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whitephoenix

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Everything posted by whitephoenix

  1. Just the standard gradlew setupDecompWorkspace gradlew idea Then I had some project structure issues, annotations wouldn't work so I moved language level to 8, from there I switched out of Use module compile output path because it was blank then switched back, which filed the path fields and minecraft started succesfully.
  2. It might be my project structure messed up, https://www.dropbox.com/s/9bslssj7qvic67w/Screenshot%202015-08-08%2016.23.21.png?dl=0 Language level is set to 8 on the first tab
  3. https://www.dropbox.com/s/pa13466s7vtesga/Screenshot%202015-08-08%2016.16.06.png?dl=0
  4. Yeah. As far as I can tell everything is where it should be.
  5. I've made a really simple mod and it doesn't seem to load. The game starts fine but the single recipe I add isn't there, and its not in the mods list. My only idea is that somewhere a long the line arguments for @mod other than modid and version became required, but I'm not sure. Using the latest version of 1.7 forge, "forge-1.7.10-10.13.4.1492-1.7.10-src" Mod code is here: http://pastebin.com/2WzEs4GU Console output is here: http://pastebin.com/jQ4TnBAa This is so weird. No other errors or nothing going wrong except my mod not being seen apparently. I used to mod a bit but stopped for a while, now I'm trying it again.
  6. Nevermind. I successfully ran setup, but @Mod annotations still error.
  7. I got it now. Thanks. I just decided to install jdk to my c drive, which works fine now.
  8. http://snag.gy/NsLxN.jpg I found it. Gradlew setupDecompWorkspace failed. I've tried fixing the error but it doesn't do anything.
  9. Yeah... no quotes I just started putting quotes around it while typing and remembered the code tag and forgot about quotes...
  10. Yes, "@Mod(modid="LetsMod", name="Lets Mod", version="1.0-1.7.10")" '@Mod is not applicable to type' At @Mod.EventHandler public void preInit(FMLPreInitializationEvent){ } @Mod.EventHandler is also errored.
  11. Only thing I changed recently was JDK version I think, I updated to the latest, does that break @Mod?
  12. I've been messing with this for a while and can't figure it out, I want to store placedBlock from PlaceEvent in a variable (thats what I need help with) and then output to chat.
  13. So I'm struggling to understand events, would I use @SideOnly somehow? How would I make this only happen once?
  14. [spoiler=FirstEventHandler.java] package com.phoenix.firstmod; import net.minecraft.client.Minecraft; import net.minecraftforge.event.world.BlockEvent.PlaceEvent; import cpw.mods.fml.common.eventhandler.SubscribeEvent; public class FirstEventHandler { @SubscribeEvent public void onBlockPlace(PlaceEvent event){ Minecraft.getMinecraft().thePlayer.sendChatMessage("Block Placed"); } } Above is the code from my handler class, I use "FirstEventHandler handler = new FirstEventHandler();" and " MinecraftForge.EVENT_BUS.register(handler); FMLCommonHandler.instance().bus();" in my main class. My issue is that in game when I place a block, the event fires twice and sends two chat messages. Chat messages are not my final intended function, but just to make sure I'm not messing this up, which I evidently am.
  15. I've googled it several times and can't seem to find any Event tutorials that make sense to me. Would someone recommend a more comprehensive/informative tutorial? I watch wuppy's 29 video, but that just didn't cut it for me. Also it would be good if someone could provide an example, say how to create an explosion when a certain block (say gold) is placed Thanks guys
  16. Don't know if this will help, but this website allows command blocks to give items more movement speed when held. http://ezekielelin.com/give/ at the attribute section you select movement speed. Perhaps you could have a look under the hood in minecraft.
  17. Actually I have another question. I googled it and I think I understand most of the basics, breakpoints mean suspend when code is encountered... etc. So in this image... I think I set it up correctly, but say for example I want to change the healAmount (not sure if right name, the amount of food bars it gives) of the item for the class open in eclipse (hotbar slot 1) from 6 to 20, from what I understand, I need to change it in the variable view, but the variable area is empty, so how would I do this?
  18. Thank you so much! I just thought debug outputted additional info in console for some reason.
  19. I saw Ichun's video here: And I noticed that he changed his code and then just un-minimized minecraft, e.g. he already had it running, as I though you had to restart minecraft everytime which takes about 30sec-minute each time, how is this done? It would be a pretty big time saver.
  20. The build.gradle file. Which is why I dislike the project setup for Forge Gradle. Changing from one mod to another either requires that I duplicate a large portion of common files or moving around a bunch of stuff. And makes setting up a git repo annoying, because almost ever subfolder other than /src doesn't need to be on git. Also most of the files there too other than build.gradle... -snip- Highlighted stuff is part of the project and should be on GitHub. Everything underlined in blue is technically part of the project, but should not be on GitHub (you may or may not have build.properties or an /etc or /lib directory, depending on your needs). (And Lars pointed out that I missed a directory, ha!) Go to the mod. Click "fork." Or click "edit" on a file and GitHub will automagically fork it for you and drop you right into the edit window. You can also clone-to-desktop. Interestingly enough, my mod doesn't have a build.properties or an etc folder
  21. Okay thank you. I'll upload the rest soon.
  22. I uploaded my first mod to Github, after some difficulty. I only uploaded the SRC folder, there isn't anything outside that that I am forgetting is there? Also I want to know how to contribute to other people's mods on Github. What is the setup process?
  23. I kinda went with the go nuts approach. This is my pointlessly stupid "thing mod"
  24. Lately I started following a and was really intrigued by modding. I'm not new to programming, as I've known python for a while. I asked a question recently, and the general consensus was that I should learn Java alone more thoroughly. I enrolled in a course on Udemy, and am understanding it all pretty well. I want to know how I should enter the modding field once I complete said course. I know it won't be easy, but I really want to learn to mod. How and/or where did you learn to mod? Links are appreciated. Thank you.
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