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[Solved] Texture Files


Mtshaw113

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It handles squares. Anything that is a square is good, because it looks up the size of the icon. So regardless of how big your icon is, it is designed to draw from the start to the end, not just 16 pixels.

The only reason it can't handle a square is because it complains about non-squares... and I don't know how to get around that.

 

True, but my point was:

 

The old spritesheets were 256x256 and held 256 sprites.  To keep that the same under the new system, you need 16x16 icon files.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Know how to program in Java. If you don't, start learning Java. You can probably pick it up while writing mods, but don't ask for Java help in Minecraft communication channels. There are entire books on learning Java, along with online tutorials.

"You can probably pick it up while writing mods." I am going to kick the person who wrote that.

 

Lex knows everything? Maybe we should clone him! Oh wait, that would probably be a bad idea. In many ways.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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Know how to program in Java. If you don't, start learning Java. You can probably pick it up while writing mods, but don't ask for Java help in Minecraft communication channels. There are entire books on learning Java, along with online tutorials.

"You can probably pick it up while writing mods." I am going to kick the person who wrote that.

 

It's not technically incorrect.  I didn't know Java and started writing mods.  I did, however, have prior programming experience in multiple languages (C++, C#, Javascript, Actionscript 2, Actionscript 3...).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Know how to program in Java. If you don't, start learning Java. You can probably pick it up while writing mods, but don't ask for Java help in Minecraft communication channels. There are entire books on learning Java, along with online tutorials.

"You can probably pick it up while writing mods." I am going to kick the person who wrote that.

 

It's not technically incorrect.  I didn't know Java and started writing mods.  I did, however, have prior programming experience in multiple languages (C++, C#, Javascript, Actionscript 2, Actionscript 3...).

Well, if you know C, then it's smooth sailing. I knew Python at the age of, like, ten, then I learned Java and GL because I wanted to write a Minecraft clone, then I decided to get into Minecraft modding. Still, I get tired of the people who think they can learn how to program and how to program in Java like this.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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Well, if you know C, then it's smooth sailing. I knew Python at the age of, like, ten, then I learned Java and GL because I wanted to write a Minecraft clone, then I decided to get into Minecraft modding. Still, I get tired of the people who think they can learn how to program and how to program in Java like this.

 

Eh.  My C* is a bit rusty.  I can't write applications from the ground up, much less one with a GUI or any rendering.  Most of what I do is either in Unity3D, Flash, or web-based.

 

As far as I'm concerned the only difference between Java and Flash is how variables are declared.

("int a;" vs. "var a:int;")

Oh, and having to deal with Floats and Doubles not being the same thing and can't convert between them implicitly.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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So I started sorta learning Lua when I was like 8 but i didnt get far at all(played Roblox) then when I was 13 I started learning Java, but didnt get very far, made some VERY simple programs, and then I started to mod minecraft. I then kind of gave up till summer started so I had all the time in the world. And I would like my ore to spawn. So how do I make it static?

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Well, if you know C, then it's smooth sailing. I knew Python at the age of, like, ten, then I learned Java and GL because I wanted to write a Minecraft clone, then I decided to get into Minecraft modding. Still, I get tired of the people who think they can learn how to program and how to program in Java like this.

 

Eh.  My C* is a bit rusty.  I can't write applications from the ground up, much less one with a GUI or any rendering.  Most of what I do is either in Unity3D, Flash, or web-based.

 

As far as I'm concerned the only difference between Java and Flash is how variables are declared.

("int a;" vs. "var a:int;")

Oh, and having to deal with Floats and Doubles not being the same thing and can't convert between them implicitly.

The largest change for me (python to java) was getting used to all the type restriction, and not just float/double. (function args, returns, variable types, casting) I don't like the way Java restricts everything. I've wanted, many times, to change something that was private/protected/package or final in a Minecraft class, but I couldn't. Making a getter and setter for one variable when you could just refer directly seems like a waste of space. I hold the belief that if you don't want something changed, it is a simple matter to *not change it*. Or, if you're writing an API or the like, make sure to write in the docs that you don't want it changed. I wrote a rant a while back to this effect.

 

Actually, the largest change was probably the eternal stupidity of Java arrays (here's another rant for you). Python's list syntax alone makes it a better language. Probably the only advantage Java has over Python that I can think of is the ternary operator. And even then you can instead use (c,a)\[b\] instead of a ? b : c. (Edit: Dammit, markdown.)

 

Or maybe the largest change would be the non-descriptive-ness of NPE's. If Python can use a NameError to say that something isn't defined, or an AttributeError to say that there's no such function or method, I don't see why Java can't.

So I started sorta learning Lua when I was like 8 but i didnt get far at all(played Roblox) then when I was 13 I started learning Java, but didnt get very far, made some VERY simple programs, and then I started to mod minecraft. I then kind of gave up till summer started so I had all the time in the world. And I would like my ore to spawn. So how do I make it static?

Just put a "static" modifier on the block.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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Well, if you know C, then it's smooth sailing. I knew Python at the age of, like, ten, then I learned Java and GL because I wanted to write a Minecraft clone, then I decided to get into Minecraft modding. Still, I get tired of the people who think they can learn how to program and how to program in Java like this.

 

Eh.  My C* is a bit rusty.  I can't write applications from the ground up, much less one with a GUI or any rendering.  Most of what I do is either in Unity3D, Flash, or web-based.

 

As far as I'm concerned the only difference between Java and Flash is how variables are declared.

("int a;" vs. "var a:int;")

Oh, and having to deal with Floats and Doubles not being the same thing and can't convert between them implicitly.

The largest change for me (python to java) was getting used to all the type restriction, and not just float/double. (function args, returns, variable types, casting) I don't like the way Java restricts everything. I've wanted, many times, to change something that was private/protected/package or final in a Minecraft class, but I couldn't. Making a getter and setter for one variable when you could just refer directly seems like a waste of space. I hold the belief that if you don't want something changed, it is a simple matter to *not change it*. Or, if you're writing an API or the like, make sure to write in the docs that you don't want it changed. I wrote a rant a while back to this effect.

 

Actually, the largest change was probably the eternal stupidity of Java arrays (here's another rant for you). Python's list syntax alone makes it a better language. Probably the only advantage Java has over Python that I can think of is the ternary operator. And even then you can instead use (c,a) instead of a ? b : c.

 

Or maybe the largest change would be the non-descriptive-ness of NPE's. If Python can use a NameError to say that something isn't defined, or an AttributeError to say that there's no such function or method, I don't see why Java can't.

So I started sorta learning Lua when I was like 8 but i didnt get far at all(played Roblox) then when I was 13 I started learning Java, but didnt get very far, made some VERY simple programs, and then I started to mod minecraft. I then kind of gave up till summer started so I had all the time in the world. And I would like my ore to spawn. So how do I make it static?

Just put a "static" modifier on the block.

How do i do that? More so i guess where do i put that?

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Well, if you know C, then it's smooth sailing. I knew Python at the age of, like, ten, then I learned Java and GL because I wanted to write a Minecraft clone, then I decided to get into Minecraft modding. Still, I get tired of the people who think they can learn how to program and how to program in Java like this.

 

Eh.  My C* is a bit rusty.  I can't write applications from the ground up, much less one with a GUI or any rendering.  Most of what I do is either in Unity3D, Flash, or web-based.

 

As far as I'm concerned the only difference between Java and Flash is how variables are declared.

("int a;" vs. "var a:int;")

Oh, and having to deal with Floats and Doubles not being the same thing and can't convert between them implicitly.

The largest change for me (python to java) was getting used to all the type restriction, and not just float/double. (function args, returns, variable types, casting) I don't like the way Java restricts everything. I've wanted, many times, to change something that was private/protected/package or final in a Minecraft class, but I couldn't. Making a getter and setter for one variable when you could just refer directly seems like a waste of space. I hold the belief that if you don't want something changed, it is a simple matter to *not change it*. Or, if you're writing an API or the like, make sure to write in the docs that you don't want it changed. I wrote a rant a while back to this effect.

 

Actually, the largest change was probably the eternal stupidity of Java arrays (here's another rant for you). Python's list syntax alone makes it a better language. Probably the only advantage Java has over Python that I can think of is the ternary operator. And even then you can instead use (c,a) instead of a ? b : c.

 

Or maybe the largest change would be the non-descriptive-ness of NPE's. If Python can use a NameError to say that something isn't defined, or an AttributeError to say that there's no such function or method, I don't see why Java can't.

So I started sorta learning Lua when I was like 8 but i didnt get far at all(played Roblox) then when I was 13 I started learning Java, but didnt get very far, made some VERY simple programs, and then I started to mod minecraft. I then kind of gave up till summer started so I had all the time in the world. And I would like my ore to spawn. So how do I make it static?

Just put a "static" modifier on the block.

How do i do that? More so i guess where do i put that?

 

In the class where you declared your block ID, add static to the beginning. ie:

 public static myFirstBlockID 

(public isn't necessary, but I do use it sometimes)

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The largest change for me (python to java) was getting used to all the type restriction, and not just float/double. (function args, returns, variable types, casting) I don't like the way Java restricts everything.

 

I've gotten into using type restrictions in Flash because it's faster.

Otherwise this is valid code (and not only will compile, but will run:

var i = 1.333;
i += 0x1;
i = new Object();
i.random = 2;

 

I've wanted, many times, to change something that was private/protected/package or final in a Minecraft class, but I couldn't. Making a getter and setter for one variable when you could just refer directly seems like a waste of space. I hold the belief that if you don't want something changed, it is a simple matter to *not change it*. Or, if you're writing an API or the like, make sure to write in the docs that you don't want it changed. I wrote a rant a while back to this effect.

 

There are good reasons for getters/setters.  For example if setting the property means that some other flags or variables need to get set as a result.  A good example is the setters that cause datawatchers to update.  Likewise health (forcing every effect that CAN reduce an entity to 0 hp having to manage that entity dying would be absurd, instead you can manage that inside the setter!).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Share on other sites

Well, if you know C, then it's smooth sailing. I knew Python at the age of, like, ten, then I learned Java and GL because I wanted to write a Minecraft clone, then I decided to get into Minecraft modding. Still, I get tired of the people who think they can learn how to program and how to program in Java like this.

 

Eh.  My C* is a bit rusty.  I can't write applications from the ground up, much less one with a GUI or any rendering.  Most of what I do is either in Unity3D, Flash, or web-based.

 

As far as I'm concerned the only difference between Java and Flash is how variables are declared.

("int a;" vs. "var a:int;")

Oh, and having to deal with Floats and Doubles not being the same thing and can't convert between them implicitly.

The largest change for me (python to java) was getting used to all the type restriction, and not just float/double. (function args, returns, variable types, casting) I don't like the way Java restricts everything. I've wanted, many times, to change something that was private/protected/package or final in a Minecraft class, but I couldn't. Making a getter and setter for one variable when you could just refer directly seems like a waste of space. I hold the belief that if you don't want something changed, it is a simple matter to *not change it*. Or, if you're writing an API or the like, make sure to write in the docs that you don't want it changed. I wrote a rant a while back to this effect.

 

Actually, the largest change was probably the eternal stupidity of Java arrays (here's another rant for you). Python's list syntax alone makes it a better language. Probably the only advantage Java has over Python that I can think of is the ternary operator. And even then you can instead use (c,a) instead of a ? b : c.

 

Or maybe the largest change would be the non-descriptive-ness of NPE's. If Python can use a NameError to say that something isn't defined, or an AttributeError to say that there's no such function or method, I don't see why Java can't.

So I started sorta learning Lua when I was like 8 but i didnt get far at all(played Roblox) then when I was 13 I started learning Java, but didnt get very far, made some VERY simple programs, and then I started to mod minecraft. I then kind of gave up till summer started so I had all the time in the world. And I would like my ore to spawn. So how do I make it static?

Just put a "static" modifier on the block.

How do i do that? More so i guess where do i put that?

 

In the class where you declared your block ID, add static to the beginning. ie:

 public static myFirstBlockID 

(public isn't necessary, but I do use it sometimes)

Ok I cant seem to get it to work.

I declared it in my main class file, but I thought I already had it static

 

package mtshaw113.juli;

import mtshaw113.juli.client.ClientProxy;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.Init;
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;


@Mod(modid="Juli", name="Juli", version="0.0.0")
@NetworkMod(clientSideRequired=true, serverSideRequired=false)
public class Juli {

    // The instance of your mod that Forge uses.
    @Instance("Juli")
    public static Juli instance;
   
    // Says where the client and server 'proxy' code is loaded.
    @SidedProxy(clientSide="mtshaw113.juli.client.ClientProxy", serverSide="mtshaw113.juli.CommonProxy")
    public static CommonProxy proxy;
    public static ClientProxy proxy1;
   
public static EventManager eventmanager = new EventManager();
public static Block oreJuli;              //<--- Isn't it static there?
public static final String modid = "Juli";
    
    @Init
    public void load(FMLInitializationEvent event) {
            proxy.registerRenderers();
            
            GameRegistry.registerWorldGenerator(eventmanager);                        
            
            oreJuli = new Block(500, Material.rock).setUnlocalizedName("oreJuli");           
            GameRegistry.registerBlock(oreJuli, modid + oreJuli.getUnlocalizedName());          
            LanguageRegistry.addName(oreJuli, "Juli's Ore");
            
            
            
  /*  ItemStack dirtStack = new ItemStack (Block.dirt);
   * ItemStack gravelStack = new ItemStack(Block.gravel);
   * ItemStack cobbleStack = new ItemStack(Block.cobblestone);     
   * 
   * GameRegistry.addSmelting(Block.stone.blockID, new ItemStack(
   *         Block.stoneBrick), 0.1f);
   *  
   * GameRegistry.addRecipe(new ItemStack(Block.stone), "xyx", "y y", "xyx",
   *         'x', dirtStack, 'y', gravelStack);
   */
    
            
    }

}

 

My Event Manager code:

 

package mtshaw113.juli;

import java.util.Random;

import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenMinable;
import cpw.mods.fml.common.IWorldGenerator;

public class EventManager implements IWorldGenerator {

   @Override
   public void generate(Random random, int chunkX, int chunkZ, World world,
         IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
      switch(world.provider.dimensionId){
      
      case 1:
         generateNether(world, random, chunkX * 16, chunkZ * 16);
         
      case 0:
         generateSurface(world, random, chunkX * 16, chunkZ * 16);
         
      case -1:
         generateEnd(world, random, chunkX * 16, chunkZ * 16);
      }
      
   }

   private void generateEnd(World world, Random random, int chunkX, int chunkZ) {
      
      }
       


   public void generateSurface(World world, Random random, int chunkX, int chunkZ) {
      for(int i = 0; i < 9; i++){
         int xCoord = chunkX + random.nextInt(16);
         int yCoord = random.nextInt(40);
         int zCoord = chunkZ + random.nextInt(16);
         
         (new WorldGenMinable(mtshaw113.juli.oreJuli.blockID, 5)).generate(world, random, xCoord, yCoord, zCoord);
         
      }
      
   }
   
      /**
    Here, your ore has a spawn rate of 9 (which you can change to suit your desires):
            for(int  i = 0; i < 9; i++) {
    It spawns at, or below, level 13 on the Y-Axis (also changeable):
            in yCoord = random.nextInt(13);
    And it spawns at a max of 4 blocks per vein (again, changeable):
            ...(mtshaw113.julit.oreJuli, 4) ...
     **/

   private void generateNether(World world, Random random, int chunkX,
         int chunkZ) {
      
   }

}

 

And my oreJuli class(The block im trying to spawn):

 

package mtshaw113.juli;

import net.minecraft.block.Block;
import net.minecraft.block.BlockOre;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class oreJuli extends BlockOre 
{
public oreJuli(int id, Material par2Material)
{
	super(id);
	this.setCreativeTab(CreativeTabs.tabBlock);
}{

Block oreJuli;
final String modid = "Juli";

oreJuli = new Block(500, Material.rock).setUnlocalizedName("oreJuli");           
    GameRegistry.registerBlock(oreJuli, modid + oreJuli.getUnlocalizedName());          
    LanguageRegistry.addName(oreJuli, "Juli's Ore");

}

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[oreJuli]");
}



/*	 @SideOnly(Side.CLIENT)
     public void registerIcons(IconRegister par1IconRegister)
  {
      this.blockIcon = par1IconRegister.registerIcon(Juli.modid + ":" + this.getUnlocalizedName2());
  }
*/
}

 

Sorry I am extremely bad at Java, I just wanted something fun and easy(easy as in like it wont take hundreds of hours of coding) to do over the summer. I promise I will start learning soon, I just want that ore to work first!

And back to the original original question, My block(from the creative menu) Has the "Missing Texture" texture

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The largest change for me (python to java) was getting used to all the type restriction, and not just float/double. (function args, returns, variable types, casting) I don't like the way Java restricts everything.

 

I've gotten into using type restrictions in Flash because it's faster.

Otherwise this is valid code (and not only will compile, but will run:

var i = 1.333;
i += 0x1;
i = new Object();
i.random = 2;

I don't see a good reason why it shouldn't run. You're setting it to 1.333, then adding 1. Then you're setting it to an object, and you're giving it an attribute called "random" that you're setting to 2. Beats me as to why, but there's no good reason why you shouldn't be able to do that.

I've wanted, many times, to change something that was private/protected/package or final in a Minecraft class, but I couldn't. Making a getter and setter for one variable when you could just refer directly seems like a waste of space. I hold the belief that if you don't want something changed, it is a simple matter to *not change it*. Or, if you're writing an API or the like, make sure to write in the docs that you don't want it changed. I wrote a rant a while back to this effect.

 

There are good reasons for getters/setters.  For example if setting the property means that some other flags or variables need to get set as a result.  A good example is the setters that cause datawatchers to update.  Likewise health (forcing every effect that CAN reduce an entity to 0 hp having to manage that entity dying would be absurd, instead you can manage that inside the setter!).

True. I agree entirely. I'm referring to the getters without setters (if you don't want the variable modified, just say so!) or the like.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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mtshaw113.juli.oreJuli.blockID

 

This is wrong.

 

You want Juli.oreJuli.blockID

 

I don't see a good reason why it shouldn't run. You're setting it to 1.333, then adding 1. Then you're setting it to an object, and you're giving it an attribute called "random" that you're setting to 2. Beats me as to why, but there's no good reason why you shouldn't be able to do that.

 

Type errors are a very good thing to check:

 

var i = new Object();
if(rand.nextBoolean()) {
     i = 3;
}
i.prop = 9;

 

That should not compile.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Ok finally the ore spawns. But the texture is still being "Missing Texture" Derpy.

 

Because:

 

this.blockIcon = par1iconregister.registerIcon("[oreJuli]");

 

Your registering things wrong.  It's looking for a file named "[oreJuli]" (including those brackets!) in the /mods/textures/blocks folder.

 

17th time I've posted this:

 

Capture.png

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Share on other sites

Ok finally the ore spawns. But the texture is still being "Missing Texture" Derpy.

 

Because:

 

this.blockIcon = par1iconregister.registerIcon("[oreJuli]");

 

Your registering things wrong.  It's looking for a file named "[oreJuli]" (including those brackets!) in the /mods/textures/blocks folder.

 

17th time I've posted this:

 

Capture.png

If I follow your setup, I get an error on 'blockIcon': Syntax error on token "blockIcon", VariableDeclaratorId expected after this token 58CqScH.png

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...

 

Seriously?

 

I'm not even going to tell you what's wrong.  It should be blindingly obvious to anyone with a pair of eyeballs.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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    • rp.crazyheal.xyz mods  
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
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