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mokonaModoki

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    Minsk, Belarus
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    Alchemy++ dev.

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  1. The way you do this, instance of ItemKnot is created even before your mod is loaded properly. So that means that you try to read knotID value from configHandler before it is initialized. Try creating instance of ItemKnot in public void load(FMLInitializationEvent event) method. That should help.
  2. So... I've seen it before in Thaumcraft 3 mod, where Azanor somehow used transparent textures while rendering Tile Entities: I wonder how it is possible? When using regular model rendering with boxes all the alpha channel from the textures is removed.
  3. if you are using Eclipse, try to set the breakpoint in onBlockActivated method. And would you let us see the BlockDC class... cause i have no idea what is this block.
  4. all your textures sould be in the mcp/src/minecraft/assets/modname/blocks(items, whatever)/ so you create assets folder inside the mcp/src/minecraft/ After reobfuscating the game, you copy the assets folder from src/minecraft inside your .zip file. If you are not sure about the paths, check the Eclipse console. When game launches it tries to load all the icons. If the icon is missing it is going to display a message like this in the console: Using missing texture, unable to load: somemod:textures/blocks/someblock.png That way you can determine if you have your textures in the right place.
  5. I am gonna check everything once more. I may have packed the zip* wrong or something, so it can't find forge methods anymore.
  6. Now it is don via the ClientRegistry. But even if it is done another way, then mod would not work when launched in eclipse too.
  7. Allright. There it goes: Crash report: main mod class: Client Proxy class: Note that the mod is working allright when launched from eclipse. Only zipped version crashes.
  8. It is trying to register renderer in the ClientProxy. Should I add another @SideOnly(Side.CLIENT) annotation?
  9. When launching the mod from eclipse it works just fine, but after reobf and trying to launch zip* version, it crashes. It is unable to bindCustomTileEntityRenderer. Here is the log: http://pastebin.com/JntNes0G Help required)
  10. Server and Client Tile Entities are synchronized via the Container class. check out detectAndSaveChanges(), updateProgressBar(), addCraftingToCrafters() methods in the ContainerFurnace class and make you Tile Entity update itself the same way. Otherwise your client and server Tile entities will desync after you log out from the world or unload the chunk it is in.
  11. Is there a way to do so when onPlayerStoppedUsing() method is executed?
  12. this is just the way to determine the direction block should face after placement. I need a way to find target block coordinates and it's sides and directions don't really matter
  13. I had the same desync trouble between client and server parts of the game. The container class should solve your problem: just override methods public void addCraftingToCrafters(ICrafting par1ICrafting) public void detectAndSendChanges() @SideOnly(Side.CLIENT) public void updateProgressBar(int index, int value) (you can find out what they should do in ContainerFurnace class) these methods are required for proper syncing between client and server TE
  14. is there an easy way to get coordinates of the block player is looking at? (like the block at which target box appears)
  15. try overriding getTextureFromSideAndMetadata() method. The one that you use (getBlockTextureFromSide) in your class determines the looks of the block in your inventory. You may just do something like this: public int getTextureFromSideAndMetadata(int side, int metadata) { return this.getBlockTextureFromSide(side); }
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