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tenowg

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  1. I have to admit that I could only get this to work once... there is something I am missing. I have added the allprojects section to build.gradle (as listed in the OP), and I can successfully build the project with no errors, but this is only as long as there is no settings.gradle file with includeFlat 'someproject' (as in it only builds the main project) as soon as i try to add a project to settings.gradle I get this error: * Where: Build file 'C:\Users\tenowg\Desktop\Forge\EclipseTest\build.gradle' line: 19 * What went wrong: A problem occurred evaluating root project 'EclipseTest'. > java.lang.NullPointerException (no error message) EclipseTest is the main test project, I have tried the following: Creating a full project as the subproject (and rewriting the build.gradle for the subproject) Creating a empty project with just the build.gradle (and without) Letting it create the folders beating my head on the keyboard This is under 1.7.2.... using all builds I could find. I have tried all this in IntelliJ and Eclipse The error line is always on the "apply plugin: forge" in build.gradle of the main project. Maybe a complete "noob" step by step version? Thanks again, and I do know this works, as it has worked once, but I can't seem to replicate it...
  2. Hmm.. weird I put my assets folder just under the java folder main | |- java | | | |- assets | | | |- com.blah.mod | |- resources and it works fine there...
  3. I had a similar issue lately, but I am foggy to remember the exact details... but if you client is running from the IDE, the server needs to be in offline mode. Just grasping at straws (Btw, server run from IDE is not in offline mode)
  4. the methods I mentioned also exist in BlockFluidClassic as BlockFluidClassic extends BlockBluidBase, which extends Block (where these methods come from), so try Overriding them and see what happens
  5. My guess is that you are going to have to look into @Overriding some of the methods in BlockFluid, I haven't done much with liquids, other than think about adding them, but a quick look over the code shows that: public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random) handles you particles, you will find the part that handles Material.water, change that for your block There is also a getBlockColor(), and a colorMultiplier(), looking at these might help with color based on Biomes... But again these are guesses and I haven't actually implemented anything with these yet.
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