Jump to content
  • Home
  • Files
  • Docs
Status Updates
  • All Content

  • Advanced Search
  • Existing user? Sign In  

    Sign In



    • Not recommended on shared computers


    • Forgot your password?

  • Sign Up
  • All Activity
  • Home
  • Bektor
The update for 1.13 is being worked on - please be patient. (Updated 02/19/19)

Bektor

Forge Modder
 View Profile  See their activity
  • Content count

    852
  • Joined

    April 1, 2013
  • Last visited

    February 9

Community Reputation

12 Good

About Bektor

  • Rank
    Dragon Slayer

Converted

  • Gender
    Male
  • Location
    Germany
  • Personal Text
    Founder and Developer of the Primeval Forest Mod.

Recent Profile Visitors

4373 profile views
  • Cadiboo

    Cadiboo

    August 26, 2018

  • Geometrically

    Geometrically

    July 25, 2018

  • Dragonisser

    Dragonisser

    April 19, 2018

  • Soukyan

    Soukyan

    February 2, 2018

  • HarryTechReviews

    HarryTechReviews

    February 1, 2018

  1. Bektor

    [1.12.2][SOLVED] Register Biomes and add types crashes

    Bektor replied to Bektor's topic in Modder Support

    Ah, ok. Thx.
    • February 9
    • 2 replies
  2. Bektor

    [1.12.2][SOLVED] Register Biomes and add types crashes

    Bektor posted a topic in Modder Support

    Hi, whenever I'm trying to register my biomes and later call BiomeDictionary.addTypes I'm getting the following problem: Caused by: java.lang.IllegalArgumentException: Cannot add types to unregistered biome null @ObjectHolder(Constants.MOD_ID) public class ModBiomes { public static final BiomeDeepForest deepForest = null; @Mod.EventBusSubscriber(modid = Constants.MOD_ID) public static class RegistrationHandler { @SubscribeEvent public static void registerBiomes(final RegistryEvent.Register<Biome> event) { final IForgeRegistry<Biome> registry = event.getRegistry(); System.out.println("Registering biomes..."); // this line is called registry.register(new BiomeDeepForest().setRegistryName(Constants.MOD_ID, ModWorldGen.BIOME_NAME)); } } // Called at the end of FMLInitializationEvent public static void initBiomeManagerAndDictionary() { System.out.println("Init Biome Manager and Dictionary..."); // this line is called BiomeManager.addBiome(BiomeType.WARM, new BiomeEntry(deepForest, 10)); BiomeManager.addSpawnBiome(deepForest); BiomeDictionary.addTypes(deepForest, // Exception occurs here! BiomeDictionary.Type.FOREST, BiomeDictionary.Type.DENSE); } } Crash log:
    • February 9
    • 2 replies
  3. Bektor

    [1.12.2] [SOLVED] GUI Renders only one color of texture

    Bektor replied to Bektor's topic in Modder Support

    Thx, this solved the problem.
    • September 12, 2018
    • 6 replies
  4. Bektor

    [1.12.2] [SOLVED] GUI Renders only one color of texture

    Bektor replied to Bektor's topic in Modder Support

    How can I draw a texture with 30x30px? I'm also wondering how I could scale this texture, for example when the UI element is smaller than the texture, but the full texture should be drawn within this smaller UI element.
    • September 12, 2018
    • 6 replies
  5. Bektor

    [1.12.2] [SOLVED] GUI Renders only one color of texture

    Bektor replied to Bektor's topic in Modder Support

    It is rendering a white texture just fine (as a white texture), a black texture is rendered just fine, a red texture is rendered just fine. But now matter what colors the texture has, the question mark will not be drawn (tested with black and transparent background, red and white question marks). My class just extends GuiButton and doesn't overwrite anything else except for this method.
    • September 11, 2018
    • 6 replies
  6. Bektor

    [1.12.2] [SOLVED] GUI Renders only one color of texture

    Bektor posted a topic in Modder Support

    Hi there, I'm having the problem that my GUI only renders one color of my texture. @Override public void drawButton(Minecraft mc, int mouseX, int mouseY, float partialTicks) { if(this.enabled && this.visible) { GlStateManager.color(1.f, 1.f, 1.f, 1.f); ResourceLocation BUTTON_ICON = new ResourceLocation(Constants.MOD_ID, "textures/gui/icon_test.png"); mc.getTextureManager().bindTexture(BUTTON_ICON); this.drawTexturedModalRect(this.x, this.y, 0, 0, 30, 30); this.drawCenteredString(mc.fontRenderer, this.displayString, this.x + 40, this.y + (this.height - 8) / 2, 0xFFFFFF); } } This piece of code only ever results into a blank texture beeing drawn instead of the (for test purposes) question mark within it beeing drawn. The texture is 32 by 32 px large. Chaning the background of the test texture from black to transparent makes it impossible to see anything of the texture at all. Thx in advance. Bektor
    • September 11, 2018
    • 6 replies
  7. Bektor

    [1.12.2] [SOLVED] ConcurrentModificationException

    Bektor replied to Bektor's topic in Modder Support

    Ok, thx.
    • September 11, 2018
    • 3 replies
  8. Bektor

    [1.12.2] [SOLVED] ConcurrentModificationException

    Bektor posted a topic in Modder Support

    Hi there, I've got a small problem: I got back to my old source code and wanted to finish the GUI, thought for some reason I'm running into a ConcurrentModificationException at the starting line of the for-loop. --> Code is located at the beginning of initGui() this.buttonList.clear(); this.categories = new ArrayList<>(JustAnotherEnergyAPI.getAllCategories()); this.categories.sort(Comparator .comparingInt((LexiconCategory c) -> c.getModID().equals(Constants.MOD_ID) ? 0 : 1) .thenComparing(Comparator.comparing(LexiconCategory::getModID)) .thenComparing(Comparator.comparing(LexiconCategory::getPriority)) ); for(LexiconCategory category : this.categories) { // TODO: limit number of categories per page this.categories.add(category); this.buttonList.add(new GuiButtonCategory(category.getPriority(), this.left + 20, this.top + 20, this.guiWidth, 30, category.getUnlocalisedName())); } Thx in advance. Bektor
    • September 11, 2018
    • 3 replies
  9. Bektor

    (1.12.2)[SOLVED] Questions about Recipes

    Bektor replied to Bektor's topic in Modder Support

    Well: Crafting a bed might need wool, but you might also use stone. Different recipe, same result.
    • May 30, 2018
    • 8 replies
  10. Bektor

    (1.12.2)[SOLVED] Questions about Recipes

    Bektor replied to Bektor's topic in Modder Support

    But what about custom items? I'm also wondering if it is possible to define multiply recipes for the same item and how this should be done?
    • May 30, 2018
    • 8 replies
  11. Bektor

    (1.12.2)[SOLVED] Questions about Recipes

    Bektor replied to Bektor's topic in Modder Support

    So what exaclty is a factory in Forge and how does it work?
    • May 17, 2018
    • 8 replies
  12. Bektor

    (1.12.2)[SOLVED] Questions about Recipes

    Bektor posted a topic in Modder Support

    Hi there, I've got a few questions regarding recipes in Forge 1.12.2: What 'types' does forge come with besides the normal minecraft:shaped_recipe and minecraft:smelting stuff. How can one register his own type. How can I create a recipe which returns multiply different items, for example an emtpy bucket and an apple (in this case a full bucket was provided) or an apple and a dirt block. Thx in advance. Bektor EDIT: see here
    • May 17, 2018
    • 8 replies
  13. Bektor

    [1.12.2] [UNSOLVED] JUnit 5

    Bektor posted a topic in Modder Support

    Hi, I'm wondering what things I can test with JUnit 5 of my mod as I know that Minecraft is a bit limited in terms of what can be tested and what can't. Thx in advance. Bektor
    • April 15, 2018
  14. Bektor started following [1.12.2] [UNSOLVED] Mappings Event April 15, 2018
  15. Bektor

    [1.12.2] [UNSOLVED] Mappings Event

    Bektor posted a topic in Modder Support

    Hi, I'm wondering how I can change mod mappings in order to convert some changed block names over to the new names as I'm currently refactoring my complete src code like every few months and don't want to re-create my entire test world again. Thx in advance. Bektor
    • April 15, 2018
    • 1 reply
  16. Bektor

    [1.12.2] [UNSOLVED] Forge Gradle Plugin using Gradle Plugins

    Bektor posted a topic in ForgeGradle

    Hi there, I want to know wether it is possible to use the new plugins { id 'java' id 'eclipse' id 'idea' } syntax for the net.minecraftforge.gradle:ForgeGradle:2.3-SNAPSHOT plugin, as it seems to be that there are multiply different types of plugins with different requirements for this syntax: https://docs.gradle.org/current/userguide/plugins.html I don't know when this new sytanx was added, but I'm currently upgrading to Gradle 4.6 because of it's native JUnit 5 support. Thx in advance. Bektor
    • April 5, 2018
  • All Activity
  • Home
  • Bektor
  • Theme
  • Contact Us

Copyright © 2017 ForgeDevelopment LLC Powered by Invision Community