Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

ulfgur

Members
  • Content Count

    25
  • Joined

  • Last visited

Community Reputation

2 Neutral

About ulfgur

  • Rank
    Tree Puncher

Converted

  • Gender
    Undisclosed
  • Personal Text
    I am new!
  1. I'm thinking about getting into forge modding again. How do you folks go about creating + editing entity models and animations? When I did some modding years ago, I was editing it in the code... but now that I'm a bit wiser, it occurs to me that there's probably a tool that'd make it a lot easier. Thanks!
  2. I tried shifting over to the shadow plugin, and while it does a very nice job of putting all the dependencies together, It produces a .zip file that is not recognized by minecraft as a mod. Do you know any tricks to either make it produce a compatible .jar, or get minecraft to recognize the zip? (the new build.gradle): // For those who want the bleeding edge buildscript { repositories { jcenter() maven { name = "forge" url = "http://files.minecraftforge.net/maven" } } dependencies { classpath 'net.minec
  3. I have a couple gradle files. (was trying some things, and they got kind of stretched out.) /* root project build.gradle */ import org.gradle.api.artifacts.* apply plugin: 'base' // To add "clean" task to the root project. subprojects { apply from: rootProject.file('common.gradle') } task mergedJavadoc(type: Javadoc, description: 'Creates Javadoc from all the projects.') { title = 'All modules' destinationDir = new File(project.buildDir, 'merged-javadoc') // Note: The closures below are executed lazily. source { subprojects*.sourceSets*.main*.allSourc
  4. Thanks, this is something I very much needed to know. Do you have any idea what could cause the problem in my first post, where built-in dependencies were not being found? At this point, even a general "well, you might look *here*, but I really don't know" would be massively useful.
  5. Is there any alternative for shaded (/fat) jars? In our case, the main problem of shaded jars is that we have serveral META-INF/ files in different jars that overlaps each other, and we will need to create a way to merge these files for the shaded approach. It will be interesting to know if there is a way to define the classpath of the mod in a different way, such a libs directory or a mod specific configuration file to define which dependencies needs to be picked up. Also for the org.slf4j.LoggerFactory issue, we can see the class being bundled inside the shaded jar, but for some reason
  6. Heya, I'm having dependency troubles during mod loading. I have a set of dependencies including slf4j, and the mod is not finding them during load. It functions correctly in the development environment, and builds correctly, but as soon as I try to run the mod from forge, the dependency is not found. Here is the relevant section of my build file: dependencies { //both added as an effort to overcome the problem. embed ('org.slf4j:slf4j-api:1.7.5') embed ('org.slf4j:jcl-over-slf4j:1.7.12') //other dependencies } Here is the error I'm getting: java.lang.NoClassDefFound
  7. Agh. Should have thought to try that. Thank you! It's up and working!
  8. I've got my mob working, analyzed much of the code, heaped wonderful loads of custom behaviors on it, and have it spawning in my custom biome. I'd like to add it to some of the mob spawners I sprinkle around the world. Unfortunately, when the mob spawner is generated, it's empty. (registration:) EntityRegistry.registerModEntity(EntityTutorialMob.class, "TutorialMob", EntityUniqueIDFinder.getID(), MinecraftByExample.instance, 230, 3, true); (The code that eventually creates the spawner:) WorldGenHelpers.genMobSpawner(world, pos.add(2, 1, 2), "TutorialMob"); //Then, in a
  9. It was the update frequency that worked from my other entities, all of which are projectiles (for those, the update frequency was used by some tutorial I saw somewhere). I take it the update frequency should be something different? I did try upping it to 200, which didn't help at all. What value would you suggest? (also, am I doing it wrong for the particles, too?)
  10. in commonproxy: EntityRegistry.registerModEntity(EntityTutorialMob.class, "TutorialMob", EntityUniqueIDFinder.getID(), MinecraftByExample.instance, 230, 78, true); in clientproxy: RenderManager reman = Minecraft.getMinecraft().getRenderManager(); RenderingRegistry.registerEntityRenderingHandler(EntityTutorialMob.class, new RenderTutorialMob(reman, new ModelChicken(), .5F)); ...the stuff about entityUniqueIDFinder references this class: public class EntityUniqueIDFinder { public static int currentID = -1; public static int getID() { currentID++; return curre
  11. Thank you! That partially worked! The mobs are visible... ..Now, I'm having a problem where the mobs kinda jerk around and teleport, while displaying chicken behaviors. (I'll hold seeds, they'll walk-teleport to me). They still animate. Any ideas? EDIT: My render & entity classes are literally copy-pasted (then refactored) from the chicken's. I'm getting something stupid-simple to work before I play with anything more complex.
  12. This is my first time through building a custom mob. I'm taking the chicken as my base, and ATM am just trying to get it to render & behave like a chicken. I can spawn the mob. I'm guessing it has chicken-like behaviors, but I can't see it. I can, however, hear it. Here is my registration code: //in client proxy, init RenderManager reman = Minecraft.getMinecraft().getRenderManager(); RenderItem reIt = Minecraft.getMinecraft().getRenderItem(); RenderingRegistry.registerEntityRenderingHandler(EntityTutorialMob.class, new RenderTutorialMob(reman, new ModelChicke
  13. The following code-dump comes with a warning: this works great in SP, but it may be causing crashes in MP. I haven't tested enough yet. public class PlantGenerator extends WorldGenerator { @Override public boolean generate(World worldIn, Random rand, BlockPos pos) { BlockPos tempPos; BlockPos topPos; /* * generate strawberries */ if(worldIn.getBiomeGenForCoords(pos) instanceof BiomeGenSwamp) { for(int i = 0; i < 1; i++) { if(rand.nextFloat() < .4f) { tempPos = pos; int x = rand.nextInt(16) - 8; int z = rand.nextInt(16) - 8; tempPos
  14. Thanks for the help! After some fiddling, working with the advice, and looking at those resources, I have the plant & it's seeds fully functional and spawning in swamps and snazzy. (for those of you searching who find this in three months, there were stupid problems with my JSONs that I fixed, some readability problems with my PNGs, and the problems alias and jabelar mentioned.)
×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.