Jump to content

DavidM

Members
  • Posts

    1830
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by DavidM

  1. Please stop building walls with logs... They won't keep the problems out... Please use Pastebin or GitHub Gist, or the spoiler tag at the very least.
  2. 1.7.10 is no longer supported on this forum. Update to a modern version of Minecraft to receive support. If the target version is 1.12.2, I would do something like create an event subscriber for player join event and create a Map that records the player's mods (if that info is available in the event). When the command is executed, just search up the player in the Map. Keep in mind that the client can always lie about what mods are loaded, so the result might not be 100% reliable.
  3. 1. Do not use a cracked launcher. Buy the game if you want to play it. 2. Problems in mods are probably not related to the launcher. If you have trouble making a mod, please make a thread in the Modder Support forum so others can help you.
  4. 1. That is a log, not code. 2. Forge can't just magically release a patch that fix every crash, especially when the problem is not on Forge's end.
  5. You can. Simply iterate through the inputs instead of creating a new variable for each one of them. Use a list. Also, ItemStack != Item.
  6. What launcher are you using? Please provide a screenshot.
  7. No. The renderer should extend Render<${insert your tile entity here}>, or in your case, Render<EntityNuclearBombPrimed>.
  8. 1. Your renderer is supposed to extends Render<${insert your tile entity here}> , not Entity. 2. Set up the proxies then.
  9. 1. There is no need to double post. 2. Create a class (referred to as "Renderer" from now on) that extends Render<? extends Entity> , then override Render#doRender and do your rendering of your entity there. This class is responsible for rendering your entity. Next, create another class (referred to as "RendererFactory" from now on) that implements IRenderFactory<Renderer> , then override IRenderFactory#createRenderFor and return an instance of Renderer. Next, call RenderingRegistry.registerEntityRenderingHandler(${YourEntity}.class, ${instance of RendererFactory}); in the client proxy during preInit (or was it init?). This line is responsible for actually binding Renderer to your entity.
  10. The file name of your mods suggests that you are not obtaining the mods from official sources. Please make sure you are only getting your mods from CurseForge. Irrelevant: I've seen many messed up mod file names from mod repost website, but that is one of a kind. I'm stupid.
  11. Try updating DeviceModApps. If that does not work, remove the mod and report to its author(s).
  12. I'm pretty sure this issue has been brought up numerous times before. The solution are to disable Chrome's blocking, click the "Download Anyway" option, or use another browser for the download.
  13. 1. What version of Minecraft are you modding for? 2. Your block should extend BlockFalling.
  14. You haven't created an entity renderer for your TNT entity.
  15. 1. You do not own marioandweegee3.com; you cannot use it as your package name. 2. Stop using ItemBase and BlockBase. 3. Judging by your coding practices, I am suspecting that you are following YouTube tutorials. Don't. 4. As for your problem, read this line carefully. (Hint: you've imported the wrong ITickable, thus your tile entity is not updating)
  16. You've never posted your logs despite we've asked you to do so many times. How is anyone suppose to help you? ......That's not how path works. Please post your log as a Pastebin link or via GitHub gist.
  17. A capability for handling fluid. It is like the IItemHandler equivalent for fluid. Read the wiki page on capabilities for more explanation (can't get on readthedocs.io for some reason, thus I linked the GitHub wiki).
  18. Please read the EAQ and provide the appropriate log(s).
  19. Show your code. I've realized that you are reluctant in showing your code in many of your post. Why? It is hard to help you if you don't show your code.
  20. 1.7.10 is no longer supported on this forum. Update to a modern version of Minecraft to receive support.
  21. Where are you getting your mods? What version are you playing? The chances are that the "other mods" you put in the folder aren't really mod files, at least not for the version you are playing.
  22. You still haven't post your code... IIRC the method takes in a player and an index indicating who clicked on the slot and which slot he/she clicked on. The method also handles the inventory manipulation during the shift-click process. The ItemStack the method returns is the ItemStack that should remain in the slot after the shift-click operation.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.