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CausticLasagne

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Everything posted by CausticLasagne

  1. Ok then. Thanks to everyone for your help. Watch out for my mod hitting the forums soon. It'll be a big one. Now, I've got a lot of work to do. CausticLasagne. Keep it Real!
  2. Okay, I only want my project to use the machines from thermal expansion, though it will not be a requirement for the mod to have thermal expansion installed. Users should be able to play the mod regardless of whether or not any CoFH mod is installed. Here is a Link to my current workspace: https://www.dropbox.com/s/xy6n1f0xtikov23/EpicFoodMod.zip?dl=0 It is a zip file and contains my active project, minus src code, cause I haven't written any. So yes @shadowfacts, that would make my project standalone I guess. The only question I have left is, Will it cause issues for someone who actually has CoFH installed? Update: All is working fine, though my question above still stands.
  3. So... Copy the CoFH Lib files to my directory? I don't understand what to do. All I have is the Config file, the CoFH lib file and the CoFH jar file. Only the CoFH config file is where it's supposed to be. I'm preparing a Dropbox link to my entire project file. There is no src code at the moment until this cofh stuff is setup properly.
  4. @shadowfacts Ok, Thanks. I copied the text from the site (CoFH_at.cfg) and created a .cfg file and pasted it at the location. So this should work? I only want the API so machines and stuff can work properly. Also the Rand() function looks like fun. I've added a Thanks to you. UPDATE: It didn't work. I copied the text into C:\Test_Mod\src\api\java\resource\CoFH_at.cfg There is text in the file and no other CoFH libraries present in the project.
  5. I found the Issue, It was me using the incorrect COFH lib for the version of forge. I will upgrade to the latest and see what happens. Or.. I could downgrade COFH. I'm getting weird errors. BiMap map = ((BiMap) registry.registryObjects); RegistryNamespaced.underlyingIntegerMap.func_148746_a(object, id); 1. The field RegistrySimple.registryObjects is not visible RegistryUtils.java /.org.eclipse.jdt.core.external.folders/src/main/java/cofh/lib/util line 43 Java Problem Image Link: I found where these are declared, but I'm not sure how to access them. I've never had to deal with such tight coding before. Private, Protected, Inheritance. I hate 'em all. Too complicated.
  6. Ok. Here you go. In the screenshot it shows my use of the COFH libraries and they are imported. Maybe you can spot something out of place? Image Link: Error 1 Description Resource Path Location Type Array constants can only be used in initializers BlockHelper.java /.org.eclipse.jdt.core.external.folders/src/main/java/cofh/lib/util/helpers line 45 Java Problem
  7. It didn't work, I ended up with 3000+ Errors in the package files and some java files. I also tried the jar method, but eclipse wouldn't recognize it. Am I doing something wrong?
  8. Ok, yorkeMC, I followed your advice, but I still can't get it to load. I have the jar in the libs folder but when I try to acces it it says: Source not found The JAR file CoFHLib-[1.7.10]1.0.3-175.jar has no source attachment. You can attach the source by clicking Attach Source below:
  9. Ok, yorkeMC, I followed your advice, but I still can't get it to load. I have the jar in the libs folder but when I try to acces it it says: Source not found The JAR file CoFHLib-[1.7.10]1.0.3-175.jar has no source attachment. You can attach the source by clicking Attach Source below:
  10. I'm really tired and it's like 1 in the morn, so cya guys. I'll be online tomorrow after about 1000 (UTC +0800).
  11. I want to include the source (or SDK) for the use of RF in my mod (Similar to other mods and cross mod compatibility) In other words, I want to make my machines compatible with COFH's RF Energy. How would I go about doing this? I have tried already downloading cofhlib and I can't import it into my project, It says that there is no source linked, and as I can Imagine, this is because the files are already compiled. (I even went to project settings and added it as an external JAR. No avail.)
  12. Ok Understood. Last Question, Not related though... I want to include the source (or SDK) for the use of RF in my mod (Similar to other mods and cross mod compatibility) In other words, I want to make my machines compatible with COFH's RF Energy. How would I go about doing this?
  13. Ahhh. Fair Use Act? Well if that's the case, then I'm going to ensure full compliance with this... ;] In the case of Music however, I won't copy others.. because music is hard to edit without the right software. I might have to write my own, Unless I get permission from the owner of the content? Thanks guys for your Prompt replies and help. CausticLasagne.
  14. I am about to start a full scale food mod, that will surpass pam's harvest craft and all other food mods combined, though I need to know a few things before I start. 1. Use of Copyrighted Content - I am seeing if the use of Music for use on records and maybe some images are okay for use, as long as the mod is not used commercially (It won't). 2. Use of Code which achieves the same outcome as other different code. - What If I write code, and I get complaints or something? (Unlikely) 3. Maximum amount of Items/Blocks that can be present in a Minecraft Mod or Minecraft Game (All Mods combined) I'm probably being paranoid about the second one, but I can't have complaints and stuff. CausticLasagne.
  15. Hi There. I'm CausticLasagne, and I host a MinecraftForge/Bukkit server (Cauldron). It's pretty cool, but it's not popular enough to be heard of. Visit my site: www.CausticPixelGames.com, For more Information. Have fun and see you in Game. Also, you will need the Modpack to join.
  16. No there isn't a delay, though in the game there is. I have Stream set to true. Also, what do you mean by defining the audio as stream? I don't see any options in the code, unless you mean flagging it in the json. I took a look at the examples provided, but they make no difference. Any ideas?
  17. Ok. The sound works, but I had to reduce the audio quality to export it to ogg. I'm using audacity. Is there a Maximum length an audioclip can be? or is there a way I can make it compressed or something? Also, when I play the music, there is a pause of about 2 seconds. Is this normal? I don't notice it with other mods. Are they doing something different?
  18. Ok. I've moved some stuff around, and it still doesn't work. I no longer get errors when using the jukebox. sounds.json { "record.rawk": { "category": "record", "sounds":[{"name": "audio/test", "stream": true}] } } summontherawk.java package com.CausticLasagnesMods.TheMoneyMod; import java.util.HashMap; import java.util.List; import java.util.Map; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.BlockJukebox; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Blocks; import net.minecraft.item.EnumRarity; import net.minecraft.item.Item; import net.minecraft.item.ItemRecord; import net.minecraft.item.ItemStack; import net.minecraft.util.IIcon; import net.minecraft.util.ResourceLocation; import net.minecraft.util.StatCollector; import net.minecraft.world.World; public class SummontheRawk extends ItemRecord { private static final Map field_150928_b = new HashMap(); public final String recordName; private static final String __OBFID = "CL_00000057"; protected SummontheRawk(String recordName) { super(recordName); this.recordName = recordName; this.maxStackSize = 1; this.setCreativeTab(TheMoneyMod.TAB_CREATIVE.tab); field_150928_b.put("records." + recordName, this); //Forge Bug Fix: RenderGlobal adds a "records." when looking up below. //field_150928_b.put("records." + p_i45350_1_, this); // TODO Auto-generated constructor stub } @SideOnly(Side.CLIENT) public IIcon getIconFromDamage(int icon_index) { return this.itemIcon; } public boolean onItemUse(ItemStack p_77648_1_, EntityPlayer p_77648_2_, World p_77648_3_, int p_77648_4_, int p_77648_5_, int p_77648_6_, int p_77648_7_, float p_77648_8_, float p_77648_9_, float p_77648_10_) { if (p_77648_3_.getBlock(p_77648_4_, p_77648_5_, p_77648_6_) == Blocks.jukebox && p_77648_3_.getBlockMetadata(p_77648_4_, p_77648_5_, p_77648_6_) == 0) { if (p_77648_3_.isRemote) { return true; } else { ((BlockJukebox)Blocks.jukebox).func_149926_b(p_77648_3_, p_77648_4_, p_77648_5_, p_77648_6_, p_77648_1_); p_77648_3_.playAuxSFXAtEntity((EntityPlayer)null, 1005, p_77648_4_, p_77648_5_, p_77648_6_, Item.getIdFromItem(this)); --p_77648_1_.stackSize; return true; } } else { return false; } } @SideOnly(Side.CLIENT) public void addInformation(ItemStack item_in_use, EntityPlayer player, List itemstacklist, boolean p_77624_4_) { itemstacklist.add(this.getRecordNameLocal()); } @SideOnly(Side.CLIENT) public String getRecordNameLocal() { return StatCollector.translateToLocal("item.record." + this.recordName + ".desc"); } public EnumRarity getRarity(ItemStack item_in_use) { return EnumRarity.rare; } @SideOnly(Side.CLIENT) public static ItemRecord getRecord(String recordname) { return (ItemRecord)field_150928_b.get(recordname); } public ResourceLocation getRecordResource(String name) { return new ResourceLocation(TheMoneyMod.MODID, "record.rawk"); } } I don't get it. Is there a way I can output text to the development console, or a way to debug what's going on? the file test.ogg is at \src\main\resources\assets\themoneymod\sounds\audio
  19. It's not working. [04:39:33] [Client thread/WARN]: Unable to play unknown soundEvent: themoneymod:record.rawk sounds.json { "record.rawk": { "category": "record", "sounds": [ { "name": "audio/test.ogg", "stream": true } ] } } summontherawk.java public ResourceLocation getRecordResource(String name) { return new ResourceLocation(TheMoneyMod.MODID, "record.rawk"); } Let's continue this tomorrow. I'm really, really, really, really tired.
  20. Thanks everyone for your help. If I need any more help, i'll be sure to know where to go. Thanks.
  21. Could not find the original file to base my new file from. .minecraft\assets\objects does not exist. It's getting late. I'm going to bed. Let's continue this tomorrow.
  22. oooh. sounds shiny. I'll take a look at it. Thanks for your help. I'll reply again if I have trouble. for now, +1 to you. or more like +7 to you.
  23. same error, only this time: [04:12:14] [Client thread/WARN]: Unable to play unknown soundEvent: themoneymod:audio/test.ogg My MODID is lowercase now: return new ResourceLocation(TheMoneyMod.MODID, "audio/test.ogg"); Only the class names and item names are uppercase. I'll have to recode the entire mod to fix it all. Only this time, i'll know what i'm doing. Do you have any idea what would cause this?
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