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Forge Modder
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Everything posted by keepcalm

  1. As it happened, it was a runaway @TransformerExclusions. Whoops.
  2. Reinstall forge and optifine (forge, then optifine) or check for an optifine update.
  3. And make sure you run 'recompile.sh(or bat)' before reobfuscate.sh/bat
  4. Change this line: woodenBattleaxe = new ItemWoodenBattleaxe(4000, wood).setIconIndex(0).setItemName("Wooden Battleaxe"); to this: woodenBattleaxe = new ItemWoodenBattleaxe(4000, EnumToolMaterial.WOOD).setIconIndex(0).setItemName("Wooden Battleaxe"); If it still doesn't work, post the log!
  5. You installed forge incorrectly, run 'install.bat' in the forge folder, not 'decompile.bat' in the mcp folder.
  6. There are only 4 armour slots, 0-3. I'm guessing your mod is a jar mod, so somewhere you're causing line 35 of RenderPlayer to screw up, accessing an index in the array which is out of bounds.
  7. IScheduledTickHandler + EntityFallingSand? Set the block to air and create a new EntityFallingSand with the block's texture?
  8. This is probably what you're looking for.
  9. You're causing an infinite loop somehow.
  10. I wrote a coremod, which works perfectly, except for one *minor* problem - it seems to be breaking FML's access transformer. The error I get can be found here: http://pastebin.com/rQEVETcw, the extra output is what FML is calling in the coremod's LoadingPlugin. The source code of interest can be found here: https://github.com/keepcalm/Bukkit4Vanilla/tree/master/src/keepcalm/mods/bukkit/asm
  11. If you're on 1.4 or above, then you can just rename minecraftforge.zip to minecraftforge.jar and run that in the same folder as minecraft_server.jar, no winrar
  12. You need to make sure that you're loading the LWJGL libraries as well - lwjgl.jar, lwjgl_util.jar and jinput.jar and setting property java.library.path to "minecraftdir/natives"
  13. cpw.mod.fml.common.relauncher.FMLRelaunchLog is what you want. Can I suggest that the best way to do it would be to use some magic to stop FML outputting it's log to console, but rather using your own, custom-formatted log. Add a LogHandler, perhaps.
  14. So you'd run whatever code you wanted to in tickEnd (or tickStart, doesn't matter), look at the wiki for a tutorial on how to use packets.
  15. The method to call is net.minecraft.client.Minecraft.main, this might interest you if you're using java: https://github.com/Forkk/MultiMC4/blob/master/src/launcher/MultiMCLauncher.java
  16. You're looking for PlayerInteractEvent, but wouldn't it be better to do it with a tile entity and NBT?
  17. use an IScheduledTickHandler with a schedule of 20 ticks?
  18. Something's null that shouldn't be in your PlayerInteractEvent handler
  19. It doesn't output everything into the server log, but you could create a mod that does that. Here's an example of a mod: https://github.com/keepcalm/BlockBreakSample You could create a coremod that would download the MySQL java interface, PM me if you want a tutorial.
  20. This might interest you: https://github.com/SirSengir/BuildCraft/blob/master/common/buildcraft/core/utils/Localization.java It simply loads a properties file, en_US.properties, for example, and reads the keys from that. An example of a properties file is: https://github.com/SirSengir/BuildCraft/blob/master/buildcraft_resources/lang/buildcraft/en_US.properties
  21. You can submit a pull request at https://github.com/cpw/FML. That's probably the easiest way.
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