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SanAndreaP

Forge Modder
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Everything posted by SanAndreaP

  1. Or use NEI instead of TMI. It is better, not only because it doesn't need to go in the minecraft.jar at all.
  2. Stop using TMI, since it's not compatible with the runtime-deobf feature from Forge. Use NEI (if it's updated, I'm not sure) instead.
  3. 2013-03-13 12:56:58 [sEVERE] [ForgeModLoader] There were errors during initial FML setup. Some files failed to download or were otherwise corrupted. You will need to manually obtain the following files from these download links and ensure your lib directory is clean. 2013-03-13 12:56:58 [sEVERE] [ForgeModLoader] *** Download http://files.minecraftforge.net/fmllibs/argo-2.25.jar 2013-03-13 12:56:58 [sEVERE] [ForgeModLoader] *** Download http://files.minecraftforge.net/fmllibs/guava-12.0.1.jar 2013-03-13 12:56:58 [sEVERE] [ForgeModLoader] *** Download http://files.minecraftforge.net/fmllibs/asm-all-4.0.jar 2013-03-13 12:56:58 [sEVERE] [ForgeModLoader] *** Download http://files.minecraftforge.net/fmllibs/bcprov-jdk15on-147.jar You may want to read your logs next time you post them
  4. You're making a model for Minecraft in Cinema4D? I don't know how to use these models in Minecraft, so may I suggest you look at Techne? http://techne.zeux.me/ It can export your model into a direct Model class. The only thing is you'll need to make your custom animation for yourself.
  5. Well, I do this too, so there shouldn't be any problem.
  6. I had this problem, too. You have to register your Achievements and your Achievement Page in your @PreInit method, not in your @Init or @PostInit Method.
  7. Where did you get that information? Since MC can handle multiple resolutions for different items, I don't think so. Also if it would be then the new system would be more or less useless. Anyway, if you wanna fix that, I suggest you look at the IronChest2 source on github: https://github.com/cpw/ironchest/tree/master/IronChests2
  8. It's true, the new system doesn't handle icon IDs anymore. It uses a class called "Icon" now to handle the texture files. And yes, you have to split your sprite sheet into seperate icon files. But I don't know anything more since I'm currently figuring out stuff for myself.
  9. I would also like to see this, but not in Forge. That should directly be discussed with Mojang.
  10. runcmd: '"C:\Program Files\Java\jdk1.8.0\bin\javac" -encoding UTF-8 -Xlint:-options -deprecation -g -source 1.6 -target 1.6 -classpath "...' If I see that right, you have JDK 8 installed!? If yes, uninstall it and get JDK ver. 7: Java 7
  11. This piece of code is wrong: @SidedProxy(clientSide = "net.concreteMod.client.ClientProxyConcreteMod", serverSide = "net.concreteMod.src.CommonProxyConcreteMod") @Instance("concreteMod") public static ConcreteModBase instance; public static CommonProxyConcreteMod proxy = new CommonProxyConcreteMod(); It should be: @Instance("concreteMod") public static ConcreteModBase instance; @SidedProxy(clientSide = "net.concreteMod.client.ClientProxyConcreteMod", serverSide = "net.concreteMod.src.CommonProxyConcreteMod") public static CommonProxyConcreteMod proxy;
  12. In your MCP directory, look into the jars folder. Is there the minecraft_server.jar? Also are under jars/bin following files available: minecraft.jar, lwjgl.jar, lwjgl_util.jar, jinput.jar?
  13. http://files.minecraftforge.net/
  14. So yeah, delete the __MACOSX folder in your jar
  15. What version of your server do you have? Also did you delete the files with MOJANG in their filename inside the META-INF folder after installing Forge?
  16. Datawatchers. Look into datawatchers, and everytime the burn time changes(server side) update the datawatcher for those who are listening(the clients) I assume he uses a block as furnace with a TileEntity. There isn't a DataWatcher available. What you can do is the build-in methods for sending/receiving packets in the TileEntity. Just look at the vanilla TileEntity class for the methods onDataPacket and getDescriptionPacket and override them in your TileEntity class. Here's an example code: @Override public void onDataPacket(INetworkManager net, Packet132TileEntityData pkt) { this.burnTime = par1Compound.getInteger("BurnTime"); } @Override public Packet getDescriptionPacket() { NBTTagCompound nbt = new NBTTagCompound(); nbt.setInteger("BurnTime", this.burnTime); return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 0, nbt); }
  17. Remove NEI and CodeChickenCore from your coremods folder. If it works then. get the newest version of both.
  18. Looks like you have a corrupted config file. Delete the files inside your config folder located in your minecraft and try again.
  19. I highly doubt that it's possible. Most things which are written in the config files require a restart of the client to apply (especially block / item IDs).
  20. Ok then. Does MultiMC work on Mac because If it doesn't, then I'm screwed. Yup: http://forkk.net/MultiMC4/ BTW: you should edit your sig. It's a bit too big
  21. It is pretty much MCPatcher! Use MultiMC, if you need a custom launcher. It works pretty well and you can even manage multiple Minecraft instances!
  22. Maybe use: event.player.inventory.onInventoryChanged(); after: event.player.inventory.addItemStackToInventory(itemStack);
  23. read EAQ
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