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Everything posted by SanAndreaP
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Unusual Forge Errors; Please Help!
SanAndreaP replied to TheNuclearDuck's topic in General Discussion
In which way? Nvm Just get the slot ItemStack, check if it's equal to the redstone item and reduce the stackSize. Like this: ItemStack stack = tileentity.getStackInSlot(SLOT_ID); if(stack.isItemEqual(new ItemStack(Item.redstone))) { tileentity.decrStackSize(SLOT_ID, 1); } -
Unusual Forge Errors; Please Help!
SanAndreaP replied to TheNuclearDuck's topic in General Discussion
Your math is a bit incorrect, Try using this: int chargePx = Math.round((float)barHeight * ((float)chargeMeter / 100F)); The issue is caused because you try to divide integers, which rounds down the values automatically. -
Minecraft cannot launch in its current configuration.
SanAndreaP replied to bosuhr's topic in Support & Bug Reports
We need the full ForgeModLoader-client-0.log from the directory of your minecraft instance. -
MCPatcher and it's mods are at fault. They aren't compatible with Forge. I would suggest, get MultiMC or MagicLauncher, get a fresh minecraft, get Forge 6.3.x for Minecraft 1.4.4 and Optifine, as it does the same things as MCPatcher and even more, AND it's compatible with Forge. Just make sure optifine is installed AFTER Forge. Then add your chosen mods.
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wouldn't be this better? if(FMLCommonHandler.instance().getSide().isClient()) {...}
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It is w/o editing any base file! Just make a main mod class, and put this line into your @Init method: BiomeGenBase.swampland.temperature = 0.0F; BiomeGenBase.swampland.setEnableSnow(); Where swampland can be any vanilla biome. Anyway, my previous post is a bit wrong. You see above you have to set the temperature to 0F and enable snowfall.
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Just change the temperature from the Biome you want below value 2.0F
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Because your Render class renders the arrow and completely ignores the model. How about this one: RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderLiving(new ModelFlameShot(), 0F)); It uses the RenderLiving class (instead of your custom render class), which renders the given model.
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You have to make it completely ModLoader-clean first. Means, shove your code out of net.minecraft.src and make your own package tree, stop extending BaseMod in your main class and don't use ModLoader methods (If you look in the ModLoader class, there are Forge method equivalents). A good tutorial for this can be found here: http://www.minecraftforge.net/wiki/Tutorials/Upgrading_To_Forge_for_1.3.1
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Fatal error starting up minecraft and FML
SanAndreaP replied to JJawesome's topic in Support & Bug Reports
Also, are there any old mods in your "mods" folder? -
In this kind of issue there is no ForgeModLoader-client-0 log. Can you launch WITHOUT forge? What kind of issue do you see? All I can see that the issue is when he's installing Forge, so there must be this file in his .minecraft folder, because it is always created when Forge is installed, even if it crashes. And yes, he stated that it's running just fine w/o Forge:
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That might be a vanilla issue, due none of the items in the achievements nor those for the creative tabs have the effect. I encountered that, too.
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Make a new variable, which holds a new instance of your tab, like this: public static CreativeTabs yourTab = new CreativeTabs("yourTab"); Add a title to this tab like this: LanguageRegistry.instance().addStringLocalization("itemGroup.yourTab", "en_US", "My Custom Tab"); And last but not least, add your items to your custom tab, using the instance you've created, like this: myItem.setCreativeTab(yourTab);
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1.4.2 Forge Not Compatible With Risugami's Elemental Arrows
SanAndreaP replied to fetalini's topic in Support & Bug Reports
Wait, so you have ModLoader and Forge installed together? Don't do that! Forge has its own ModLoader called ForgeModLoader! -
In case you didn't noticed it already, there is already a hook for adding blocks as a base for the beacon! Look in the Block class for following method: public boolean isBeaconBase(World worldObj, int x, int y, int z, int beaconX, int beaconY, int beaconZ) As for the payment items, yeah that would be good to have. Maybe I'll make a PR when I'm done with my stuff.
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Do you return true when par2World.isRemote is true?
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This has the same effect as above. If I use MinecraftServer.getServer().worldServers[0].getPlayerEntityByUsername(par3EntityPlayer.username) it actually returns a "server" player and everything works exactly as expected, but that seems like an erroneous, not very proper way to get the current players multiplayer world. No, because you cannot get the server instance when you are connected to a dedicated server. If you put this at the beginning of the method: System.out.println(par3World.isRemote); and you execute it it should print something in the console two times, "true" and "false". Anyway, could you provide the code of your onItemUse method?
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Why not use this? par3World.getPlayerEntityByUsername(par2EntityPlayer.username)
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Well, then just use this code and you should be fine: RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot());
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Do you execute your code if world.isRemote is true?
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1.4.2 Forge Not Compatible With Risugami's Elemental Arrows
SanAndreaP replied to fetalini's topic in Support & Bug Reports
- Which Forge version? - We need the content ForgeModLoader-client-0.log. Please use spoiler tags or use http://paste.minecraftforge.net/ and put the paste link here