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systemv

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Everything posted by systemv

  1. Context: A coremod that loads plugins ala Cauldron, Sponge, Bukkit, etc.. What is the purpose and rationale for the core mod to do AT and byte code modifications to Forge events? I've read the how-to documents but I'm looking for information why this is important and necessary. Assume the core mod function is to hide Forge details from the plugin developer, what is the real purpose of the core mod internals to transform event objects? A pointer to a commonly used mod and explanation of what is gained (why it was designed) to use AT would be helpful. Thanks
  2. I'm not sure which level of question this is, so I'll post this and hopefully get re-directed accordingly. In the Forge mod development model, if I want to code a thing that consumes energy (RF, MJ, etc..) and therefore is an energy sink does the model for the object describe the behavior of a TileEntity baseclass or a Block baseclass? My instinct points towads TileEntity baseclass. In my general object heirarchy, what I have is objects (derived from Block or TileEntity, not sure yet) that implement an interface that is either an IEnergySink or IEnergySource. I haven't come up with the right organization yet to isolate the implementation of adapting to whatever the energy system is prevalent already in the game. I assume that through Reflection, the objects can discover which form(s) are present and then instantiate a member that implements the appropriate interface. (This isn't a Java question, more of a "how energy sources integrate with generic objects). I've tried searching for examples of code that may instruct the right paradigm to use. I'm coming up empty (or overwhelmed by matches) and cannot tell which direction (Block or TileEntity) to go. If you have some pointers or references, just PM me directly with your suggestions. For moderation of the thread, if this is too basic, then feel free to clamp it off and re-direct me as you see fit. Thanks. EDIT: First, thanks for your help in advance. I will try to teach myself, but I just need to get my brain wrapped around this concept of TileEntities and their interface to the Forge model. The context of this work/question is 1.7.2 Forge mod development. So far this site: http://greyminecraftcoder.blogspot.com/ has been the most effective in explaining the differences, but I am still shy on the specifics about which callbacks to implement. My gut feeling is that I'll need to hunt down the API's for say ThermalExpansion for example and figure out how to adapt to that energy system. In my design, I'm trying to put some physics reality into the objects that are either energy sources/sinks and basing the flow of energy according to the models described by HeatEngines (http://en.wikipedia.org/wiki/Heat_engine) , and HeatPumps(http://en.wikipedia.org/wiki/Heat_pump).
  3. Thanks. It's pretty interesting how well things start working when I stop doing it wrong. ;-) ;-) Got it now. I didn't realize it was tied to the version of Forge.
  4. I've downloaded and installed to the PC the latest version of Gradle. http://www.gradle.org/downloads I've downloaded and ran "install.cmd" on this version of Forge: http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.6.4-9.11.1.953/forge-1.6.4-9.11.1.953-src.zip Both installed and ready. Fine so far. I can make HelloWorld mod and test it in Eclipse. But not with Gradle... yet. Now, I've read through enough posts here to give me a migrane on this "gradle eclipse" or "gradle setupDevWorkSpace" .. but I'm not getting the connection. I'm in Eclipse -- I can setup a project and use eclipse to build. I'm looking at this text from http://www.minecraftforge.net/forum/index.php?topic=14048.0 Windows: Run the following in command prompt: gradlew.bat setupDevWorkspace gradlew.bat eclipse Is there a package to download that defines the project/task "setupDevWorkspace", "eclipse" ? I didn't see it in the forum. Which "zip do I download" referred to here in step 1 "download and extract the src zip" of the post: http://www.minecraftforge.net/forum/index.php/topic,14045.msg72127.html#msg72127 Thanks in advance.
  5. Mea culpa. I realize that the issue is not new. But... But I do ask that the admin of the file server files.minecraftforge.net please (I really am asking as nicely as I can) alter the filenames so that the Forge can get these files: ./instMods/cpw/mods/fml/relauncher/CoreFMLLibraries.class In which the path to the libs used are hard coded (*sigh*) The filename CoreFMLLibraries.class Contains this ($ od -c CoreFMLLibraries.class) [ Octal dump ] [snip..] 0001040 m - a l l - 4 . 1 . j a r 001 \0 026 0001060 b c p r o v - j d k 1 5 o n - 1 0001100 4 8 . j a r \a \0 D \f \0 E \0 % 001 \0 0001120 021 s c a l a - l i b r a r y . j 0001140 a r 001 \0 [..snip] Those who use this Forge, are hoerked because the code tries to download jars that don't exist (as named). symlink or cp the .stash (I won't ask) to .jar, thanks.
  6. I read the FAQ and searched the site for information. I didn't find any articles so I'm posting this request for help re: http://files.minecraftforge.net/fmllibs/ There are two files that are named in a way that fouls up FTB loading certain mod packs. scala-library.jar.stash bcprov-jdk15on-148.jar.stash It's causing a major headache because the Launcher for FTB expects to find the files scala-library.jar bcprov-jdk15on-148.jar not scala-library.jar.stash bcprov-jdk15on-148.jar.stash If you know the dude who can simply copy them cp bcprov-jdk15on-148.jar.stash bcprov-jdk15on-148.jar cp scala-library.jar.stash scala-library.jar The users who depend on the '.stash' extension still can be happy. The users who depend on the '.jar' name extension will be happy if someone does this. Thanks.
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