Jump to content

[Minecraft 1.4.6] [Version 3.0.0] TelincCore


telinc1

Recommended Posts

Hooray, my first submitted mod! TelincCore is my core mod. It will be required for all the mods I will release, but can also be used by you! It comes with several function to assist you and a few classes to make your mods smaller. Information about the mod itself and all of its functions and classes can found at Telinc's Mods Wiki.

 

[1.4.6] TelincCore Universal

[1.4.6] TelincCore Source - Not available yet, sorry

 

[1.3.2] [Forge 303] TelincCore Universal

[1.3.2] [Forge 303] TelincCore Source

 

Installation

1. Open up you minecraft.jar/minecraft_server.jar (Minecraft Server.exe can't be modified to my knowledge)

2. Make sure Minecraft Forge is installed. A cheap way of doing it is checking if the folder "cpw" is present.

3. If you don't have a mods folder in your .minecraft/server directory, create it or boot up the game/server.

4. Put TelincCore's universal .JAR in there. Don't extract it!

5. Launch Minecraft/the server and see if everything's working!

 

Reporting a bug

To deal with a bug, I need the following info:

 

Does the bug crash the game/server, or is a method/class not working?

 

I also need:

If it crashes: Exact steps for reproducing and a crash report (if available).

Not working method/class: The method or class that fails to work. If it works and it stops, exact steps to reproduce.

 

And finally: Does the bug only happen on the client, only happen on the server, or on both?

 

Frequently Asked Questions

Q: How do I install TelincCore on a server?

A: It's the same as installing it on a client.

 

Q: My game crashes! fix ur mod ya idiot its nyat warking

A: See: Reporting a bug

A2: See: Installation

 

Q: How do I add this to my mod?

A: Go to the wiki (linked above) and search for the text "check out this page". It should be a link to the tutorials.

 

Q: The wiki is invalid/doesn't contain any information about a given subject!

A: For the first case, feel free to edit it. For the second case, let me know and I will add it!

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • my arrow wont move at all it would stay mid air and show no collision   my Entity class: package net.jeezedboi.epicraft.entity.custom; import net.jeezedboi.epicraft.init.ModItems; import net.minecraft.entity.EntityType; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.projectile.AbstractArrowEntity; import net.minecraft.item.ItemStack; import net.minecraft.network.IPacket; import net.minecraft.util.math.EntityRayTraceResult; import net.minecraft.world.Explosion; import net.minecraft.world.World; import net.minecraftforge.fml.network.NetworkHooks; public class ExplosiveArrowEntity extends AbstractArrowEntity { // default constructor, required to register the entity public ExplosiveArrowEntity(EntityType<ExplosiveArrowEntity> entityType, World world) { super(entityType, world); } public ExplosiveArrowEntity(EntityType<ExplosiveArrowEntity> entityType, double x, double y, double z, World world) { super(entityType, x, y, z, world); } // the constructor used by the ArrowItem public ExplosiveArrowEntity(EntityType<ExplosiveArrowEntity> entityType, LivingEntity shooter, World world) { super(entityType, shooter, world); } // the item stack to give the player when they walk over your arrow stuck in the ground @Override protected ItemStack getArrowStack() { return new ItemStack(ModItems.EXPLOSIVE_ARROW.get()); } @Override protected void onEntityHit(EntityRayTraceResult result) { super.onEntityHit(result); // this, x, y, z, explosionStrength, setsFires, breakMode (NONE, BREAK, DESTROY) this.world.createExplosion(this, this.getPosX(), this.getPosY(), this.getPosZ(), 4.0f, true, Explosion.Mode.BREAK); } // called each tick while in the ground @Override public void tick() { if (this.timeInGround > 60){ this.world.createExplosion(this, this.getPosX(), this.getPosY(), this.getPosZ(), 4.0f, true, Explosion.Mode.BREAK); this.remove(); } } // syncs to the client @Override public IPacket<?> createSpawnPacket() { return NetworkHooks.getEntitySpawningPacket(this); } } my item class :   package net.jeezedboi.epicraft.item.custom; import net.jeezedboi.epicraft.entity.custom.ExplosiveArrowEntity; import net.jeezedboi.epicraft.init.ModEntityTypes; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.projectile.AbstractArrowEntity; import net.minecraft.item.ArrowItem; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class ExplosiveArrowItem extends ArrowItem { public ExplosiveArrowItem(Properties props) { super(props); } @Override public AbstractArrowEntity createArrow(World world, ItemStack ammoStack, LivingEntity shooter) { ExplosiveArrowEntity explosiveArrowEntity = new ExplosiveArrowEntity(ModEntityTypes.EXPLOSIVE_ARROW.get(), shooter, world); return explosiveArrowEntity; } } other stuffs: public static final RegistryObject<Item> EXPLOSIVE_ARROW = ITEMS.register("explosive_arrow", () -> new ExplosiveArrowItem(new Item.Properties().group(ModItemGroup.Epic_Items))); public static final RegistryObject<EntityType<ExplosiveArrowEntity>> EXPLOSIVE_ARROW = ENTITY_TYPES.register("explosive_arrow", () -> EntityType.Builder.create((EntityType.IFactory<ExplosiveArrowEntity>) ExplosiveArrowEntity::new, EntityClassification.MISC) .size(0.5F, 0.5F).build("explosive_arrow")); mappings channel: 'snapshot', version: '20210309-1.16.5'
    • may i ask what it was that fixed it, I'm having the same problem and its frustrating because I'm making an origin.
    • I need to accesses byPath field of net.minecraft.client.renderer.texture.TextureManager. As I found out I need to use accesstransformer.cfg file and make the field public via it. In this file field names look like f_<numbers>. And I was unable to figure out, how to get those. It seems like it is connected to something called mappings (thing left after Minecraft decompile process). How can I get such a name for a class field?
    • The game crashed whilst rendering overlay Error: java.lang.OutOfMemoryError: Java heap space Exit Code: -1   Crash Report:                                              Log: https://pastebin.com/9NMLr5bD       https://pastebin.com/av6Q2jCf Password: gpTq3Gvkc5                     qdF0BeJGYN   Any suggestions what should i do here?
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.