Everything posted by SanAndreaP
-
Gui(doesnt display)
how do you call your GUI? Block code?
-
Forge Error Report:MAtmos Mod
Try without Optifine.
-
Mod doesn't run when put in mods folder - Error Message Help
You need to have this structure: - mods -> moreGlowstone -> client -> ClientProxy File -> common -> All Other Files -> textures -> blocks -> (Block Texture PNG files) -> items -> (Item Texture PNG files)
-
Forge Fails to Install upon Minecraft Startup
2013-05-06 15:10:59 [iNFO] [sTDERR] Exception in thread "Thread-5" java.lang.RuntimeException: java.lang.NoClassDefFoundError: com/google/common/collect/Multimap Read the EAQ.
-
Mod doesn't run when put in mods folder - Error Message Help
Can you tell us what's the folder structure inside your zip? It seems the class mentioned in the logs is either missing or at the wrong place.
-
Getting errors when trying to add texture override
Are you, perchance, using 1.5.2 and not 1.5.1? I have seen rumor that the "mods/" top-level folder is unneeded, so instead of: /mods/%modname%/textures/blocks/%block.png% it's: /%modname%/textures/blocks/%block.png% But I haven't verified that yet myself. So the complete directory would be 'forge/mcp/jars/%MODNAME%/textures/items/%ITEMNAME%/' Is the correct? And if so, it's still not working. Oh, and yes, I'm using 1.5.2 No, it's 'forge/mcp/src/minecraft/mods/%MODNAME%/textures/items/%ITEMNAME%/'
-
My Mod's Achievements Duplicate Stat id's
hm, all I can say is your constructor gets called twice... so I advise add a System.out.println into it and see if the string you put there gets printed into the console more than once.
-
My Mod's Achievements Duplicate Stat id's
Can I see the full crash log, please?
-
My Mod's Achievements Duplicate Stat id's
It doesn't matter how the method is called. Seems fine to me.
-
Hook for Player Hand damage
I would think so too.. but I need to make a new damage source and I have no idea how to change the damage amount. Did you even look at that method? It has the DamageSource and the damage value as parameters...
-
My Mod's Achievements Duplicate Stat id's
You need to call that in your @PreInit method. If you don't have one, create one.
-
Phychedelicraft and Secret Rooms don't work with forge and only with modloader
If it's working with ML and not with Forge, it must be reported if it's not a modder's fault! And that's why I've asked for logs. (Read the big bold red text at the main page )
-
My Mod's Achievements Duplicate Stat id's
Where do you call your AchievementHelper constructor?
-
Phychedelicraft and Secret Rooms don't work with forge and only with modloader
You should include a log file for what's wrong. Also wrong subforum.
-
[NBT]How to save and load items?
Also it is not right to use a TileEntity without a block. Use the NBT system the ItemStack provides!
-
Bow Animation in 1.5.2
1. ALWAYS use @Override to methods you intend to override, you'll see what's wrong then! 2. updateIcons was renamed to registerIcons
-
Editing a hardcoded vanilla feature
I made a pull request for that here: https://github.com/MinecraftForge/MinecraftForge/pull/549 The only thing you can do is hope that it gets pushed.
-
How do I make my block have a custom render> (EG Chest, signs ect)
You do this with ClientRegistry.bindTileEntitySpecialRenderer. Put that in your Proxy to avoid crashes with the server.
-
forge fml error
It's the first post in this subforum. Look it up.
-
forge fml error
Read the EAQ
-
Having trouble loading my mod
1. base-class editing mods can't go into the mods folder as zips, they have to go into the minecraft.jar 2. base-editing is bad, very bad practice since there are a lot of ways to avoid it, like Reflection, ASM (if you're good) or just using hooks already in place. ("One shall not simply edit base classes") 3. Your edits are absolutely unnecessary! Look up basic modding, there is explained how to register items / new tools: http://www.minecraftforge.net/wiki/Tutorials If not, then google it.
-
Rendering sometimes too dark, changes with camera angle
Did you already try RenderHelper.disableStandardItemLighting(); before you render your stuff? I used disableEntityLighting as the render code is found in my TileEntity render file, but disabling Item Lighting as well seems to have fixed the problem. Why would item lighting be relevant when rendering a TileEntity? Thank you for helping me nonetheless. Did you look what the method does? It just disables some OpenGL stuff regarding lightning. So don't get confused by that name ^^
-
[1.5.2] Server Crash
5.2.2.685? You mean 7.8.0.685... Anyway, please give us full logs or we can't help you. (ForgeModLoader-client-0.log). Also either use spoiler tags or pastebin for it.
-
Error installing Forge source for MC 1.4.5
reformating disabled due to no astyle or config As far as I know, you need one of those. I can only speak for Linux, but I have astyle installed.
-
Tool Item to ItemStack method help
So for example to get damage would I do something like this? short damage = itemstack.stackTagCompound.getShort("Damage"); If it is, that isn't working for me. No, look at the ItemStack class itself, it has methods which names are self-descriptive: damage = stack.getItemDamage()
IPS spam blocked by CleanTalk.