Everything posted by Choonster
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Crash reason: Initializing game...?
This is still the same error. You haven't disabled every Thaumcraft addon. Automagy, Thaumic Tinkerer, Magical Decorations and Tainted Magic are still enabled. If you disable these mods and the error persists, try looking for other mods that add crops.
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Crash reason: Initializing game...?
Some mod is sending Thaumcraft an IMC message with an ItemStack that has a null Item (i.e. the mod created an item stack, but didn't specify what it's a stack of). This is message is either telling Thaumcraft to allow golems to harvest a crop or to prevent the Lamp of Growth from growing a crop. Unfortunately the crash report doesn't say which mod sent the message, so you'll have to narrow down the cause yourself based on the information I provided above and report it to the mod's author. First try removing any Thaumcraft addon that adds crops.
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[1.8.9] How to use the substitution alias system?
I still can't get this working properly. Lex/cpw (or anyone else), would you be able to provide a basic example of this system to demonstrate how it should be used? My latest code is here (using Forge 1.8.9-11.15.0.1718). Manually adding blockstate IDs to GameData.BLOCKSTATE_TO_ID (which I know shouldn't be done) using the vanilla block's ID correctly replaces existing blocks in the world with the new one, but breaks /setblock . When the block is first placed from its item, the block model isn't rendered at all until the block receives an update from a neighbour. If I don't add a substitution for the ItemBlock , the item uses the vanilla model. If I do, it adds a new item and both items have the missing model. I decided to try replacing a basic Item (the stick). The substitution mostly works (the item can be taken out of the creative menu and adds a chat message when right clicked), but the model is broken (it's displaying as the missing model) and crafting it crashes the game with an ArrayIndexOutOfBoundsException from ItemStack#onCrafting because the item doesn't have an ID.
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It's not starting
Forge 1.6.4-9.11.1.1345 should work. If you want support for old versions, you can try asking for help in Minecraft Forum's Modded Client Support section.
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[1.8.9] "Universal" Entity
The same way Minecraft saves your entity to NBT: call Entity#writeToNBT and store the compound tag in your own entity's compound tag.
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[1.7.10] Changing texture based on item in Gui slot
You really need to read up on the basics of Java, including how arrays work. What you posted won't even compile. You need two fields here: a String array containing the names of both icons (set in the field initialiser) and an IIcon array containing the icons (not set in the field initialiser). In your override of Item#registerIcons , do the following: Set the icon array field to a new array of the same length as the icon name array Iterate through the icon name array, calling IIconRegister#registerIcon for each icon name and storing the returned IIcon in the same index of the icon array In your override of Item#getIconIndex , return the appropriate IIcon from the icon array (i.e. the one at index 0 or 1). Since you only have two icons, you could also use two separate IIcon fields instead of an array.
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[1.7.10] Changing texture based on item in Gui slot
Slot numbers are 0-based, like most things in Minecraft/Java. 0 is the first slot, 1 is the second. Why are you using the lengths of two unrelated arrays as indexes to your icon array? Are you ever actually initialising the icon array?
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[1.8.9] "Universal" Entity
If you store an instance of the dead Entity in your Entity , you can use RenderManager#getEntityRenderObject to get its Render .
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[1.7.10] Changing texture based on item in Gui slot
IInventory#getStackInSlot returns an ItemStack , MItems.FireCrystal is an Item ; so the two will never be equal. You need to check that the ItemStack in the slot isn't null , then call ItemStack#getItem to get its Item . Item s are singletons (only one instance exists per item type), so they should be compared with == rather than the equals method.
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[SOLVED][1.7.10][CoFHLib] Custom Fluid is not rendering in gui
Fluid defines the properties of a fluid, including its textures. An IFluidBlock (e.g. BlockFluidClassic ) is a Block in the world that behaves like a fluid, using the properties defined by the corresponding Fluid to control its behaviour (e.g. flow rate and direction, light level). A FluidStack represents a stack of Fluid in a tank or container of some sort (like an ItemStack represents a stack of an Item in an inventory). A fluid tank in a machine contains a FluidStack and a GUI will usually display this using the textures of the Fluid . The fluid isn't in the world, so the IFluidBlock isn't involved.
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[1.7.10] Changing texture based on item in Gui slot
Create a StaffInventory instance from the ItemStack 's NBT, then use the methods of StaffInventory to check the item in the slot.
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[1.7.10] Resources not loading
Resource domains are always lowercase, but you've named your directory assets/TestMod instead of assets/testmod.
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[1.7.10] Changing texture based on item in Gui slot
You have an ItemStack argument, get the data from it.
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[SOLVED][1.7.10][CoFHLib] Custom Fluid is not rendering in gui
You need to call Fluid#setIcons to set the still and flowing icons of the Fluid . You should be able to do this from Block_Fluid_Oil#registerBlockIcons .
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Forge not creatong mod folder
Have you actually selected a Forge version for your profile rather than a vanilla one? Is Forge loaded when you run the game? Upload a screenshot of the Profile Editor with your profile selected to an image hosting site like Imgur, upload the launcher log and the FML log to Gist and link them here.
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[1.7.10] More than 2 render passes
Block#canRenderInPass determines whether a Block can render in the specified pass. If you look at the usages of it, you'll see it's called from a loop in WorldRenderer#updateRenderer ; this loop only iterates from 0 to 1, so there are only two render passes for blocks. Item#getRenderPasses determines how many render passes are used to render an Item (only called if Item#requiresMultipleRenderPasses returns true ). I assume you can use as many render passes as you want, up to Integer.MAX_VALUE .
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[1.8] Add Highlighted area in GUI
If it's an item slot, add a Slot to your container and the highlight and item tooltip will automatically be drawn when the player mouses over it. Otherwise, look at how the highlight and tooltip are drawn in GuiContainer#drawScreen (where it iterates over this.inventorySlots.inventorySlots ).
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Forge 10.13.4.xxxx doesn't work
Forge is missing a required library (log4j). Try re-running the installer for the Forge version you want to use.
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It's not starting
That's the forge profile, but you don't have a Forge version selected in the "Use Version" dropdown (like diesieben07 said before).
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It's not starting
I think diesieben07 meant "show a screenshot of the profile editor with a forge version selected". The screenshot you've posted shows that you're launching vanilla Minecraft. In future, you can use an image hosting site like Imgur to post screenshots.
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Cofh RF api
If your mod requires another mod that embeds the RF API (e.g. CoFHCore, BuildCraft) or RF is an optional feature (i.e. you use @Optional.Interface to strip the interfaces when they're not present), you can put the API's source code in src/api/java (so you have src/api/java/cofh/api/CoFHAPIProps.java). This will compile your mod against these classes without including them in your mod's JAR. If your mod is standalone, put the API in src/main/java instead. This will include the classes in your mod's JAR.
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Need some assistance...
Remove LatCoreMC and keep FTB Utilities, since the latter is the replacement of the former.
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Need some assistance...
I looked at the code again and this error is definitely being thrown while reading data from <save_dir>/latmod/LMPlayers.dat. Are you absolutely sure that the file doesn't exist? Side note: LatCoreMC appears to be have been replaced by FTB Utilities. You may want to consider updating.
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Need some assistance...
Post the full crash report, including the LatCoreMC version. It looks like older versions of LatCoreMC save the data in LatCoreMC.dat instead of latmod/LMPlayers.dat.
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[1.7][IntelliJ IDEA 15] Error "Java: package ... does not exist" on build
Try run the setupDecompWorkspace task again and refresh the project (both from IDEA's Gradle window).
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