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SanAndreaP

Forge Modder
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Everything posted by SanAndreaP

  1. Do not instanciate a ResourceLocation every time! Instead, declare a static field somewhere holding your ResLoc instance and use it. Also I suggest you do this as path: your_mod_id:textures/gui/your_image.png
  2. Override addPotionEffect() in your fake player class and leave an empty method body (not even call the super method)
  3. You can either recode the lighning system to support lightsources other than blocks (like DynamicLights by AtomicStryker did it) or set down an invisible block which gives off light.
  4. This is a TileEntity, right? Try to override shouldRenderInPass(int pass) in your TileEntity class and return [if pass equals 1]. It fixed the rendering issues of my semi-transparent tileentity. I actually took it a step further and saved the pass which the method was called in and rendered solid parts on pass 0 and the transparent parts on pass 1: https://github.com/SanAndreasP/EnderStuffPlus/blob/master/java/de/sanandrew/mods/enderstuffplus/tileentity/TileEntityBiomeChanger.java#L584-L589 https://github.com/SanAndreasP/EnderStuffPlus/blob/master/java/de/sanandrew/mods/enderstuffplus/client/render/tileentity/RenderTileEntityBiomeChanger.java#L103-L132
  5. Goto https://github.com/MinecraftForge/MinecraftForge and read the For Contributors part of the readme.txt
  6. I don't know what link you have, here is the correct one: http://cauldron.minecraftforge.net/forums/ And it works for me.
  7. We need the fml-client-latest.log. It's in .minecraft/logs
  8. Either fix your PATH variable to point towards the correct java.exe or define a custom path to the correct java.exe in the profile settings.
  9. Where do you call "registerRenderers"? Where do you register your entity to the EntityRegistry?
  10. Open command line Type " java -version " (w/o quotes)
  11. Your FML log is from 1.6.4. The log for 1.7.x is in /logs/fml-client-latest.log
  12. That is most likely not a Forge bug. I have entities owned by players, too, and they render properly, so it must be a Pixelmon bug. Also how is Forge supposed to know if an entity is owned by the player? Anyways, I suggest checking what changes when an entity is owned and maybe comment those things out until it works. You can also create a dummy entity from scratch with the code which controls the ownership.
  13. remove the semicolon ( ; ) in your JAVA_HOME variable. (preferably also in your CLASSPATH variable)
  14. System.getProperty('java.version') == '1.8.0_20' well, you use Java 8 u 20, which is currently not supported.
  15. Logs or it didn't happen.
  16. NotEnoughCodecs seems to have a problem. Remove it and talk to the mod author about this.
  17. Does this work on a dev AND productive environment?
  18. This is just for entities, not for tileentities. Add a variable ticksExisted , increment it every time onUpdate gets called, then check if ticksExisted % 100 is 0 and if yes, then execute your code.
  19. floating points are not allowed there, so you need to use a smaller unit, like in your first. Also, as I've said previously, it is recommended to set Xms the same value as Xmx, so in your case also 3G And what I've forgot: be careful that you don't allocate too much memory, or it'll crash Minecraft after a while!
  20. This is weird, I only have one float parameter, and it determines the rainfall value. (I use MC 1.7.10; Forge 1180) Nevertheless, just look at the class constructor itself, it shows which values are set by the parameters.
  21. Easy, Xmx is for the max. possible ram allocateable. In your case set it to 3G (the G stands for Giga(byte), M would be Mega(byte) and so on) Xms is the min. possible memory allocated, recommended is that you set it to the same value as your Xmx argument. Xmn is the heap space, if you have problems with heap space, increase its value. I normally use 512M on my 8Gig PC, but AFAIK 256M should be enough.
  22. The problem is there's no hook for it currently. You can always make a PR on the forge github for this. What needs to be done is following: Add a new method like getItemEnchantability with an ItemStack parameter inside the Item class which calls the vanilla one by default. In the EnchantmentHelper class, within the buildEnchantmentList method, you then need to change the line with getItemEnchantability and add the itemstack as parameter. If that's done, you need to override the getItemEnchantability method in your item with the ItemStack parameter.
  23. As I've noticed, you don't draw an actual triangle, also the coordinates you give makes it draw an infinitely thin line. Remove the last 3 addVertex' and try again.
  24. one element inside the slots[] array seems to be null, thus crashing with an NPE when trying to call slots.stackSize Use the debug mode to find out which one, or just check if the element is not null before the other checks.
  25. Ugh, please don't. Use the FOVUpdateEvent and set the newfov field of that event to your desired value.
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