lukas2005
Forge Modder-
Posts
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Everything posted by lukas2005
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hello i have this warning on console: and my item does not work please help code is on my github in repo MCI-Mod full log : EDIT: iknow why items are not working but what this warning means?
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[glow=red,2,300][/glow] i know that this can happen but i arelady found and fix for this database will be just to add/remove/update items and in case of db was down / user does not have the internet connection i will just load only items wich are arelady downloaded EDIT : i even tested this i shutdown a db for a sec and the only thing that happened is that items from db wasn't in the game but i will fix that as i said when db will be down then my mod will load all last known items and do not try to connect and messup whole world and can we stop wondering WHAT IF and go back to main topic?
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[1.10.2][SOLVED] Item rendering does not work
lukas2005 replied to lukas2005's topic in Modder Support
lol it works now for some resaon -
[1.10.2][SOLVED] Item rendering does not work
lukas2005 replied to lukas2005's topic in Modder Support
does not works log : and src is on my github -
Hello what the title says Code: https://github.com/lukas2005/MCI-Mod Log:
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i know that this can happen but i arelady found and fix for this database will be just to add/remove/update items and in case of db was down / user does not have the internet connection i will just load only items wich are arelady downloaded EDIT : i even tested this i shutdown a db for a sec and the only thing that happened is that items from db wasn't in the game but i will fix that
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Hello i am trying to load external classes into minecraft rutime. i have class in .minecraft/CustomExtClasses/myclass.(class/java i'm not sure what's correct) and i want to load it into minecraft and if you want a whole idea for my mod then: mod connects to a mysql database gets the list of items and the location in web of the "content pack" minecraft downloads it an loads it into runtime and registers evrything i do not want to modify the vanilla code
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and
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[1.8.9] [CLIENTSIDE][UNSOLVED] How to break a block
lukas2005 replied to lukas2005's topic in Modder Support
is auto mining on skyblock counted as cheating? -
[1.8.9] [CLIENTSIDE][UNSOLVED] How to break a block
lukas2005 replied to lukas2005's topic in Modder Support
is there a way that i can notifiy the vanilla server about breaking a block ? EDIT: i will try to look at some vanilla code EDIT2: no succes -
and whats the event for death?
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Exactly what a topic says
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Hello i am deweloping 3 mods at time and thats so annoying that i need to switch workspace or open aanother eclipse window to look at code is there a way to move multiple projects to one workspace ?
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refresh
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refresh
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[1.8.9] making blocks place based on orientation
lukas2005 replied to Dark_but_Good's topic in Modder Support
i think dyspenser has separte model for up and dowt because it has other texture when you will place it up/down side facing -
but i dont have any client side code except that registerRender method my main mod class: package pl.minepack.warzone; 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.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import pl.minepack.minelib.utils.utils; import pl.minepack.warzone.proxy.IProxy; @Mod(name = Reference.NAME, modid = Reference.MODID, version = Reference.VERSION) public class WarZone { @SidedProxy(clientSide = Reference.CLIENT_PROXY, serverSide = Reference.COMMON_PROXY) public static IProxy proxy; @Instance(Reference.MODID) public static WarZone modInstance; @EventHandler public void preInit(FMLPreInitializationEvent e) { utils.Println("Pre Init", Reference.NAME); } @EventHandler public void init(FMLInitializationEvent e) { utils.Println("Init", Reference.NAME); proxy.init(); } @EventHandler public void postInit(FMLPostInitializationEvent e) { utils.Println("Init", Reference.NAME); } } EDIT: i fixed this by myself now dedicated server runs withoout crash
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but then i would nedd to recreate all the models for almost all entities in Minecraft
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ok but how to fix this?
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Why dedicated server crashes on EMPTY pre init method in Mod class??? and tells me that entityplayersp class is not FOUND???
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but game does not crashes and this topic is all about somthing else