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Choonster

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Everything posted by Choonster

  1. Yes. It's a JSON file, so it needs to be valid JSON syntax. I can't see your file, so all I can tell is what the error message tells me: It found a string where it expected the start of an array. JSONList and similar tools can probably tell you where you went wrong.
  2. Your mcmod.info file has a syntax error. ItemAxe doesn't yet support custom ToolMaterial s because it uses the ToolMaterial 's ordinal as an index for the ATTACK_DAMAGES / ATTACK_SPEEDS arrays. See this thread where someone had the same problem. Either create a custom axe class or wait for someone to fix the issue. Don't bump your threads, it will only annoy the people who can help you. It's unlikely to speed up their response.
  3. Screenshots are a terrible way to share code and the screenshot of the console cuts off part of the crash report that we need to see: the actual exception that was thrown. Upload your full FML log (logs/fml-client-latest.log) and code with syntax highlighting to Gist and link it here.
  4. You're using Forge 10.13.3.1388, but CoFHCore requires Forge 10.13.3.1448 or newer. Update to the latest version of Forge for 1.7.10.
  5. Upload logs/fml-client-latest.log from your game directory to Gist and link it here.
  6. LivingHurtEvent is fired on the Forge event bus ( MinecraftFroge.EVENT_BUS ) rather than the FML event bus ( FMLCommonHandler.instance().bus() ). Read the documentation for the classes you use. You should also specify which version of Minecraft you're using in the title of your thread.
  7. Forge's Item#getModel method that was previously used for things like bow pulling models has now been replaced with item properties that can be queried from item models. I'm in the process of updating TestMod3 to 1.9, I'll probably know more about this when I finish updating my bow items. Mod spawn eggs are currently broken in 1.9, diesieben07 has opened a pull request to fix them.
  8. If none of your assets are working in the development environment but they're in the built JAR when you run the build task, add this to your build.gradle: // Fix resources not being loaded in IDEA // http://www.minecraftforge.net/forum/index.php/topic,32467.msg169687.html#msg169687 idea.module.inheritOutputDirs = true This code is only for 1.7.10 and earlier. This is built in to ForgeGradle for 1.8+. Side note: Why are you using 1.7.10?
  9. Choonster

    exported

    build/libs in your mod's directory.
  10. It may or may not be the source of the issue, but packet handlers are run on a separate thread where you can't safely interact with normal Minecraft classes. You need to schedule a task to run on the main thread, as explained here.
  11. The Elysium and another mod are both configured to use dimension ID 2. You need to change this in the config files of The Elysium or the other mod (assuming they've added a config option for the ID).
  12. The file should be called mcmod.info, not mc.modinfo.
  13. Did you try looking at WorldGenMinable ? In both 1.8.x and 1.9, the two-argument constructor calls the three-argument constructor with a default Predicate . In 1.8.x, this was BlockHelper ; in 1.9 it was renamed to BlockMatcher .
  14. Environment variables are part of the OS, not Java. This page explains how to edit environment variables in Windows 7 (it was the first search result).
  15. IExtendedEntityProperties was deprecated (though never actually marked as such in the code) in 1.8.9 when Capabilities were added. Capabilities completely replace IEEP .
  16. I suspect you have the JAVA_OPTIONS environment set to that, I suggest you delete it. The .gradle directory mentioned in the tutorial I linked is in your home directory (~ on Unix-like OSes, %USERPROFILE% on Windows), not your mod's directory.
  17. Item#getArmorTexture changed signature in 1.9 ( int slot became EntityEquipmentSlot slot ), you'd already know this if you'd used the @Override annotation. If you give your ArmorMaterial a name that includes your resource domain (e.g. mineworld:ruby_armor ), you don't need to override Item#getArmorTexture at all.
  18. This tutorial explains how to set up a ForgeGradle workspace and how to give Gradle more memory.
  19. GameRegistry.registerItem(Item, String) registers the item with the specified name. GameRegistry.registerItem(Item) registers the item with its registry name, which can be set with Item#setRegistryName . You haven't set the item's registry name, so GameRegistry.registerItem(Item) throws an exception.
  20. Did you click the Make Project button (the green down arrow next to the Run Configuration dropdown) after making the changes? Did a message pop up saying that X classes were reloaded or hotswap wasn't implemented?
  21. Exactly what he said: You never actually reference the proxy field (at least in the code you've posted), so it's not doing anything. If you want its methods to be called, you need to call them yourself.
  22. Your models couldn't be found. Are they in the right location? You also posted the console output rather than the FML log. The log contains finer-grained messages that explain what's going on.
  23. There should be some errors in the FML log (logs/fml-client-latest.log), upload it to Gist and link it here. Like diesieben07 said, you should also post the code; preferably on Gist with syntax highlighting.
  24. /give will always be able to give the player any registered Item , but not every Block has an Item form. Calling an overload of GameRegistry.registerBlock that has a Class<? extends ItemBlock> argument and passing null as that argument will register the Block without creating an ItemBlock for it. Vanilla does this for its signs: there's no ItemBlock form for either sign Block , there's a completely separate Item (an instance of ItemSign ) that places the appropriate Block depending on where the player clicked.
  25. You're using a developer version of Forge Multipart, this only works in the development environment. Download the universal version instead.
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