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md678685

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  1. These are just basic practices you should follow, but packages should never, ever start with a capital letter. Only classes should begin with a capital letter. Second, you don't appear to own "floey.com", so you shouldn't be using "com.floey" in your package names. If you really need a domain name in your packages, create a GitHub account and use GitHub Pages to create a page for your mod. Then use "io.github.floey" instead. Third, classes should only begin with a capital I if they are interfaces. The code you have posted does not contain an interface. Also, why exactly do you want to create a custom player inventory class? I don't see any logical purpose.
  2. You should find a tutorial which explains things thoroughly, and make sure you actually read everything else, not just the code. You clearly didn't write that yourself, or else you would know what those variables are.
  3. What are i1, j1 and k1? (Tip: you can disable smileys by clicking on "Attachments and other options" before posting.)
  4. After setting the workspace up again, Minecraft now loads up the localizations perfectly fine. Not sure what was wrong originally, but fixed now.
  5. The build/resources folder doesn't exist. I'll re-set up my workspace and try again.
  6. Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(SteelSword, 8000, new ModelResourceLocation("swm:item_SteelSword", "inventory")); should be changed to Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(SteelSword, 0, new ModelResourceLocation("swm:SteelSword", "inventory")); Also, never capitalize the first letter of variables. Always capitalize the first letter of classes, though.
  7. Sorry, I should clarify: The localization files (I have an en_GB.lang file in the same place) are not in the build/classes folder. The only other assets I tried to use, textures, did not work, so the problem extends to all of my assets.
  8. I did add the line before importing, but none of the assets seem to be in the build/classes folder. I couldn't get textures to work, but I didn't link it to this. EDIT: I put the line at the very end of the file, after all of the closing brackets, if that affects anything.
  9. See Eternaldoom's post on updating to 1.8(http://www.minecraftforge.net/forum/index.php/topic,24263.0.html). The section on Blocks and Items is especially helpful.
  10. Yes, but I have included the sourceSets { main { output.resourcesDir = output.classesDir } } line in my build.gradle.
  11. While trying to update to 1.8, I encountered a strange bug regarding localizations. When running Minecraft, the game will only display unlocalized names for all of my blocks and items and for my creative tab. As far as I can tell, my files are set up properly. assets/whitecraft/lang/en_US.lang: Do I need to make any changes from 1.7? They worked flawlessly before. Images:
  12. The first time I tried, Minecraft and Forge were missing, for some reason. However, the second time, it worked fine. I guess the class used to start the game wasn't updated for FML for 1.8.
  13. The same error seems to happen (see log1 at the original link). Thanks for the link, didn't know Gradle integration worked properly now (had a poor past experience with it and IntelliJ).
  14. I recently updated my mod development environment to Forge 1.8-11.14.0.1273. After looking through my code to find and fix errors, I attempted to run Minecraft. My environment was updated using the tasks cleanCache, cleanIdea, setupDecompWorkspace and idea (after modifying my build script to use Forge for 1.. Here are my build script and run log: https://gist.github.com/md678685/f8a5deb73f9b8daab231
  15. Oh. Because the latest MCP + Forge thought my fresh 1.4.2 server and client were 1.4.3 server/client. Oh well, thanks for telling me!
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