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keepcalm

Forge Modder
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Everything posted by keepcalm

  1. Try with a fresh jar, looks like you might have a remnant of optifine in there.
  2. That's always going to throw an exception, and you use that in every function - if it's null, how can you set the world? And, you could have a perfect TE, but you never actually make a new instance - it is ALWAYS going to be null. Fix your createNewTileEntity method!
  3. It has NOTHING to do with your mod, try reinstalling forge.
  4. Probably not, I'm mostly working on basic functionality at first, so feel free to submit the PR
  5. DON'T use MCPatcher at all, and maybe try MultiMC. It should fix all your problems
  6. It's pretty self-explanatory. You'd need to put the quit messages all in one part of the code, and then allow them to be changed through an event or something.
  7. So, I develop BukkitForge, and a major issue I've been having is that a lot of Bukkit command use a single command which checks for the name used. So can forge/FML please add a hook that allows ICommands to get the command actually used to execute them?
  8. Use optifine, not MCPatcher Read the O-EAQ! Clear out your mods. Is mo creatures for 1.4.6 yet? I think not...
  9. So ThorMod_EntityEmeraldPrimed extends Entity, and all the imports are correct?
  10. Click on the Minecraft/src folder in eclipse, and then press Ctrl-Shift-O. It should fix most if not all the errors.
  11. It's because the imports are incorrect, after fixing them all will be good
  12. Vanilla 1.4.5 server: http://assets.minecraft.net/1_4_5/minecraft_server.jar
  13. I don't think zip files keep permissions, so it would be impossible to do that.
  14. It's meant to be that way, src and common have been merged starting with build #444
  15. For the most part, just click on the 'src' folder of minecraft, and press Ctrl-Shift-O. It will automatically correct most of the errors.
  16. In eclipse, click on the 'src' folder for your mod, and hit Ctrl-Shift-O. That will decrease the amount of (or remove) errors.
  17. In the future, use spoiler, not hidden Also, judging from what you're trying to do, the best way to do it would be to add a function call, rather than rewriting the entire method. You might want to have a look at the source code for my mod, which does something similar, but uses ItemInWorldManager (so it's server-side only). If you want more help, PM me (I think I've worked out how to do this ASM stuff)
  18. Download ONLY forge, extract it and then run install.bat, mcp will be in <forge folder>/mcp.
  19. Ok: 1. copy all the <something>_at.cfgs from the NEI and CCC zips/whatever, put them in <forge>/accesstransformers 2 if any of them contain a file "<name>_dummmy.jar" copy this to the "<mcp>/jars/"+(mods or coremods) folder depending on where the mod is installed 3. run forge/install.sh 4. copy the NEI and CCC code from the src zips into <forge>/mcp/src/minecraft 5. Do whatever you normally do.
  20. I'm pretty sure there's a function something like getChunkFromBlockCoords in World, that might be a good place to start, and as for the player's username, perhaps try using Block.onBlockPlacedBy and check if it's an EntityPlayer?
  21. Add information to player.getEntityData(), hopefully it's pretty self-explanatory.
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