Everything posted by keepcalm
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java.land.NoClassDefFoundError (Block file) HELP!
You didn't reobfuscate properly. In eclipse, copy all your package files into the 'Minecraft' project (into either the common folder or the src folder), and THEN run recompile and reobfuscated. Your working mod will be outputted into rebof/minecraft
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Disable mod without stopping minecraft from running?
I'm experimenting with writing a mod that can be both a coremod and a mod (it changes logging a bit, so when it is loaded affects it), but I need to work out a way to stop the @Mod mod from loading if the coremod is already loaded. So how can I disable it from inside the @Mod?
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Decompile a forge mod?
Extract JAR file somewhere, then get fernflower from <mcp folder>/runtime/bin/fernflower.jar. Open up cmd (or similar), pushd to the folder where your JAR was extracted, and run fernflower folderwithclasses folderforsource.
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Forge Installation Error 5
Try setting up MCP in a different folder. Might be leftover lockfiles from a previous crash (the first one was different, i guess?), that's probably the easiest way to fix it.
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EntityPlayerSMP getter
I'm setting up 1.4 now, there's probably a private field in the container that has something to do with it. You could use a coremod - you could either make crafters public or playerList public. There's a tutorial on the wiki (which I wrote), which should work, it will help you to write a coremod that does this. This is where you can find it Tell me if you have problems. I probably made a mistake somewhere (but it did work for me )
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Forge Installation Error 5
The logs are in <mcp folder>/logs. Now post them, or no more help
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EntityPlayerSMP getter
- Dont bump threads, it's annoying Do you mean EntityPlayerMP? If you use a ContainerFurnace then you can use ContainerFurnace.setPlayerIsPresent(EntityPlayerMP player, Boolean isWatching). To get an EntityPlayerMP from an EntityPlayer, simply cast it (EntityPlayerMP newPlayer = (EntityPlayerMP) entityPlayer
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Bluescreened, lost world.
Try deleting any NEI-related configs in the world save folder. Might be something going wrong there.
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Change CraftingManager.instance to non-final
I worked it out You append -f to the access in the at cfg: public-f CraftingManager.instance
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LITTLE HELP PLEASE?
Redownload the latest CCC and NEI. Your CodeChickenCore is broken.
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minecraft forge mod
Look for 'keka' on the Mac app store, or get it from here: http://download.kekaosx.com/ It looks decent. What you do now is copy the WINDOWS instructions, but open minecraft.jar with keka.
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Forge not installing correctly?
Looks like optifine. Install forge first, and THEN optifine. Make sure you use a 4.x version of forge.
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Metadata Item naming behaving very strangely
Ah... I see... . Are you sure that hardClay and softClay aren't equal? And the same for rune and magicOrb? That seems like the most likely explanation.
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Weird bug when Lauching a server ...
It's probably better if you try and avoid it (look for hooks to do what you're doing, or ask in suggestions for a method doing what you need to be added) - and the error is probably occurring in EntityPlayer - you might be referencing WorldClient there.
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Metadata Item naming behaving very strangely
Check all your for loops start with for (int i = 0; ...) two of yours have i = 1.
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Weird bug when Lauching a server ...
Are you editing base class files? And if not, go and read a tutorial on the internet on how to make a mod folder mod.
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Developing with NEI installed.
Add codechickencore and nei to the <mcp>/jars/coremods. <mcp>/jars is the same as .minecraft Although... Since NEI's been obfuscated and minecraft hasn't at that point... Just give me a few minutes (decompiling minecraft), and I'll check and come back. EDIT: That doesn't work. You'd have to talk to ChickenBones...
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Diabling the server GUI
Ah, but I'm doing it in the opposite direction - Rather than porting forge itself to Bukkit, I'm creating a coremod for a vanilla server that acts as a layer between forge and the Bukkit API.
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Diabling the server GUI
I'm *attempting* to implement the Bukkit API under minecraft forge, and a lot of the plugins output to standard output, rather then using the logger (like they should be). I don't really want to change System.out, since FML changes it and changing it again might mess things up badly.
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Armor with potion effects on them
You could look and see how enchantments work and try and adapt that to suit your needs (?)
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Diabling the server GUI
Where would I want to put calls to disable the server GUI? My mod is a coremod, I just need to know the best way to get this to work...
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Forge Decompilation Error
Is it still the same error? The first error wasn't because of the modified jars, it was because something was being called incorrectly: So try downloading a newer forge... And can you tell me what version of python you have (python --version)?
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Forge Decompilation Error
Did you actually copy the .minecraft/bin and .minecraft/resources folder into mcp/jars, along with minecraft_server.jar? EDIT: Don't mind me, just skim-reading...
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Jumping Mob
You could look at the vanilla code for ghasts and squids (it's often very helpful), but I think that jumpMovementFactor might have something to do with it. I don't do much modding of that kind, though, so I may be completely wrong.
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Forge Decompilation Error
Force update minecraft, re-setup mcp.
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