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greekphysique

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  1. Hi Bedrock, Have a look at the mbe03_block_variants code example in MinecraftByExample Github repo to learn how to properly code blocks with metadata. https://github.com/TheGreyGhost/MinecraftByExample
  2. Try looking around net.minecraft.world.gen.structure.StructureVillagePieces and its imported/referenced classes for the code that spawns the various buildings. If you'd like villagers as well, look at net.minecraft.entity.passive.EntityVillager.
  3. Perfect, everything works now! In the future I should probably check which package the event is in before deciding on the correct bus. Thanks!
  4. Hey fellow modders, I followed Forge's example and setup configuration files and the associated gui menu's that appear after clicking my mod's config button by extending GuiConfig and all that good stuff. However, I'm getting stuck with my event handler that saves my configuration file not receiving the onConfigChangedEvent even though I (supposedly) registered it to the EVENT_BUS. My code is (generally) as follows: public class ConfigEventHandler { @SubscribeEvent(priority=EventPriority.NORMAL) public void onEvent(OnConfigChangedEvent event) { System.out.println("Config Changed Event Fired!"); if (MyMod.MODID.equals(event.modID) && !event.isWorldRunning) { if (Configuration.CATEGORY_GENERAL.equals(event.configID)) { StartupCommon.syncConfig(false); //my version of syncConfig is almost identical to Forge's } else if ("miscConfig".equals(event.configID)) { //update miscConfiguration file } } } } InitCommon is similar to GreyGhost's implementation in MinecraftByExample (runs during Init phase in both clients and dedicated servers): public static void initCommon() { //register the save config handler to EVENT_BUS bus System.out.println("Registering event handlers..."); MinecraftForge.EVENT_BUS.register(new ConfigEventHandler()); } I'm not sure if my mod's container needs to implement registerBus like ForgeModContainer does. And if it needs to, I am not sure how to override methods of my mod's container since forge creates the container for me.
  5. Just a heads up for all OSX modders, I've been following the great tutorials located in TheGreyGhost's MinecraftByExample Github repo (https://github.com/TheGreyGhost/MinecraftByExample). When loading up the mod into eclipse after performing the ForgeGradle build, example "mbe14_item_camera_transforms" will show errors that the getX, getY, and getZ methods are missing from the Vector3f class. This is because OSX ships with an outdated version 1.3 vecmath.jar and the getXYZ methods were implemented in version 1.5. This is simple to fix by replacing or renaming the Apple-provided vecmath.jar file located in /System/Library/Java/Extensions with an updated version 1.5 vecmath.jar file. Edit: It appears Forge comes with the updated version of vecmath, if someone can elaborate on how to prioritize it over the system-provided file that would be peachy. Otherwise I'll be looking into that.
  6. I've been reading the numerous 1.8 tutorials on updating basic blocks and items along with blocks with metadata. However, I have yet to run into a tutorial for updating my items with metadata using the old IIcon method from 1.7.10. Can someone explain how to update 1.7.10 items that use metadata to render and register properly in 1.8.3?
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