ntzrmtthihu777
Forge Modder-
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Everything posted by ntzrmtthihu777
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use the forgesrc zip from files.minecraftforge.net, then do the setup with gradle (gradle setupDecompWorkspace), then find forgeSrc-version.jar under libraries in your IDE.
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To put it simply we can't help with such vague information. Check how vanilla json files assign textures, when you GameRegister.register(block, "block") assets/modid/blockstates/block.json is automagically used to do the heavy lifting, ergo, study vanilla.
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@Lex man, tough beans as soon as I heard about this even *maybe* happening I was on edge. Really wish I was a better coder, I've got all sorts of ideas that I think could be of use, and would love to lend a hand. But, since I'm not `that guy', I suppose at least I can help with the common questions (diagnosing PEBCAK, lol). All in all, I wish you (and whoever else is left on the Forge team) the best of luck and all my good wishes. This game is a bonding point between me and my little sister, and we love modded minecraft. I'd hate to see that ruined
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Changing item damage in onItemRightClick acting oddly
ntzrmtthihu777 replied to jco2641's topic in Modder Support
Actually damage is also used like block metadata, in that you can jam alot of subitems into one single item. Spawn eggs, for instance, are all ItemMonsterPlacer, but with different damage values. -
[1.6.4]Achievement/Creative tab name registration
ntzrmtthihu777 replied to Robosphinx's topic in Modder Support
Agreed, lang files > by a huge degree than LanguageRegistry. -
[1.6.4] How to properly export/compile a mod
ntzrmtthihu777 replied to Robosphinx's topic in Modder Support
I've seen something like this before, apparently it doesn't like you having your array brackets on separate lines, try slimming it down a bit and see about that. -
[SOLVED] Issue building jar with Forge 10.12.0.996
ntzrmtthihu777 replied to mercrutio's topic in Modder Support
well, as far as the dev.json issue goes, copy the lwjgl versions from your working (I hope) client's version.json; as far as building goes, gradlew build should do it all for you, unless you made some derpy changes to build.gradle on that front, as such, could you post your build.gradle? -
Totally agree, lang files > LanguageRegistry. Lets you localize the mod without touching a single line of java code, excellent for collaborative work on github. I've gotten quite a few pull requests for no other reason than for the person to graciously supply the lang file for their language.
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This works for me, but how do you package this file in the .jar file when you distribute the mod? Or is it still too early in the 1.7 forge for that? No. if assets exist at src/main/resources running gradle build will bundle that into the final mod jar.
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Gradle / .git project import questions
ntzrmtthihu777 replied to shadowmage4513's topic in ForgeGradle
If you're using git/github you can set up branches for more than one mc version, that's how forgegradle's git manages to be for both snapshot 1.0 and 1.1. -
[1.7.2]How do you make mobs with Techne for 1.7.2?
ntzrmtthihu777 replied to Miclebrick's topic in Modder Support
same as before in general. The update touched on items, blocks, networking and audio, not so much on entities afaik. Granted, since forge produces func_ names for now you'll have to use those in the model code. -
@Nzkiwi: you need to register your nickname with nickserv, google is your friend here, its pretty simple Also, the issue with the obfuscated names is not so much the mappings as getting srg2source up to speed with gradle. It currently uses python but will be rewritten in java so it can interface with gradle properly or sommat. Untill then you can join #mcp on esper and talk to MCPBot
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True enough, I suppose. I wonder if I should include the gradle folder and the wrapper jar, or does gradlew get that automatically for you... time to bug Abrar
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True, you may not *need* to install gradle yourself, But I do it myself because it means I can remove 2 more files from my git, makes for a cleaner setup.
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Tried that in many forms; running with -i gives an output that leads me to believe that it downloads the mcp.zip and extracts fernflower on the fly, not saving the actual mcp file on disk, so I've copied my personal copy of fernflower to the location specified in the console and it still redownloaded that.
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Installing gradle plugin in Eclipse IDE
ntzrmtthihu777 replied to ntzrmtthihu777's topic in ForgeGradle
Ah true that. I personally don't have use for it -
Seems many folks are having issue with this, so I figured I'd make a thread explaining how. To install the Gradle Plugin, go to Help>Install new software, then add a new source url as follows: Gradle - http://dist.springsource.com/release/TOOLS/gradle Once it updates software available, look under Extensions / Gradle Integration for Gradle IDE, install this and nothing more. This will add the ability to import gradle projects. It must be stated, that there is very little benefit in doing this and running gradle{w{,.bat}} eclipse will create the needed files to import as a normal eclipse project, making installing the gradle plugin an unneeded afterthought.
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bitshifting or somthing