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Choonster

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Everything posted by Choonster

  1. I don't think there's any way to control the order that entities are ticked in, it's just done in the order they're spawned in the world. You could subscribe to TickEvent.WorldTickEvent and iterate through World#loadedEntityList to pre-update any of your entities that are currently loaded. This event is fired with Phase.START before each World (dimension) is ticked and Phase.END after. Do you really need to do this? Why does the tick order matter?
  2. Post the log and crash report with the old Forestry version and Binnie's Mods enabled and/or with the new Forestry version and Binnie's Mods disabled; otherwise I can't help you.
  3. Binnie's Mods (Extra Trees, Extra Bees, Botany and Genetics) don't work with Forestry 4.x.x yet. Either use an older version of Forestry (may cause incompatibilities with other mods) or disable Binnie's Mods. You've installed a Cricket version of Chisel Facades with a Chisel Team version of Chisel. Update Chisel Facades to the latest Chisel Team version. Another One Bites The Dust, More Chisels and Extra Cells have also errored in some way, make sure you have the appropriate dependencies installed.
  4. The mod is literally called Eureka. It's required by BCA and available from Curse.
  5. Update BuildCraft Additions and Eureka.
  6. Update BdLib, Advanced Generators and any other of bdew's mods you have installed.
  7. Pressure Pipes is broken. Try updating to a newer version, the one you have is quite old.
  8. First of all, don't necro old threads. You installed a coremod built for 1.7.10 (or earlier) in Minecraft 1.8. Mods only work with specific versions of Minecraft, pay attention to the required version when installing mods.
  9. Add the arguments to a Run Configuration in your IDE.
  10. You can see the changes Forge makes to vanilla classes in the patches folder of the GitHub repository. This is the patch for AnvilChunkLoader .
  11. Your Init and postInit methods are both handling FMLPreInitializationEvent instead of handling FMLInitializationEvent and FMLPostInitializationEvent . The RenderItem instance is created between preInit and init, so it's still null when you try to register your item models in the preInit phase.
  12. NEI can't find CodeChickenCore. Have you installed it?
  13. Use the -D<name>=<value> command line argument to set the values of system properties like fml.dumpRegistry .
  14. You should be able to call FoodStats#writeNBT on the vanilla object to get all of its values, then call HardFoodStats#readNBT to read those values into your own object before you replace the vanilla one. If HardFoodStats has values in addition to the vanilla ones, you may need to store them in the player's persisted NBT data or an IExtendedEntityProperties object.
  15. The compound tag returned by Entity#getEntityData is added by Forge and only used for custom entity data, it's never written to by Minecraft.
  16. I can reproduce this in the Stronghold at -1016, 27, -80 in seed -2262531267258551749. I believe the cause of this issue is the static initialiser in StructureStrongholdPieces.Library adding items to ChestGenHooks.STRONGHOLD_CORRIDOR but generating chests with items from ChestGenHooks.STRONGHOLD_LIBRARY . It appears the bug was introduced in the initial 1.8 update.
  17. Have you considered just using a different texture for your own item or changing its design to be something other than an egg?
  18. ASM is a library that allows you to manipulate the bytecode of classes at runtime. There aren't many tutorials on using it in coremods, since you should avoid using it unless you have a solid understanding of the bytecode format and you absolutely need to use it. Replacing the vanilla item with your own won't be easy and may not be possible. You can remove it from the creative menu, but players will still be able to obtain it through NEI or the /give command.
  19. The shine effect is controlled by the return value of Item#hasEffect . The default implementation only returns true when the ItemStack is enchanted (i.e. it has a compound tag with the "ench" key). This means there's no easy way to force an existing item to always display the effect without replacing it your own or resorting to ASM (neither of which is desirable). Changing the display name is much easier, just add a translation with the same key as the vanilla one ( item.monsterPlacer.name ) in your own lang files.
  20. I had to manually synchronise the project (rather than refresh it from the Gradle window) to get the reload popup to appear. Thanks for the tip.
  21. You don't need to close it Really? I haven't been able to generate runs from IDEA's Gradle window with the project open (even after refreshing the project), but generating them from the command line without the project open seems to work for me.
  22. That registration code looks correct, but I can't understand what you're asking.
  23. Use the Simple Network Wrapper to send packets between the client and server. Look at the tutorial I linked in my first post for an explanation of how to use the system.
  24. What do you mean? If your mod isn't on the server, you can't modify server-controlled values like experience unless you can use a vanilla packet to do it for you. There's no packet that modifies experience. You could send a chat packet to execute the /xp command, but that would only work if the player has permission to use it.
  25. You can't join a server from the development client unless you specify a valid username (email address) and password using the --username and --password command line arguments in your run configuration.
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