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SanAndreaP

Forge Modder
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Everything posted by SanAndreaP

  1. looks like the VoxelMap has a bug. Go talk to the author of this mod, nothing to do with Forge.
  2. EntityRegistry.registerGlobalEntityID(EXP_Loader.class, "EXP_Loader", 614); 1. 614 is a way to high number for an entity ID! Max. allowed is 255. 2. Do not use this method for registering entities. Use registerModEntity instead. RenderingRegistry.registerEntityRenderingHandler(EXP_Loader.class, new RenderEXP_Loader(new ModelEXP_Loader(), 0.6F)); Make sure this is only called on the client, through a proxy, or you'll crash a server for sure. registerEntityEgg(EXP_Loader.class, 0xA60000 , 0x000000); What's the code for this?
  3. LivingHurtEvent is only fired server-sided (since it gets fired from within attackEntityFrom(...), which is only fired server-side), so isRemote is always false, even if you register it only on the "client-side" The only thing you can do is sending a packet when the event fires, wich spawns the particles on the client. You can actually register something on the client-side (see TextureStitchEvent, it's client-side only), but it's either "client-side" like for the client and the integrated server, or "server-side" only for the dedicated server, or both
  4. Make a breakpoint at the first line of the use() method and run MC in debug mode. When it reaches the breakpoint, step forward each line until it stops working. Debug mode is one of the most powerful tools you can get with an IDE and you should always use it whenever something is not entirely obvious.
  5. Does he save it with or without BOM? AFAIK you need to save it with the BOM.
  6. rerun gradlew setupDecompWorkspace and it should work (I had this problem, too, and this fixed it for me)
  7. Why not use the LivingHurtEvent, see if the entity which dealt the damage is a player, get his current equipped item and check if it's the item you want? Then change the damage field according to your calculations. Done.
  8. The first thing I would suggest is: Update to 1.7 (preferably 1.7.10), It's long enough out for you to update, which also brings 2 Benefits: - No worrying for item/block IDs as they're now handled internally. - Biome blocks can now have an ID higher than 255 For figuring out how to register a biome in 1.7: http://www.minecraftforge.net/forum/index.php/topic,21466.msg108900.html#msg108900
  9. Your version of Journey of legends is outdated, it's currently at 0.3.0. Also it's still for 1.6.2, so that won't work unless the mod author updates: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1442924-1-6-2-journey-of-legends-v0-3-0 for Eternal Islands (former Divine-RPG), if it crashes with only this mod installed (alongside Forge), then tell the mod author about the crash.
  10. Since 1.7.10, you shouldn't use the player's name anymore for storing ownership! Use the players UUID for that. It's playerInstance.getGameProfile().getId()
  11. In your profile settings, add -Dforge.forceNoStencil=true to the java arguments
  12. Well, that doesn't look like it
  13. Health is actually a float. And increasing the max. health is as easy as setting the max. health for an Entity, IIRC, just change the "maxHealth" entity attribute of the player.
  14. What I also suggest is to outsource your blocks and items into a seperate class, so that your @Mod class is not so crammed
  15. Here's a tutorial which looks helpful: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571568-tutorial-1-6-2-changing-vanilla-without-editing Here's my coremod (updated to 1.7.10) if you want to have a reference: https://github.com/SanAndreasP/SAPManagerPack By the way, in my loading plugin class I have a @SortingIndex annotation. It makes it so that the coremod is loaded after Forge, thus you can use SRG names (like func_xxxxx_x or field_xxxxx_x) instead of worrying about the notched (like abc.a) names.
  16. java.lang.NullPointerException at com.mrcrayfish.furniture.tileentity.TileEntityPresent.func_145839_a(TileEntityPresent.java:91) ~[TileEntityPresent.class:?] One of your mods is erroring, and from your ResourceManager list, it seems like it's the MrCrayfish's Furniture Mod. Go speak to to the mod author about that, nothing to do with Forge.
  17. What I see here is this line: Caused by: java.lang.OutOfMemoryError: PermGen space Add -XX:PermSize=512m -XX:MaxPermSize=512m to your parameters and try again
  18. Interesting would be which exact resolution the image had. As long as the side of the texture is a multiple of 2 and the texture itself is a square (4x4, 8x8, 16x16 32x32 etc.) then there shouldn't be a problem.
  19. What you're referring to are ATs (Access Transformers). ASM can be used to all kinds of bytecode manipulations, even go as far as removing or replacing entire classes with custom code. ASM is only available for coremods and you need to know how to write code in ASM. ATs on the other hand can be utilized by any other mod, IIRC since recent versions of Forge.
  20. What is your particle code so far? AFAIK if you want to bind block textures, you need to override getFXLayer() and return 1 for block textures, for item textures it's 2 (and for vanilla particle textures it's 0)
  21. in your getClientGuiElement, you always instantiate a new inventory with new Inventory... You should instead use your entities Inventory field (in your case it's either gear or gear2 )
  22. Also ALWAYS check if player.getCurrentHeldItem() is not null! This would be the case if the player holds nothing. EDIT: I should read the stuff I quote ._.
  23. 1. In your handler, you check 2 times the same ID in one method, for Example if( id == 33) {...} if( id == 33 ) . I always prefer to use a switch block in those cases instead of an if (else) block 2. You always instantiate a new Inventory client-side. You should use the Inventory instance from your entity
  24. Can you also post your Inventory classes (InventoryBlockling and InventoryBlocklingChest)?
  25. Please tell me, what has this to do with this topic?
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