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ItsAMysteriousYT

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  1. This is what im doing in the build.gradle file: /* // For those who want the bleeding edge buildscript { repositories { jcenter() maven { name = "forge" url = "http://files.minecraftforge.net/maven" } } dependencies { classpath 'net.minecraftforge.gradle:ForgeGradle:2.0-SNAPSHOT' } } apply plugin: 'net.minecraftforge.gradle.forge' */ // for people who want stable plugins { id "net.minecraftforge.gradle.forge" version "2.0.2" } version = "1.0" group= "de.itsamysterious.mods.reallifemod" // http://maven.apache.org/guides/mini/guide-naming-conventions.html archivesBaseName = "Real Life Mod Alpha" minecraft { version = "1.8-11.14.4.1563" runDir = "run" // the mappings can be changed at any time, and must be in the following format. // snapshot_YYYYMMDD snapshot are built nightly. // stable_# stables are built at the discretion of the MCP team. // Use non-default mappings at your own risk. they may not allways work. // simply re-run your setup task after changing the mappings to update your workspace. mappings = "snapshot_20141130" // makeObfSourceJar = false // an Srg named sources jar is made by default. uncomment this to disable. } dependencies { // you may put jars on which you depend on in ./libs // or you may define them like so.. //compile "some.group:artifact:version:classifier" //compile "some.group:artifact:version" // real examples //compile 'com.mod-buildcraft:buildcraft:6.0.8:dev' // adds buildcraft to the dev env //compile 'com.googlecode.efficient-java-matrix-library:ejml:0.24' // adds ejml to the dev env // the 'provided' configuration is for optional dependencies that exist at compile-time but might not at runtime. //provided 'com.mod-buildcraft:buildcraft:6.0.8:dev' // the deobf configurations: 'deobfCompile' and 'deobfProvided' are the same as the normal compile and provided, // except that these dependencies get remapped to your current MCP mappings //deobfCompile 'com.mod-buildcraft:buildcraft:6.0.8:dev' //deobfProvided 'com.mod-buildcraft:buildcraft:6.0.8:dev' // for more info... // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html // http://www.gradle.org/docs/current/userguide/dependency_management.html } processResources { // this will ensure that this task is redone when the versions change. inputs.property "version", project.version inputs.property "mcversion", project.minecraft.version // replace stuff in mcmod.info, nothing else from(sourceSets.main.resources.srcDirs) { include 'mcmod.info' // replace version and mcversion expand 'version':project.version, 'mcversion':project.minecraft.version } // copy everything else, thats not the mcmod.info from(sourceSets.main.resources.srcDirs) { exclude 'mcmod.info' } } jar { from zipTree("libs/RenderPlayerAPI-1.8-1.5.jar") } and this is the error i get: That is the stacktrace output with --stacktrace:
  2. Hey there i have a prolem - exporting my mod fails (i think cuz) i am using elements from the renderPlayerAPI in it. I think that i need to add the library as a dependency in build.gradle but i don't know what to write there. Anybody can help?
  3. Don't do the initialization of the item in the item class - create a new class that will hold all your items and set them in the class' constructor. Like this: public class YourModItemClass{ public static Item yourItem,anotherItem,andAnotherItem; public YourModItemClass(){ yourItem=new YourItemClass(); } } [/spoiler] Then you do not have to put that whole init&registering stuff in each of your custom ItemClasses which makes your code much more comfortable
  4. There you go - The CustomPlayerRenderer class:
  5. This is where i register the renderer to the API:
  6. Thats a buildin function of the renderPlayerAPI - the minecraft function loops through the list of layerRenderers and renders them. Doesn't renderPlayerAPI just call those methods?
  7. Hey there - i wanna add my own playerRenderer which works great using the renderPlayerAPI. Now - my problem is, that my custom layer does not render. No matter if i call renderLayers() or not. See my code here: The Layer class: I probably miss something essential - problem is i can't find it
  8. Yes, how i would destroy the leaves is clear, but i wanna get a list of blocks for each tree when they are generated - isn't this the best way? Cuz when i do with a fixed radius, i will destroy other trees and when i do it with neighbor blocks it will go on forever until there are no leaf blocks anymore
  9. Yea - i thought of that one too, but i need everything of the tree - logs&leaf's. I thought of making a List of all the trees with their logposition and then when a log is destroyed i loop through the list and look for the destroyed log. If it is is in one of the generated trees im gonna loop through the rest of the BlockPos-Array from this tree. All i need is a possibility to get every Block that is generated for a tree from the WorldGenTrees class. Is that possible? Or do i will have to use some class transformers?
  10. A well okay Im pasting it here once ive done it.
  11. Hey there - i wanna get an array of all blocks belonging to a tree when the player hits/destroys one of the logs of it. I searched for a way but didn't find anything like that in vanilla classes - how can i do that?
  12. Can i send you the stuff via mediafire? It seams like github don't want's to update anything
  13. Okay - i think i know what to add - does the gui show for you now?
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