Koopamillion
Forge Modder-
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Everything posted by Koopamillion
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(Updating to 1.8) New TileEntityMethods?
Koopamillion replied to Koopamillion's topic in Modder Support
It's the getfields thingy. Plus thanks diesieben07 -
I'm attempting to update to 1.8, unfortunately im getting over 1200 (is that normal?) errors. Anyway, I noticed that some tileentitys require you to implement more methods.. Can anyone explain these, Thanks!: @Override public String getName() { // TODO Auto-generated method stub return null; } @Override public boolean hasCustomName() { // TODO Auto-generated method stub return false; } @Override public IChatComponent getDisplayName() { // TODO Auto-generated method stub return null; } @Override public ItemStack removeStackFromSlot(int index) { // TODO Auto-generated method stub return null; } @Override public void openInventory(EntityPlayer player) { // TODO Auto-generated method stub } @Override public void closeInventory(EntityPlayer player) { // TODO Auto-generated method stub } @Override public int getField(int id) { // TODO Auto-generated method stub return 0; } @Override public void setField(int id, int value) { // TODO Auto-generated method stub } @Override public int getFieldCount() { // TODO Auto-generated method stub return 0; } @Override public void clear() { // TODO Auto-generated method stub }
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OK, I've got it sending a message, thanks guys! But... Unfortunately I can't make the players motion change... I've done sendToServer(bla bla) NOT sendTo(bla bla) However, it's the onMessage that answers it, not the on server message, therefore I don't have a player parameter and can't make the player move... This is the handler: The message: And the jetpack event just does mainregistry.network.sendToServer(new JetpackMessage(1)). So, how do I make it move the player.. Thanks in advance
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I really don't get this... New code: Crashes... I think it's because it's returning null but I did a null != check. So I'm not sure... Plus even if I fix this event I think it will still bug out because Im using minecraft.getMinecraft... How do I fix this! Thanks in advance! This is my jetpack event code: (I did register it with that fmlcommonhandler.register.bus thingy) Crash report:
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Hello all! I'm currently working on a mod called eKoop, it adds machines, power and custom tools/armor. At the moment there isn't much stuff but, as time progresses, there will be more. I plan to make it fully support the IC2 and RF APIs. Info: http://lumtech.byethost33.com/mods/eKoop/modinfo.html Downloads: http://lumtech.byethost33.com/mods/eKoop/download.html Modpacks: If you want to create a texture pack/addon for my mod please do but, if possible, put the download link so I can put it on my mod page!* *All credit given to the creator.
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BTW - Thanks for not just giving up on me, it's much appreciated! Ok, I'm very very very close ! EDIT: The server crashes even though I've done all the messages :'( It says: If you can please could you post the code I need to do because these messages are so confusing.... My proxy code and jetpack code: Proxy: Please can you help because I've setup messages and it's not working THE CLIENT DOSENT CRASH. But when you said the update code, what code do you mean?
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EDIT: I have my key sensor, send to server and receive, anyway, it just says memory leak, top offenders my mod: 100. Also where would I put the code to make the player move? I'm using snw. My code: Thanks! Handler: https://gist.github.com/anonymous/3b51310aa295b8fd8c3e Message: https://gist.github.com/anonymous/95f092beab1d3fd04466 MainRegistry: https://gist.github.com/anonymous/6a442216ed510d724334 Jetpack (key sensor): https://gist.github.com/anonymous/bfcd6131c6343a64e55e
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Where abouts do I put the onKeyPressed? I've set up the IMessage and whatnot. Should I put it on onArmorTick so that it checks every tick? I'm really not getting these messages :'( I've done this (It gives a crash): Please can someone help because I really don't fix this is possible....? Thanks! Crash report: https://gist.github.com/anonymous/aac1dce291021eccf470 MainRegistry: https://gist.github.com/anonymous/65177c244948f5a325ed Message handler: https://gist.github.com/anonymous/ad453cbe13f3b9f92c2a Message Class: https://gist.github.com/anonymous/b346dd147aedde0ef271 Jetpack: https://gist.github.com/anonymous/76242c7b70515824361a
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How to package up your mod to a jar - TUTORIAL
Koopamillion replied to Koopamillion's topic in ForgeGradle
The bat file is so you can just press that instead of right clicking whenever you need to export it. I know you can use right click but... Im lazy like that. -
So do I literally, after doing the instanceof if statement, just replace Player with entity and remove the getMinecraft thingy. If so, how do I cast, sorry, my mod dosen't require much casting so I'm not familiar with it. EDIT: I changed the code to this. (Something is in // to save time) https://gist.github.com/anonymous/d59fc12ec923e7d018c7 will this crash the server? P.S: You said to never use the Minecraft thingy, my jetpack uses it, how do I replace it? https://gist.github.com/anonymous/b6e65790f34ee3ae4bb5
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This is a short and simple tutorial on how to package/export your mod into a jar file. 1. Fill in your mcmod.info file (OPTIONAL) You can find it in src/main/resources. 2. Go into your file where your: .gradle, .settings, bin and more is stored. 3. Create a text file called "Build". 4. Save the text file as "Build.bat". 5. Edit the "Build.bat" in a text editor, e.g notepad. 6. Type: gradlew build 7. Run it. 8. When it is finished, go into: build/libs and... there you go! ---- When you need to release it again, simply run Build.bat.
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Thanks!