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Messages - larsgerrits

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1
Modder Support / Re: Gun Mod
« on: Yesterday at 10:39:22 pm »
Probably 1.7.10. Next time, don't bump a year old post.

2
Support & Bug Reports / Re: Minecraft Forge 1.11.2 forge crashing
« on: Yesterday at 04:02:55 pm »
Just start the game once more...

3
I know I just learned about reflections :P

refraction is fun too :D! Got me a new cell phone up n runnin' not too long ago ^-^

Its a "figo".
What are you even talking about? :o

4
Suggestions / Re: Make Installers For Older Minecraft Versions
« on: Yesterday at 01:40:03 am »
Minecraft Forge only supports the latest and a few before that (1.8.9 is the latest, will stop being supported soon). There won't be any installer made by the Forge team for any Minecraft version before that.

5
Modder Support / Re: [1.8.9] Block Textures
« on: Yesterday at 01:37:43 am »
You never fill the StarcraftBlocks.blockList array with any Blocks.

6
Support & Bug Reports / Re: Bug with chunks
« on: January 17, 2017, 10:33:44 pm »
You probably can't, unless you have a backup of the world. Something might've gone wrong with saving the world, or you updated the world from an old version.

7
Support & Bug Reports / Re: I need some info on Forge.
« on: January 17, 2017, 02:45:14 pm »
If you mean to get the info I need, Forge isn't on there.
If you mean for the website field,
CurseForge is completely unrelated to Minecraft Forge and is in fact just Curse.com's url for game mods such as Minecraft mods/modpacks/etc..
He meant that it's best that you manage mod packs on Curse.

The author is LexManos.
You can use this website for the URL.
Forge doesn't really have a description I know of (do something like "Unofficial Minecraft modding API").
There's no donation thing for Forge, though Lex has a Patreon in his signature.

8
Modder Support / Re: [1.11] How to cancel bucket use event?
« on: January 17, 2017, 02:41:08 pm »
Post your updated code.

9
ForgeGradle / Re: [1.8.9] Missing some models after building
« on: January 17, 2017, 02:24:05 pm »
Model registration, and anything related that could be usefull to us.

10
ForgeGradle / Re: [1.8.9] Missing some models after building
« on: January 17, 2017, 02:04:29 pm »
JAR files are case-sensitive, Windows isn't. This allows for some files to work on Windows, but not in a JAR file, so check the spelling in your code. If you want more help, post related code.

Also, we're not going to download a random file from the internet. Post code or logs using Gist or Pastebin, with correct syntax highlighting for code.

11
Modder Support / Re: [1.11] How to cancel bucket use event?
« on: January 17, 2017, 02:00:41 pm »
Don't compare ItemStack instances. They can never be equal, especially when you create a new one directly before comparing. Compare the Item in the ItemStack: ItemStack#getItem() == Items.LAVA_BUCKET.

12
1.7.10 is no longer supported by Forge.

13
General Discussion / Re: Installing Minecraft Forge on iPad 2
« on: January 16, 2017, 06:33:06 am »
This is not possible. Minecraft Forge is only for the Java version of Minecraft.

14
1.7.10 is no longer supported by Forge.

15
Modder Support / Re: Gradle Build fails
« on: January 16, 2017, 04:11:06 am »
The admins are working as hard as they can on fixing the website. BSPKRS is working on it right now.

16
This is a known bug, and there's been a discussion about how to fix it. This will most likely be fixed soon.

17
Modder Support / Re: Not able to use the MDKExample
« on: January 13, 2017, 03:26:00 pm »
http://mcforge.readthedocs.io/en/latest/gettingstarted/

Follow this tutorial, this is all you need to start modding.

18
Modder Support / Re: [1.11.2] Custom Fertiliser not working (unsolved)
« on: January 12, 2017, 10:30:52 pm »
Proper formatting, especially indentation.

19
Support & Bug Reports / Re: failed to log in?
« on: January 12, 2017, 01:54:57 pm »
Post the logs.

20
It looks like several files can't be saved correctly, which makes me think you don't have write access to that folder.

Also, your file structure is weird. These are 2 lines from the log:
Code: [Select]
[21:37:19] [Client thread/ERROR] [FML]: Attempting to load configuration from C:\Users\Syndra\AppData\Roaming\.minecraft\instances\1.11.2\config, which is not a directory
[21:37:18] [Client thread/WARN]: Unable to create resourcepack folder: C:\Users\Syndra\AppData\Roaming\.minecraft\instances\1.11.2 \resourcepacks
Some of the have 1.11.2 with a space in the folder name, and some without. This may also help cause the issue.

21
Modder Support / Re: Registering objects during runtime?
« on: January 12, 2017, 02:57:14 am »
This isn't possible right now, and most likely never will be, due to some restraints in the Minecraft code base.

Why do you want to register blocks at runtime?

22
Modder Support / Re: [1.11] Sharing Energy Issue
« on: January 12, 2017, 01:38:43 am »
The way you are using a Map<TileEntity, EnumFacing> is not good. Everytime you call HashMap#put, it overrides the previous value for that key. So if a TileEntity has multiple sides, only the last will retain in the Map.
Code: [Select]
for(TileEntity tileEntity : energyUsers.keySet()) {
               for(EnumFacing facing : energyUsers.values()) {
                    if(tileEntity.hasCapability(CapabilityEnergy.ENERGY, facing)) {
                        IEnergyStorage cap = tileEntity.getCapability(CapabilityEnergy.ENERGY, facing);
                        if(cap != null) {
                            handleEnergy(tileEntity, cap);
                        }
                    }
                }
            }
This is wrong, especially the for loops. You go through each TileEntity, then go through every side in the Map (hint: only the last from each TileEntity). This doesn't make sense. Just have a List<TileEntity> to save them, then go through each side when in the part of the code when you need the energy from the TileEntity.

23
Modder Support / Re: [1.10]Double Furnace
« on: January 12, 2017, 01:27:20 am »
2 questions: do you understand and know what each line in your code does? If not, do you at least know Java?

24
Modder Support / Re: [1.10.2] {Unsolved} Creative Tab Organization
« on: January 12, 2017, 01:24:14 am »
The items in the creative tab are sorted by their ID. If you register an Item before another one, it's listed before the other one. So you have to make sure your Items are registered in order.

Note: if you already have a test world with those Items, they won't be sorted properly, because the previous IDs are already used. Make a new world to see the proper result.

25
Modder Support / Re: [1.10.2] Render fluid level in tank with TESR
« on: January 12, 2017, 01:17:49 am »
You are using integer division everywhere (12/16), which will always be rounded down (12/16 = 0.75 = 0). To do proper division with decimals, use floats (12F/16F = 0.75F).

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