Jump to content

dylandmrl

Members
  • Posts

    32
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

dylandmrl's Achievements

Tree Puncher

Tree Puncher (2/8)

1

Reputation

  1. Wtf, ok something is wrong with my intelliJ then. Thanks for your time.
  2. What did you mean ? Ok so this an intellij error ?
  3. It is, with all-warning enable. This is on intellij.
  4. Here it is: > Configure project : As part of making the publishing plugins stable, the 'deferred configurable' behavior of the 'publishing {}' block is now deprecated. Please add 'enableFeaturePreview('STABLE_PUBLISHING')' to your settings file and do a test run by publishing to a local repository. If all artifacts are published as expected, there is nothing else to do. If the published artifacts change unexpectedly, please see the migration guide for more details: https://docs.gradle.org/4.9/userguide/publishing_maven.html#publishing_maven:deferred_configuration. In Gradle 5.0 the flag will be removed and the new behavior will become the default. at build_djo6g6vwo7zjge74uphn4saye.run(D:\Passion\gsbe\build.gradle:14) (Run with --stacktrace to get the full stack trace of this deprecation warning.) New Dep: net.minecraftforge:forge:1.15.2-31.0.14_mapped_snapshot_20190719-1.14.3 CONFIGURE SUCCESSFUL in 14s Could not resolve: org.junit.jupiter:junit-jupiter:5.6.0 The getTestClassesDir() method has been deprecated and is scheduled to be removed in Gradle 5.0. Please use the getTestClassesDirs() method instead.
  5. The « nothing worked » is the line: unable to resolve junit.5.6 inside the build console.
  6. Hello guys, My gradle can't resolve the junit artifacts inside my build.gradle. My build.gralde: buildscript { repositories { maven { url = 'https://files.minecraftforge.net/maven' } jcenter() mavenCentral() } dependencies { classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '3.+', changing: true } } apply plugin: 'net.minecraftforge.gradle' // Only edit below this line, the above code adds and enables the necessary things for Forge to be setup. apply plugin: 'eclipse' apply plugin: 'maven-publish' version = '0.0.1' group = 'me.me.gsbe' // http://maven.apache.org/guides/mini/guide-naming-conventions.html archivesBaseName = 'gsbe' sourceCompatibility = targetCompatibility = compileJava.sourceCompatibility = compileJava.targetCompatibility = '1.8' // Need this here so eclipse task generates correctly. minecraft { // The mappings can be changed at any time, and must be in the following format. // snapshot_YYYYMMDD Snapshot are built nightly. // stable_# Stables are built at the discretion of the MCP team. // Use non-default mappings at your own risk. they may not always work. // Simply re-run your setup task after changing the mappings to update your workspace. mappings channel: 'snapshot', version: '20190719-1.14.3' // makeObfSourceJar = false // an Srg named sources jar is made by default. uncomment this to disable. // accessTransformer = file('src/main/resources/META-INF/accesstransformer.cfg') // Default run configurations. // These can be tweaked, removed, or duplicated as needed. runs { client { workingDirectory project.file('run') // Recommended logging data for a userdev environment property 'forge.logging.markers', 'SCAN,REGISTRIES,REGISTRYDUMP' // Recommended logging level for the console property 'forge.logging.console.level', 'debug' mods { examplemod { source sourceSets.main } } } server { workingDirectory project.file('run') // Recommended logging data for a userdev environment property 'forge.logging.markers', 'SCAN,REGISTRIES,REGISTRYDUMP' // Recommended logging level for the console property 'forge.logging.console.level', 'debug' mods { examplemod { source sourceSets.main } } } data { workingDirectory project.file('run') // Recommended logging data for a userdev environment property 'forge.logging.markers', 'SCAN,REGISTRIES,REGISTRYDUMP' // Recommended logging level for the console property 'forge.logging.console.level', 'debug' args '--mod', 'gsbe', '--all', '--output', file('src/generated/resources/') mods { examplemod { source sourceSets.main } } } } } dependencies { // Specify the version of Minecraft to use, If this is any group other then 'net.minecraft' it is assumed // that the dep is a ForgeGradle 'patcher' dependency. And it's patches will be applied. // The userdev artifact is a special name and will get all sorts of transformations applied to it. minecraft 'net.minecraftforge:forge:1.15.2-31.0.14' // You may put jars on which you depend on in ./libs or you may define them like so.. // compile "some.group:artifact:version:classifier" // compile "some.group:artifact:version" // Real examples // compile 'com.mod-buildcraft:buildcraft:6.0.8:dev' // adds buildcraft to the dev env // compile 'com.googlecode.efficient-java-matrix-library:ejml:0.24' // adds ejml to the dev env // The 'provided' configuration is for optional dependencies that exist at compile-time but might not at runtime. // provided 'com.mod-buildcraft:buildcraft:6.0.8:dev' // These dependencies get remapped to your current MCP mappings // deobf 'com.mod-buildcraft:buildcraft:6.0.8:dev' // For more info... // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html // http://www.gradle.org/docs/current/userguide/dependency_management.html testImplementation 'org.junit.jupiter:junit-jupiter:5.6.0' } test { useJUnitPlatform() } // Example for how to get properties into the manifest for reading by the runtime.. jar { manifest { attributes([ "Specification-Title": "examplemod", "Specification-Vendor": "examplemodsareus", "Specification-Version": "1", // We are version 1 of ourselves "Implementation-Title": project.name, "Implementation-Version": "${version}", "Implementation-Vendor" :"examplemodsareus", "Implementation-Timestamp": new Date().format("yyyy-MM-dd'T'HH:mm:ssZ") ]) } } // Example configuration to allow publishing using the maven-publish task // we define a custom artifact that is sourced from the reobfJar output task // and then declare that to be published // Note you'll need to add a repository here def reobfFile = file("$buildDir/reobfJar/output.jar") def reobfArtifact = artifacts.add('default', reobfFile) { type 'jar' builtBy 'reobfJar' } publishing { publications { mavenJava(MavenPublication) { artifact reobfArtifact } } repositories { maven { url "file:///${project.projectDir}/mcmodsrepo" } } } I tried many stuff such as testCompile, plugins {id "java"], version 4 of junit, taking the artifact directly from Maven but nothing worked.. Thanks in advance.
  7. Then when you have to work with GUIs are you building your own system that extends the usual screen and screenContainer class or are you still using the Minecraft's one and just keep the "messyness"?
  8. Hello guys, For my mod I need to work a lot with GUI and for once nothing wrong is happening. However, I find the code of Minecraft very messy and inconstitent. I don't have the code in front of my eyes right now but I have figured out many things that are very stranger. As an example, all widget has a renderbutton when a widget isnt always a button. Container has a guiLeft when a widget as a x. The screen has a width variable for the width of the whole screen and not for his own width. KeyPressed in container doesnt focus on the widget focused first. When you resize the screen init is called when we could just move childrens and avoid to re initialise everything. And so on. I am maybe wrong with several principles. In general, what do you think about GUI. How do you handle them, do you have subclass like MyScreen and MyContainerScreen for consistency ? Because I am wondering about redo everything from focusable gui even my own container screen and so on..
  9. What the fuck you have a whole tutorial section that I never saw, you really should to create a place on forge forum with all that usefull tutorials that are not so easy to find out. For people who want to check his amazing tutorials: https://cadiboo.github.io/tutorials/1.15.1/forge/
  10. Since I just want to, at least, provide a prototype of my mod that works first, I will pass for the moment with all that capabilities stuff even if it doesn't seem to be difficult at all. Thank you again :)!
  11. I know about this one is just the whole stuff about capability, I don't really understand why they are useful when you store variables for you own stuffs and I need a good and simple tile implementation to produce something clean. I will look for it on github.
  12. I will need to find an example since I am not sure about my own implementation but thanks you. I will may come back if I have more question. Again thank you for your help diesieben07!
  13. That's why I am blocking, I have only one capability storage since it is only one capability and I can't use direction in my class that implement IStorage<E>. And I see no place where you link your Storage to your provider. If I am understanding (and I am not sure that I am), all is link using the interface of our implementation. So what can I do ?
  14. Ok ok, I will check that out. I see just one problem, capability has their own NBT storage or do they "insert" their own storage inside the tile entity write and read functions ? Because since I will have two times the same storage's tags maybe they will overlap ?
  15. Because honestly I didn't know, thank you ! However that doesn't fix my problem.
×
×
  • Create New...

Important Information

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