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Everything posted by Choonster
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InventoryTweaks 1.59-dev-152 is for 1.7.10. InventoryTweaks 1.59-dev-165 and newer are for 1.8.
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Your itemspawnmover.json model is using the wrong resource domain for the parent model and texture, i.e. pingusrandomstuff instead of pingusrandoms (the actual name of the folder with your assets in it).
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Minecraft's vector classes aren't compatible with the javax.vecmath classes, you'll need to manually convert between them (i.e. create a new instance of the other vector class using the same coordinates as the existing vector).
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[1.8] [SOLVED] Confused on creating a custom entity
Choonster replied to Max Noodles's topic in Modder Support
You should be registering renderers in your client proxy, not your main class. If you call a client-only method or reference a client-only class in your main class, your mod will crash when run on a dedicated server. -
It looks like you haven't overridden Block#getIcon , so it's still trying to use Block#blockIcon (which is null ) as the texture.
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There's no single "extract item" method, but pipes will usually use IInventory#decrStackSize or IInventory#setInventorySlotContents to extract items from a slot.
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There's no events for this, but itemducts and their equivalents in other mods use the IInventory / ISidedInventory interfaces to interact with TileEntity s that have inventories. You can do whatever you need to from your implementation of these interfaces.
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Damage Indicators Mod is client-only, it doesn't work on servers.
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Yes, they're handled by @EventHandler methods in your @Mod class like the preInit, init and postInit events. I just tested this using this code and I can confirm that it works for dedicated and integrated servers. [spoiler=Dedicated server] [23:32:04] [server thread/INFO]: Stopping the server [23:32:04] [server thread/INFO]: Server stopping. Dedicated? true [23:32:04] [server thread/INFO]: Stopping server [23:32:04] [server thread/INFO]: Saving players [23:32:04] [server thread/INFO]: Saving worlds [23:32:04] [server thread/INFO]: Saving chunks for level 'world'/Overworld [23:32:04] [server thread/INFO]: Saving chunks for level 'world'/Nether [23:32:04] [server thread/INFO]: Saving chunks for level 'world'/The End [23:32:04] [server thread/INFO]: Unloading dimension 0 [23:32:04] [server thread/INFO]: Unloading dimension -1 [23:32:04] [server thread/INFO]: Unloading dimension 1 [23:32:04] [server thread/INFO]: Remapping stats for 0 blocks/items [23:32:05] [server thread/INFO]: Applying holder lookups [23:32:05] [server thread/INFO]: Holder lookups applied [23:32:05] [server thread/INFO]: Server stopped. Dedicated? true [spoiler=Integrated Server] [23:40:14] [server thread/INFO]: Server stopping. Dedicated? false [23:40:14] [server thread/INFO]: Stopping server [23:40:14] [server thread/INFO]: Saving players [23:40:15] [server thread/INFO]: Saving worlds [23:40:15] [server thread/INFO]: Saving chunks for level 'New World'/Overworld [23:40:15] [server thread/INFO]: Saving chunks for level 'New World'/Nether [23:40:15] [server thread/INFO]: Saving chunks for level 'New World'/The End [23:40:15] [server thread/INFO]: Unloading dimension 0 [23:40:15] [server thread/INFO]: Unloading dimension -1 [23:40:15] [server thread/INFO]: Unloading dimension 1 [23:40:15] [server thread/INFO]: Remapping stats for 0 blocks/items [23:40:15] [server thread/INFO]: Applying holder lookups [23:40:15] [server thread/INFO]: Holder lookups applied [23:40:15] [server thread/INFO]: Server stopped. Dedicated? false
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Are you sure those events don't fire for the integrated server? It looks like they're fired in Loader#serverStopped , which is indirectly called at the end of MinecraftServer#run (from FMLCommonHandler#handleServerStopped ).
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There's an invalid character on line 1 of config/MoCreatures/MoCSettings.cfg. Either delete the character or delete the file completely and allow it to be regenerated.
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You've cut off part of the crash report. Post the full thing.
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Binnie's Mods don't work with Forestry 4.x yet. Either disable Binnie's Mods or revert to Forestry 3.x.
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[1.8] Blockstate for object placed on any surface/side
Choonster replied to zerofall's topic in Modder Support
No, but you can use the vanilla lever's blockstates file as an example, just split the model and the rotation: define the model as either a default (single model) or based on the appropriate property (multiple models like the lever) and then define the rotation based on the facing property. -
Custom Modpack Server Not Working
Choonster replied to DarkWizard1026's topic in Support & Bug Reports
You don't have CoFHCore installed. -
[1.8] Blockstate for object placed on any surface/side
Choonster replied to zerofall's topic in Modder Support
Have you tried looking at BlockLever ? It uses its own enum to describe the possible facings and sets the facing from Block#onBlockPlaced when it's placed. -
You're only registering your items in ClientProxy , which means they're not registered on the dedicated server. Keep all block, item, entity, etc. registration code in methods called from your @Mod class so the code is run on both sides. Blocks, items, entities, etc. should be registered in preInit, recipes and ore dictionary entries should be added in init. Keep all model and renderer registration code in methods called from ClientProxy so the code is only run on the client side.
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It should be okay to save the EnergyStorage in the root compound tag or a nested compound tag. It's not a slot, it doesn't need a slot number.
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[1.7.10] Find Potion ID from Unlocalized Name
Choonster replied to AndrewFM's topic in Modder Support
Iterate through Potion.potionTypes until you find a Potion that returns the specified name from Potion#getName . You'll probably want to do this once at startup rather than every time you apply the effect. -
Thog has a 1.8.8 fork of NEI here, but I have no idea what state it's in.
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For 1.8 and earlier, you can install the deobfuscated versions of CodeChickenLib and CodeChickenCore to deobfuscate other mods at runtime; allowing you to use regular obfuscated mods in the development environment. Unfortunately ChickenBones hasn't ported them to 1.8.8 yet.
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Block.isAir method - why does it have parameters?
Choonster replied to BinaryCrafter's topic in Modder Support
Block#isAir is a method added by Forge. Presumably it takes parameters so mods can base the result on some property of the location (e.g. blockstate/metadata, TileEntity value, per-world or per-level values). -
[Solved] [1.8] Dynamic Item Texture (Custom TextureAtlasSprite)
Choonster replied to MrIbby's topic in Modder Support
Looking at the vanilla compass rendering code, it looks like most of your current code should still work with a few minor changes. Just use the TextureAtlasSprite 's ResourceLocation as the texture of your item model. You'll want to look at RenderItemFrame#renderItem to see how the vanilla compass is rendered in item frames and use it as the basis of your RenderItemInFrameEvent handler. -
This happened because LandDefender couldn't establish a connection to its local SQLite DB for some reason. Unfortunately it suppresses the exception that explains what went wrong and prints "Exception in establishing database connection" to the console when this happens (which doesn't tell anyone anything useful). It looks like the author fixed a similar issue in 0.2.1, you may want to report this again (and also tell the author to use FML's logging system and log the exception when something goes wrong).
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You're writing every ItemStack to the same compound tag, so each slot is overwriting the previous one. You need to write a list tag containing a compound tag for each slot's ItemStack . Include the slot number in each compound tag, skip any slots with a null ItemStack . Look at how TileEntityChest saves and loads its contents.