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pro-mole

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Everything posted by pro-mole

  1. Well, took me long enough to actually try this and... 2013-01-21 21:05:02 [iNFO] [sTDERR] java.lang.NullPointerException 2013-01-21 21:05:02 [iNFO] [sTDERR] at org.lwjgl.opengl.GL11.glPushAttrib(GL11.java:2587) 2013-01-21 21:05:02 [iNFO] [sTDERR] at Mole.common.world.MolecraftWorldGenerator.renderBlockForWiki(MolecraftWorldGenerator.java:191) 2013-01-21 21:05:02 [iNFO] [sTDERR] at Mole.common.world.MolecraftWorldGenerator.generate(MolecraftWorldGenerator.java:41) 2013-01-21 21:05:02 [iNFO] [sTDERR] at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:90) 2013-01-21 21:05:02 [iNFO] [sTDERR] at net.minecraft.world.gen.ChunkProviderServer.populate(ChunkProviderServer.java:259) 2013-01-21 21:05:02 [iNFO] [sTDERR] at net.minecraft.world.chunk.Chunk.populateChunk(Chunk.java:1258) 2013-01-21 21:05:02 [iNFO] [sTDERR] at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:153) 2013-01-21 21:05:02 [iNFO] [sTDERR] at net.minecraft.server.MinecraftServer.initialWorldChunkLoad(MinecraftServer.java:310) 2013-01-21 21:05:02 [iNFO] [sTDERR] at net.minecraft.server.integrated.IntegratedServer.loadAllWorlds(IntegratedServer.java:84) 2013-01-21 21:05:02 [iNFO] [sTDERR] at net.minecraft.server.integrated.IntegratedServer.startServer(IntegratedServer.java:100) 2013-01-21 21:05:02 [iNFO] [sTDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458) 2013-01-21 21:05:02 [iNFO] [sTDERR] at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16) ...yea. This didn't really work. =/ Welp, guess I can start learning some Blender. Won't do any bad, I suppose.
  2. I'm adding some structures to the map(namely, stone circles) and in my ideal design, the world should spawn one for each 49 chunks(i.e., 7 chunks in axis X, 7 chunks in axis Z) to keep them nicely apart. The first idea I had was to change the generate() function on my World Generator so as to only run in mod 7 values for chunkX and chunkZ and spawn one of those anywhere in the whole 7-chunk area. But I'm pretty sure I'll run into a problem when the player is walking around the map and the algorithm spawns a stone circle in a chunk that has already been visited. Right now(no, really, I just thought this while typing this) I realized I can set the random seed to a common number in the whole 7x7 area and so all the chunks in that area will generate the structure in the same place(or rather, only one will, the others will check if it has already been generated and not redo everything), but I'm afraid this might mess with the RNG(I'm not even sure anyone would notice but... better not risk it). So, the question(finally) is, do you think this will work fine, or there's probably a better way to do this?
  3. I'm guessing I misplaced the texture files in the JAR. Guess I can still fix it... Alright, the files are placed in the right folders now. I gotta automate this release process better.
  4. 0.6.0 is now out! Took a while to create the JAR because the new MCP and Minecraft versions out XP
  5. 0.6 coming really soon, guys. It won't featre Mole Lore yet because what I'm not totally sure about how it'll work yet. But there are new stuff including a new tool/armor material and some good refining on obtaining the clumps(yes, now environment does matter a lot more). And in case you're wondering why has it taken so long... holidays and Thaumcraft 3, mostly. You can check out the upcoming changes in the wiki. And, as usual, I'm accepting suggestions.
  6. Darn, Thaumcraft 3 is taking a good chunk out of my Minecraft time now, but this is looking plenty good!
  7. I'll wait for the Survival. I like messing with new mods with real action, woot.
  8. Hey, man! It's almost December, how's the work coming along?
  9. Hey guys. Anyone knows a good and/or easy way to get a render of a block to use as illustration(in my case, for my Wiki)? I'd like to have an image of each of my mod's blocks seen from a corner(you know, when the block turns into a hexagon), and only it, with a transparent background. Basically, this: Is there some sort of app that does that?
  10. Same problem here. Linux, checked permissions, they're the same for both files. Here's what I found on my server_ro.log file: # If this log is to be used for incremental obfuscation / patch generation, # add any '.class', '.method', '.field' and '.attribute' restrictions here: #-DO-NOT-EDIT-BELOW-THIS-LINE------------------DO-NOT-EDIT-BELOW-THIS-LINE-- # # RetroGuard MCP v3.6.5 # # Logfile created on Tue Nov 20 20:22:59 BRST 2012 # # Jar file to be obfuscated: server_recomp.jar # Target Jar file for obfuscated code: server_reobf.jar # RetroGuard Script file used: retroguard_ro.cfg # # Unrecoverable error during obfuscation: # Review input jar for duplicate classes (same classfile with two different filenames). # java.util.zip.ZipException: error in opening zip file # at java.util.zip.ZipFile.open(Native Method) # at java.util.zip.ZipFile.<init>(ZipFile.java:131) # at java.util.zip.ZipFile.<init>(ZipFile.java:148) # at COM.rl.obf.GuardDB.<init>(GuardDB.java:113) # at COM.rl.obf.RetroGuardImpl.run(RetroGuardImpl.java:172) # at COM.rl.obf.RetroGuardImpl.obfuscate(RetroGuardImpl.java:131) # at COM.rl.obf.RetroGuardImpl.obfuscate(RetroGuardImpl.java:113) # at RetroGuard.main(RetroGuard.java:90) Interesting, I tried to check this server_recomp.jar file(all permissions to read, is only 22B in size(?!) ) and got this: $ jar -tf temp/server_recomp.jar java.util.zip.ZipException: error in opening zip file at java.util.zip.ZipFile.open(Native Method) at java.util.zip.ZipFile.<init>(ZipFile.java:131) at java.util.zip.ZipFile.<init>(ZipFile.java:92) at sun.tools.jar.Main.list(Main.java:997) at sun.tools.jar.Main.run(Main.java:242) at sun.tools.jar.Main.main(Main.java:1167) From here, I'm lost. ADDENDUM: It does obfuscate the client classes, so they're there in the reobf folder. The mod works. But... I'm not sure if even in minecraft 1.3+ that's what's supposed to happen.
  11. MCMod.info files aren't automatically packed like class files are. At least, mine isn't. You should put it in your package at the root. For the metadata/texture thing, you tried using SetBlockAndMetadataWithUpdate() or SetBlockAndMetadataWithNotify()?
  12. As soon as I update my client to 1.4.2(delaying the inevitable until my fave mods go the extra mile) I'm sure going to try this.
  13. Ok, so, milestones for 0.6 include fixing whatever bugs I can find, checking SMP compatibility and possibly 1.4.2. And also, the last of the "Three Pillars of Molecraft", Mole Lore. Not much, but a start. Point is, the Mole Lore submod will deal with magic crafting, not unlike Thaumcraft's seals. It'll involve stone pillars with runes that do stuff in a chunk-wide basis. Point is, I'm still working out the "whats". That's where you enter, if you wish. Leave your suggestion on what you'd like to see being done with these stone pillars. I have a few ideas, but given I have a ton of paralell projects going on, my imagination gets hampered and distracted, and I can really use the help. You know, if you feel like. Thanks in advance. And now... back to work! (Also, the wiki is coming up pretty nicely)
  14. Yes, we have our first release and our wiki! Which is incomplete, but I'll fill when I have time. I'll have to stop developing Molecraft for a while to focus on other things, but please, if you've downloaded and played it and found any bugs or glitches, please report here so I can try and fix them in the next release. Or before, if it's really critical. All in all, thanks for playing and I hope you have fun!
  15. I thought about using packets or something like that, but I think this is not the time to dwell into that. I've resigned myself to a solution that just works for now.
  16. Considering I intended the block in question to be a Dirt block... no, no I couldn't. Not without making this a coremod, and that's way over my ambitions right now. I'm giving up for now. I'm making a block to contain this damn thing already. =/
  17. Ok, so I did some debug and backtracing and came up with this solution when creating the tile entity: _TE = new TileSeedstoneHouse(1, blockId); world.setBlockTileEntity(x, y, z, _TE); chunk.chunkTileEntityMap.put(pos, _TE); It works to some extent. It saves, it loads... once. And the tile entity stops updating. Or existing, for that matter. Apparently the loader doesn't know where to put it. I'm trying to trace deeper to find out how to get around that now, but I think I'm losing hacking momentum...
  18. I did a good load of backtracking while working with another issue(in summary, a fail proof "getBlockTileEntity" call would return null in a block where I did add a tile entity before) I found out the cause for this. Going down the call hierarchy, setBlockTileEntity calls setChunkBlockTileEntity, which will actually save the TE into the chunk data. Here we have this if: if (block != null && block.hasTileEntity(getBlockMetadata(par1, par2, par3))) { ... this.chunkTileEntityMap.put(var5, par4TileEntity); } Which is where my problem lies, as hasTileEntity only returns true for BlockContainer instances. None of the blocks I'm adding a tile entity to are containers. In the end, the tile entity is added and updates, but is not part of the block. For all ends and means, apparently Minecraft won't recognize it as a TileEntity that exists there. So far I couldn't find a way around that, besides creating a new block just to set my Tile Entities into. Anyone has any idea?
  19. I actually thought that was the problem, but this has been fixed long ago. Still not quite working. Here's a snippet: GameRegistry.registerTileEntity(TileSeedstoneHouse.class, "House Seedstone"); _bau5, by no means, that was really informative. I'm still confused, though. Here's the code that I've implemented: package Mole.common.seedstone; import Mole.common.Constants; import net.minecraft.src.ItemStack; import net.minecraft.src.NBTTagCompound; import net.minecraft.src.NBTTagList; import net.minecraft.src.TileEntity; import net.minecraft.src.WorldInfo; public class TileSeedstoneHouse extends TileEntity { int index = 0; int width, height; int blockID; int ticks = 0; boolean started = false; //Starts building a House structure from (x,y,z), with block of type blockID public TileSeedstoneHouse(int level, int type) { switch (level) { case 1: width = 7; height = 5; break; case 2: width = 7; height = 6; break; case 3: width = 9; height = 6; break; default: width = 7; height = 5; break; } setType(type); start(); } public void setType(int type) { blockID = type; } public void start() { started = true; System.out.println("Start the Seed!"); } //(...) Here's a lot of code that does the building; not important now, I reckon @Override public void readFromNBT(NBTTagCompound tagCompound) { System.out.println("Loading TE Seedstone at "+xCoord+":"+yCoord+":"+zCoord); super.readFromNBT(tagCompound); index = tagCompound.getInteger("Pointer"); blockID = tagCompound.getInteger("BlockID"); height = tagCompound.getInteger("H"); width = tagCompound.getInteger("W"); } @Override public void writeToNBT(NBTTagCompound tagCompound) { System.out.println("Saving TE Seedstone at "+xCoord+":"+yCoord+":"+zCoord); super.writeToNBT(tagCompound); tagCompound.setInteger("Pointer", index); tagCompound.setInteger("BlockID", blockID); tagCompound.setInteger("H", height); tagCompound.setInteger("W", width); } } I'm not sure if I'm using the readFrom/writeToNBT functions right(BTW: the print functions there don't even appear in the console =/). Or if that tile entity name is valid. Can anyone tutor me here?
  20. Let me try to explain what I am doing. I have an item that, when used, creates a Tile Entity in a Dirt block, for example. This block will have a Tile Entity that will, in summary, build a 5x3x5 room around it. Up to that part I can do fine. Problem arises, though, if I leave and enter the game again. Because when that happens the Tile Entity vanishes from the map, even if it was in the middle of its work. Now, I know there's an easy way to avoid that: creating a custom BlockContainer that will contain the Tile Entity and thus keep track of it. But I'm trying to avoid that just because I've designed my mod that way. I can do that, but I'd like to use that as a last resort. So, to the question. What I'm not understanding is how to make it so the Tile Entity is saved on the map using those read/write NBT functions. Again, I can see how to set one for a container block, but doing that for a Tile Entity that is arbitrarily put on the map like this is not working. The save/load function is simply not being called. I'm missing something and I can't figure out what. Anyone knows how to work with this situation?
  21. Both, actually. I want this to work with vanilla blocks and some new blocks too. I guess making a new block for it will be better after all. I already store a blockId I'll use when working the Tile Entity anyway.
  22. You have to schedule the update again at the end of updateTick, unless you set the block to tick randomly.
  23. Say I have an item, that I use on a block. When I do so, I want this block to be "marked" with a certain texture that's "painted" on top of the block's own texture. And then I want to undo that at another time. Is it possible to do that in Forge without dealing with core modding or ASM? Thanks in advance!
  24. Ok-o, the mcmod files are great help. Maybe document that later. Also, thanks for the configuration tutorial. I saw that one before, but I didn't think "advanced" was what I was looking for.

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