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Everything posted by gurujive
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Except it did. It didn't work properly, right? That is the definition of having errors. What you mean is "it compiled", but just because some piece of code compiles doesn't mean it is not faulty. What? Ehm, no it isn't. If it was faulty it would crash the game since my updates are so high (functional imo). It didn't show up as any errors on eclipse but I had to manually go into forge through start menu to access the crash log I couldn't access it through forge on eclipse. My definition of errors is red on the screen. (you know I'm innocent mannn, cmon) then how come it uses a hidden vanilla block you don't have access to?
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Since now, and here's a 1.11 example thrown entity working src with a custom model and custom texture, since I don't feel like charging for it or keeping it to myself. I'm not saying it couldn't be refined or anything. I just got it working. Renaming everything from example to make your own mod will show/teach you what to do. Its that simple. https://www.dropbox.com/s/dlkuta8wakmr5rd/src.zip?dl=0 My code didn't have any errors though ----> in progress of magic mod now I know, I'm just an innocent victim void utils is a coremod. But aside from that, I'd like to say thanks for y'alls help and that I'm really thankful for all the quick responses.
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YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS I GOT IT IT TO WORK!!!!! I FEEL SO AWESOME NOW!!!! (I take back all that ugly stuff I said before.) (but seriously.... coremods are not supported here ) I can throw it! (haven't smoothed out the flight patterns or anything! but I can throw it! and it flies!) YESSSSSSSSS, So elated! Main class: ModEntitiesClass: Friggin a dude, thank goodness. Couldn't have done it without your comment about public and public static, applause and thanks goes to you sir larsgerrits. <---this guys awesome. BOOOOM, smooth flyin' thrown entity right there!!!!! no jitter as far as the eye can see!!!! (saved ya 10 bucks) WOOOOOOOOOOOOOOOOOO! Edit: cleaned up modentityclass.
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This isn't going to be enough for anyone. -I shouldn't have to pay to know how to make a snowball anyways. Then go make some art, or a ResourcePack or something. If you hate programming, modding isn't made for you. Well its not that my entities and models and eveything else is wrong, its only the way it is registered. If you take a look at the Forge changelog every day, you should've noticed that. Yeah, on initial release of first draft you could not register entities. The vanilla code has enough example entity code. I have plenty of working entities myeself. Again, in the Forge changelog are a lot of clues as to what has changed. I'm talking about things more specifically like a note stating that itemstack will no longer work for things would have been nice on the first release of 1.11 forge. mcforge.readthedocs.io Have read it several times. Does not show you how to use java 8 with forge and eclipse. No it isn't. That's just the way it is when modding a game without an official API. its extremely discouraging. Therein lies your issue. Just watching videos and reading stuff from the internet is not enough to learn Java good enough to make Minecraft mods. You should first try to make something in Java outside of Minecraft. This will actually learn you the basics of Java. I learned java by playing minecraft and using forge, a year ago I knew absolutely nothing short of modifying black & white maps in notepad. I did learn how to do hello world, and get it to copy and respond to me though. No, the issue isn't Minecraft, it's your Java that's the issue. You showed you don't know how to work with objects ( ResourceLocation ), how to define them and how to instantiate them, what static means and how to use it. There's a lot more I can go over, but I'll spare you the details. I know public static is that it can be seen by other files, and private static is so that it cannot be seen by other files. It is static because it can be seen in other places within the same file. This is because there are people that when someone asks for help, they give fully-working code, which they copy-paste in their own code and call it done. And then 2 days later we see a similar issue by the same user because the copy-pasted code isn't working, and he doesn't understand how it works. If copy and pasting gives someone the base to interpret how to make what their doing functional that's good. Interpretation though, at least the possibility for such would be possible. Then what is this forum for? from what I've experienced scoffing or insulting people based on how ignorant you believe they are. Or giving people small bits of code to work with and laughing as they fail. There are hundreds if not thousands of threads on this forum that help other people with issues with textures, which you can take a look at. If they don't help, make a new thread here. Same applies for .lang files. This frustrates the end user in the creating of their first block and makes them miserable (least I felt a bit miserable after wasting hours of my life just to have a textureless ugly looking block that is *produced by minecraft itself*.) -makes things hard on end user. -the wrong way -the block would not exist if not for mojang because technically it is/isn't a block used to cover bad or missing textures in a resourcepack, in other words its vanilla and coremods are not supported here. "Here's the right way to do it" "Coremods are not supported here, thread locked" From the @Mod documentation: /** * If true, this mod will not be loaded on the Dedicated Server environment. * Will crash if both serverSideOnly and clientSideOnly are set to true. */ boolean clientSideOnly() default false; /** * If true, this mod will not be loaded on the Client environment. * Will crash if both serverSideOnly and clientSideOnly are set to true. */ boolean serverSideOnly() default false; Vanilla has tons of them. But the reality is, is that forge doesn't, there should be a working block example *at least in the documentation. Instead of going, here's how your supposed to do it, but it doesn't work, HAHA. Then leaving you to the community to be insulted. Except I programmed a store, and I put things in my store, and someone come into my store and broke my stuff without giving me some super glue to fix it with. actually its more like my store was broken and not the stuff inside -which is worse.
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This isn't going to be enough for anyone. -I shouldn't have to pay to know how to make a snowball anyways. Then go make some art, or a ResourcePack or something. If you hate programming, modding isn't made for you. Well its not that my entities and models and eveything else is wrong, its only the way it is registered. If you take a look at the Forge changelog every day, you should've noticed that. Yeah, on initial release of first draft you could not register entities. The vanilla code has enough example entity code. I have plenty of working entities myeself. Again, in the Forge changelog are a lot of clues as to what has changed. I'm talking about things more specifically like a note stating that itemstack will no longer work for things would have been nice on the first release of 1.11 forge. mcforge.readthedocs.io have read it several times. No it isn't. That's just the way it is when modding a game without an official API. its extremely discouraging. Therein lies your issue. Just watching videos and reading stuff from the internet is not enough to learn Java good enough to make Minecraft mods. You should first try to make something in Java outside of Minecraft. This will actually learn you the basics of Java. I learned java by playing minecraft and using forge, a year ago I knew absolutely nothing short of modifying black & white maps in notepad. No, the issue isn't Minecraft, it's your Java that's the issue. You showed you don't know how to work with objects (ResourceLocation ), how to define them and how to instantiate them, what static means and how to use it. There's a lot more I can go over, but I'll spare you the details. I know public static is that it can be seen by other files, and private static is so that it cannot be seen by other files. It is static because it can be seen in other places. This is because there are people that when someone asks for help, they give fully-working code, which they copy-paste in their own code and call it done. And then 2 days later we see a similar issue by the same user because the copy-pasted code isn't working, and he doesn't understand how it works. Then what is this forum for? from what I've experienced scoffing or insulting people based on how ignorant you believe they are. There are hundreds if not thousands of threads on this forum that help other people with issues with textures, which you can take a look at. If they don't help, make a new thread here. Same applies for .lang files. Please, if you do, state why. This frustrates the end user in the creating of their first block and makes them miserable (least I felt a bit miserable after wasting hours of my life just to have a texturless ugly looking block that is generated by minecraft.) From the @Mod documentation: /** * If true, this mod will not be loaded on the Dedicated Server environment. * Will crash if both serverSideOnly and clientSideOnly are set to true. */ boolean clientSideOnly() default false; /** * If true, this mod will not be loaded on the Client environment. * Will crash if both serverSideOnly and clientSideOnly are set to true. */ boolean serverSideOnly() default false; Vanilla has tons of them. But the reality is, is that forge doesn't, there should be a working block example *at least in the documentation. Instead of going, here's how your supposed to do it, but it doesn't work, HAHA. Then leaving you to the community to be insulted. Except the store is Mojang's store, and if they break it they don't have to pay for it, as it is their own. Except I programmed a store, and I put things in my store, and someone come into my store and broke my stuff without giving me some super glue to fix it with.
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Awake again and back at it. Would almost just pay someone 5-10$ for an example snowball mod... I don't like this part of modding. I like to do artwork. This part is miserable... and terrible, every aspect of it. No -entities can be registered now heads up. No -here is an example entity. No -here's what changed note. There's not any documentation on any of this stuff and its raw. since waddles and better than bunnies do things in the way they do them I really don't have any code example to work off of. So I'm stuck and I'm just not going to continue til I can find an unfrustrating way of doing this. either way I'm tired of getting screwed every update, and having to rewrite everything. Its not fun. I have spent weeks solid watching newbostons videos. and I have studied java tutorials on oracle. The issue is not with knowing java. the issue is with minecraft and how everything is all tangled up. Or the documentation of changes. How to apply these changes. and how to change accordingly with an example without someone claiming its wrong to share code with someone. (because that's bs) You can't know if you don't know and can't see it. There is a complete lack of community cooperation. A house divided does not stand, the same as one that is concealed. You can make a block out of void utils for example and it wont have a texture, nor does it give you hints as to how to set a texture, therefore it fails as a block example. It also leaves out a lang file example. The end result is a no textured block with a funky name. This is what I am referring to mentioning concealed above. but, "that's the right way to do it". <--- I completely disagree. clientSideOnly = false, serverSideOnly = false, wtf is this? How about a block example that actually works and is functional? Or a public list of changes, with a small explanation of how to interpret them. Its like going into a store and breaking something, then leaving without paying for it.
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Here is a hint if you do not know how to create an instance of a class: look at the classes constructor. as I did here: private static ResourceLocation rsrcl; I also did an instance for the creative tab. or maybe not.... *sigh* I'm just going to go to bed and give up for now... May be the end of the basic elements. dunno. I guess I'll find out every update.
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I almost hate this. (Ok, I do hate this.) This sucks... and I still can't get it working. { private static int id = 0; rsrcl = new ResourceLocation(ResourceLocation rsrcl, Class cls, String name); { EntityRegistry.registerModEntity( rsrcl1, cls, name, id++, Exampled.getInstance(), 128, 214, true); } public static void registerEntities(ResourceLocation rsrcl) { // TODO Auto-generated method stub register( rsrcl, EntitySphere.class, "sphere"); } } Least now I know where its all screwed up. Every time there's an update I get to start allll over again -.-
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Ok, it did give me a crash report, I just had to find it: ---- Minecraft Crash Report ---- // Daisy, daisy... Time: 11/19/16 2:36 PM Description: There was a severe problem during mod loading that has caused the game to fail net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from change_this_to_set_mod_name (exampled) Caused by: java.lang.NullPointerException at net.minecraftforge.fml.common.registry.IForgeRegistryEntry$Impl.setRegistryName(IForgeRegistryEntry.java:90) at net.minecraftforge.fml.common.registry.EntityRegistry.doModEntityRegistration(EntityRegistry.java:181) at net.minecraftforge.fml.common.registry.EntityRegistry.registerModEntity(EntityRegistry.java:149) at exampled.modinfo.init.ExampledEntities.register(ExampledEntities.java:19) at exampled.modinfo.init.ExampledEntities.registerEntities(ExampledEntities.java:14) at exampled.modinfo.Exampled.preInit(Exampled.java:36) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:602) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:243) at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:221) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:145) at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:614) at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:263) at net.minecraft.client.Minecraft.startGame(Minecraft.java:476) at net.minecraft.client.Minecraft.run(Minecraft.java:385) at net.minecraft.client.main.Main.main(Main.java:118) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97) at GradleStart.main(GradleStart.java:26) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- System Details -- Details: Minecraft Version: 1.11 Operating System: Windows Vista (x86) version 6.0 Java Version: 1.8.0_111, Oracle Corporation Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation Memory: 744004848 bytes (709 MB) / 1046937600 bytes (998 MB) up to 1046937600 bytes (998 MB) JVM Flags: 3 total; -Xincgc -Xmx1024M -Xms1024M IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP 9.35 Powered by Forge 13.19.0.2153 4 mods loaded, 4 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored UCH mcp{9.19} [Minecraft Coder Pack] (minecraft.jar) UCH FML{8.0.99.99} [Forge Mod Loader] (forgeSrc-1.11-13.19.0.2153.jar) UCH forge{13.19.0.2153} [Minecraft Forge] (forgeSrc-1.11-13.19.0.2153.jar) UCE exampled{1.0} [change_this_to_set_mod_name] (bin) Loaded coremods (and transformers): GL info: ' Vendor: 'ATI Technologies Inc.' Version: '3.3.11672 Compatibility Profile Context' Renderer: 'ATI Radeon HD 2400 PRO'
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Here are all the classes I have that are relative to the custom entity snowball, if someone would be nice enough to help me in this debacle it would be nice. I'm having a really hard time with this... Main Class: ModCreativeTabs: ExampledCreativeTab: References: EntityOrb(basicallyentitythrowable): EntitySphere That extends EntityOrb (snowball): ModelOrb: ModelSphere: RenderSphere: ExampledEntities: ExampledItems: ItemSphere: ClientProxy: CommonProxy: I am unable to resolve this, I end up hitting an area where I get no red and it displays no errors and I get crashed... That's about as far as I've got :\. I got it to load one time but the entity was invisible and how I got that far escapes me now...
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[1.11] Changes on how to register entities?
gurujive replied to American2050's topic in Modder Support
Is it a possibility to register one and throw one now (without the entity being invisible?) Or no....? I've been sitting here looking at my several variations of no error showing code, going "why doesn't this work" Then tearing it down and rebuilding the whole thing again, just to do the same thing. (I've been doing so for 3 days now) -
[1.11] Changes on how to register entities?
gurujive replied to American2050's topic in Modder Support
Not sure what your question is, spawn eggs should work fine if you are using the methods in EntityRegistry to create them how bout snowballs? or arrows. -
[1.11] Changes on how to register entities?
gurujive replied to American2050's topic in Modder Support
Any word on items used for spawning things? i.e. eggs, thrownstuff, spawneggs, etc. Or are the entities only spawnable through world generation (so far)? I see waddles and betterthanbunnies have updated to 1.11. Figured I'd touch base again, since its been a minute. -
Changelog: Build 2149: LexManos: First draft of Entity Registry re-write. ^ I figured this may have changed that, but I guess not? I apologize.... I'm patient, just didn't know. Jumped the gun a little bit I guess... Ended up with something like this without any errors too... (and it doesn't crash on start up, but entities still invisible when thrown, item model renders with correct stack size and texture though )
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This is also crashing on start up, but displays no red in combination with modentities class above: package exampled.modinfo; import exampled.modinfo.init.ExampledEntities; import exampled.modinfo.init.ExampledItems; import exampled.modinfo.proxy.CommonProxy; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.Mod.Instance; import net.minecraftforge.fml.common.SidedProxy; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.network.NetworkRegistry; import net.minecraftforge.fml.common.registry.EntityRegistry; import net.minecraftforge.fml.common.registry.GameRegistry; @Mod(modid = Reference.MOD_ID, name = Reference.MOD_NAME, version = Reference.MOD_VERSION) public class Exampled { @SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS) public static CommonProxy proxy; @Instance(Reference.MOD_ID) private static Exampled instance; private static ResourceLocation rsrcl; @EventHandler public void preInit(FMLPreInitializationEvent event) { ModCreativeTabs.load(); proxy.preInit(); ExampledItems.init(); ExampledItems.register(); ExampledEntities.registerEntities(rsrcl); initRecipes(); } @EventHandler public void init(FMLInitializationEvent event) { proxy.registerRenders(); proxy.registerKeybindings(); NetworkRegistry.INSTANCE.registerGuiHandler(instance, proxy); } private static void initRecipes() { GameRegistry.addRecipe(new ItemStack(ExampledItems.SPHERE), new Object[] {" X ", "X X", " X ", 'X', Item.getItemFromBlock(Blocks.DIRT)}); } public static Exampled getInstance() { return instance; } public static ResourceLocation getResourceLocation() { return rsrcl; } }