Everything posted by Choonster
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[1.8] Gradle setup fail
See this issue for a solution.
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AT Launcher Help!
ATLauncher issues should be posted in the ATLauncher forums. Updating to the latest version of Java may or may not help.
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[Solved] Formatting achievement text
Why do you need UTF-16 at all?
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[Solved] Formatting achievement text
Lang files are loaded as UTF-8, you can use any Unicode character (including the section symbol) if you save the file as UTF-8 from your editor. I have an example of this here.
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(1.7.10) Modded minecraft crashing during startup.
Both your old and new logs appear to be using Forestry 4.1.1.46. In addition, you seem to have posted the contents of the vanilla log (latest.log) instead of the Forge log (fml-client-latest.log), which contains a lot of useful information not present in the vanilla log. If you want to use Binnie's Mods, you'll need to use a pre-4.0 version of Forestry. If other mods need a newer version of Forestry, remove them or use older versions. The versions of ExtraCells and OpenComputers you have are incompatible. Update OpenComputers.
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How to run Forge's tests?
Since it was mainly the test mods rather than the unit tests I was interested in, I decided to create a simple external Gradle project to build and run them using some symbolic links to a local copy of the Minecraft Forge repository. I've published it to GitHub with setup instructions. I don't really care about the unit tests, so I probably won't bother with the JUnit runner. Thanks anyway for the suggestion.
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How to run Forge's tests?
Forge's GitHub repository includes several JUnit tests and some test mods in src/test, but is there any easy way to run the tests and/or load the test mods? The test mods are what I'm mainly interested in. Running the test Gradle task in the Forge project results in the TestNetStuff tests passing, but the SimpleNetTester and EnumHelperTest tests failing with class loader errors. I apologise if this is the wrong section, I wasn't quite sure whether it fell under Modder Support or Support & Bug Reports.
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Make specific entities tick before others
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?
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(1.7.10) Modded minecraft crashing during startup.
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.
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(1.7.10) Modded minecraft crashing during startup.
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.
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(1.7.10) Modded minecraft crashing during startup.
The mod is literally called Eureka. It's required by BCA and available from Curse.
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(1.7.10) Modded minecraft crashing during startup.
Update BuildCraft Additions and Eureka.
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(1.7.10) Modded minecraft crashing during startup.
Update BdLib, Advanced Generators and any other of bdew's mods you have installed.
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(1.7.10) Modded minecraft crashing during startup.
Pressure Pipes is broken. Try updating to a newer version, the one you have is quite old.
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Unknown Crashing Reason
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.
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Test PlayerName
Add the arguments to a Run Configuration in your IDE.
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[1.7.10] Question on AnvilChunkLoader....
You can see the changes Forge makes to vanilla classes in the patches folder of the GitHub repository. This is the patch for AnvilChunkLoader .
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[1.8]A little bit confused with Rendering on 1.8
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.
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Forge Not Loading Mods, Only 3 Forge Mods (Error Log Included)
NEI can't find CodeChickenCore. Have you installed it?
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fml.dumpRegistry
Use the -D<name>=<value> command line argument to set the values of system properties like fml.dumpRegistry .
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[1.8] Have to edit the Hunger bar
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.
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[1.8] Have to edit the Hunger bar
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.
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Stronghold library chests are empty
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.
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[SOLVED]Modify Vanilla Items?
Have you considered just using a different texture for your own item or changing its design to be something other than an egg?
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[SOLVED]Modify Vanilla Items?
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.
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