too noob. I can actually find a field in TileEntity class.