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SanAndreaP

Forge Modder
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Everything posted by SanAndreaP

  1. Seems like the Portal Gun Mod causes this (it's only a guess, since it's the latest thing which is in the log before the crash). Try to connect without it.
  2. Either they store the rotation in TileEntities and the block types in the metadata, or vice versa.
  3. Okay, again. This is in the install tutorial I gave you: Download the recommented universal build (or the latest if the recommented doesn't work for you, but NOT the source!) from here: LINK Open that archive with an archiver. I recommend 7zip. Open your minecraft.jar in your .minecraft/bin directory with your chosen archiver (7zip) Copy all files from the downloaded forge package into the minecraft.jar Delete your META_INF in your minecraft.jar, if you're running Windows or Linux. If you're on a Mac, then go into the META_INF and delete only the files which begin with MOJANG! Leave the rest untouched. Close all open archiver windows and start your Minecraft client once. Forge needs to download some libraries and will set up the environment the first time. If you don't have an internet connection or it's really bad at the time (or it crashes / blackscreens at the start), go to the point "Download and install needed libraries". After it has been set up by Forge, close your Minecraft. It is now ready for Forge / FML mods (ModLoader mods, too)! Follow each step exactly. If you have a question about one of these points, ask. PS: You can also use a launcher. If you rather want to use a custom launcher (MultiMC or MagicLauncher), here are the instructions for MultiMC: Download MultiMC from here: LINK Follow the install instructions there (title: "How do I install it?"). Download the current version of Clay Soldiers. It should be a jar file. Don't open it! Just save it somewhere you can find it again later! After starting MultiMC, click the white-paper-with-star icon (the first from left) in the toolbar to add a new instance. Give your instance a name (here for example "Minecraft") After clicking "OK" or pressing enter, you should see a new icon on the left side with your instance "Minecraft". Either double click it now or click once on it and press the "Play" button on the right. Enter your login information and click "OK" afterwards. It will download a new Minecraft and after that it will start it. Close the opened Minecraft window and click on your instance again (if it isn't selected). Click then on "Edit Mods" You'll see a new window with different tabs. "Jar Mods" should be active. Click here on the button "MCForge", select "minecraftforge-universal-recommented" and click "OK". It will download Minecraft Forge for you. Start your instance again, so Forge can setup the environment for it and create the mods folder. After Forge has downloaded the libraries, close the opened Minecraft window and click on your instance again (if it isn't selected). Click then on "Edit Mods" (again) Click now on the tab "Mods Folder", click on "Add", go to the directory where you saved the Clay Soldiers jar, select it and click on "Open". Click on "Close" now and start your instance a third time. Enjoy playing with Clay Soldiers!
  4. We need your main class (BaconMod.java or similar), your Common Proxy and Client Proxy class in order to help you.
  5. 1. Forge doesn't go in the mods folder! It goes into the minecraft.jar like ModLoader (but not install them together, be sure you downloaded the universal package of Forge, not the source one). After that done (and deleted META_INF of course), start it once. If it crashes, first be sure the mods folder is empty. If it's empty and it still crashes, download the jar files mentioned in the instructions and put them into the lib folder. Then Minecraft should start with Forge. After that done, put the Clay Soldiers Mod jar file into the mods folder and (re-)start Minecraft. Done. 2. You got that clean jar by force update, do you? If yes, you should be fine. Don't install ModLoader with Forge! For a replacement of TMI (Too Many Items) which completely works with Forge, use NEI (Not Enough Items). Google it and follow the installation instructions for it exactly.
  6. It's simple and obvious: UgoCraft needs ModLoaderMP, which doesn't work with Forge. So either ask the maker of UgoCraft if he can port it to forge, or don't use Forge and stick with MLMP. PS: Use spoiler tags next time for crash logs!
  7. That shouldn't be a problem. You can make a variable like public int stackLimit = 64; let it return in getSlotStackLimit: public int getSlotStackLimit() { return this.stackLimit; } and make a constructor like: public SlotCustom(ContainerCustom container, IInventory iinventory, int i, int j, int k, int l) { super(iinventory, i, j, k); field_40442_a = container; this.stackLimit = l; } After all that, when you define the slots in the container, you can do this: addSlotToContainer(new SlotCustom(this, tileentity, 0, 47, 17, 4)); addSlotToContainer(new PD_SlotCustom(this, tileentity, 1, 47, 52, 32)); The first would then take stacks with max. quantity 4, the second would take 32.
  8. Your PacketHandler has a client reference: World world = Minecraft.getMinecraft().theWorld; Don't do that! Use this code instead: World world = ((EntityPlayer)player).worldObj; and then check if it's not remote, like this: if(world.isRemote) break; or: if(!world.isRemote) { // spawn entity code }
  9. I did this in my Particle Deco Mod, here's the source: https://github.com/SanAndreasP/Particle-Decoration-Mod
  10. Look at this and do it right: http://www.minecraftforge.net/forum/index.php/topic,1976.0.html
  11. You have to use this to send something to the server: PacketDispatcher.sendPacketToServer(packet) You don't need a player instance for this.
  12. You can also make an ItemStack out of 3 integers, the 3rd integer would be the damage value, which you can set to 0. new ItemStack(itemID, quantity, damage)
  13. Your mod_ file would be enough. EDIT: Nvm, I used that one posted above. Here's a more or less cleaned mod_ file: https://gist.github.com/dc7f29572c8bcab492c0 PS: You should really check out this tutorial: http://www.minecraftforge.net/wiki/Tutorials/Upgrading_To_Forge_for_1.3.1 It will teach you how to make your mods right and throw out any ModLoader stuff.
  14. Alright, after I wanted to add an ore into the End, I came across an issue: The Ender Dragon keeps destroying the ore when it flies through it. So I looked into the EntityDragon class and made a hook for custom blocks to make them dragon-proof. I made a Pull Request (my first one) for Forge. Here it is: https://github.com/MinecraftForge/MinecraftForge/pull/212 The method allows to use metadata or TileEntities to determine the return value. I hope this is the right way to do such a hook Forget that, I've found an another pull request for this which got merged. Next time I should search more before I submit anything -closed-
  15. What failed? Please give more info about this.
  16. So yeah, I searched a bit and found this on the wiki: http://www.minecraftforge.net/wiki/How_to_use_the_ore_dictionary You should read through this. I tested it myself and it works. @Lex: Sorry for that, It was waay to late for me xP
  17. So you try to use a ModLoader mod (which is only designed for the client) on a dedicated server (minecraft_server.jar)? Find the error.
  18. Use @Instance("MODID") and replace MODID with the ID string of your mod (which you defined in your @Mod annotation: @Mod(modid="MODID",[...])
  19. Don't use MCPatcher (how many times is this mentioned in this forum?). Use either MultiMC or MagicLauncher for Minecraft management and Optifine for HD stuff (and more FPS, too)
  20. Look at here: http://www.minecraftforge.net/forum/index.php/topic,2666.new.html
  21. You need all three files in there! And there's nothing to open. Just put the files into the lib folder.
  22. Read your logs please. The lib folder is located in your .minecraft directory. If it isn't there, then create it.
  23. It crashes because you cannot use Strings as items for the crafting recipe! There must be a method in the OreDictionary which gives you an ItemStack back. This ItemStack can be used then in the recipe. PS: One tip: Don't use ModLoader methods anymore. For recipes use GameRegistry.addRecipe(...). For other ModLoader methods, snoop a bit in the ModLoader class to find the right method. EDIT: Use OreDictionary.getOreID("oreNameHere") to get the ID for the ore. Here's an example code: GameRegistry.addRecipe(new ItemStack(mod_KingdomAge.copperIngot, 1, 40), "YX", 'X', new ItemStack(OreDictionary.getOreID("ingotCopper"), 1, 0), 'Y', new ItemStack(OreDictionary.getOreID("ingotTin"), 1, 0));
  24. testBlock is null when you do it in this way. Do this line you've posted like this: public static Achievement notForKids; and add this line into your load() method (after you've registered your blocks) like this: notForKids = (new Achievement(1001, "notForKids", 2, 5, testBlock, AchievementList.openInventory)).registerAchievement();
  25. Try something like this (it's the same method from vroominator with additional 2 lines): public void onCrafting(EntityPlayer player, ItemStack item, IInventory inv) { for(int i=0; i < inv.getSizeInventory(); i++) { if(inv.getStackInSlot(i) != null) { ItemStack j = inv.getStackInSlot(i); if(j.getItem() != null && j.getItem() == Your Item) { ItemStack k = new ItemStack(Your Item, 2, (j.getItemDamage() + 1)); // these two lines are added by me: if(k.getItemDamage() >= k.getMaxDamage()) k = null; inv.setInventorySlotContents(i, k); } } } }
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