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Eternaldoom

Forge Modder
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Everything posted by Eternaldoom

  1. I did look through the code. He uses: MinecraftForgeClient.registerItemRenderer(BlockPedestal.instance.blockID, new ItemRenderPedestal(render, new TileEntityDisplayPedestal())); to add the renderer. In 1.7, .blockID was removed, so you can only use a block. MinecraftForgeClient.registerItemRenderer will only accept an item as an argument. Draco did not use a custom ItemBlock.
  2. Thanks! It worked. Also, does anyone know of an event to replace blocks with a fluid when broken?
  3. The problem that I am having is that it will not allow me to use a Block as an argument, only an Item.
  4. Thanks, but I already tried MinecraftForgeClient.registerItemRenderer. It only works with items (probably since the 1.7 update). Does anyone know of any other options?
  5. Thanks! It seems that the air generation code is not in the ChunkProvider. What exactly are the names of the events and how would I use them?
  6. Hi, I have been trying to render my custom TileEntity in a player's inventory but registerItemRenderer does not seem to work with blocks. Does anyone know of a replacement?
  7. Hi, I am trying to add a water dimension to my mod. I would like to make the ambient block a custom fluid instead of air. Is there a way to do this? Thanks
  8. Hi, I am pretty new to modding and was wondering if there is a way to make cacti do more damage when a player touches them. If this requires a coremod, how would I go about patching the BlockCactus class? Is there a way to replace it altogether without severely harmony compatibility? Thanks.
  9. I have created a custom dimension with its own custom biome. I have made a new tree that I would like to generate in this biome, but cannot get it to generate. The WorldGenTree file definitely works, as the sapling that I have made grows the tree. The Biome Code: The WorldGeneratorTree Code: Also, I cannot get the sapling to grow on my custom dirt. Is is based off of a class similar to BlockBush, but has the dirt value changed to my custom dirt. It seems that the EnumPlantType from the Forge plant API only allows it to be places on vanilla dirt. Is there a way to make a new EnumPlantType? If not, is there another way to allow my sapling to be placed on my custom dirt? The Custom BlockBush class: The Sapling class:
  10. Open Terminal. Change your directory to the Forge folder. Since you are on a mac, type ./gradlew setupDecompWorkspace followed by ./gradlew Eclipse.
  11. I found that part before, but how can I change it without editing base classes?
  12. Thanks! How would I go about overriding the genTerrainBlocks method? Sorry, I'm new to modding.
  13. I have created a custom dimension using Forge. It has a ChunkProvider, a WorldProvider, a custom biome, and its own WorldGenMinable. When the stone material in the chunk provider is set to my custom stone, the custom dirt (which is set as the top and filler blocks for the biome) does not generate. When the stone is set back to vanilla stone, the dirt generates. Does anyone know what could be causing the problem? The ChunkProvider: The biome code:
  14. I have been having an error with the compilation of my forge mod. It runs just fine in eclipse, but when I try to build it with ./gradlew build, I get a ton of errors such as: /Users/Z/Documents/ForgeModding/build/sources/java/com/doomturd/doomsmod/DoomsMod.java:52: error: cannot find symbol GameRegistry.registerWorldGenerator(new MoreOreGenerator(), 1); ^ symbol: variable GameRegistry location: class DoomsMod What does it mean by cannot find symbol? I am using a mac if this helps at all.
  15. Thanks! How can you create a separate package not in the /Minecraft directory? I'm new to eclipse.
  16. I tried putting it in src/ and it did not load.
  17. I'm using 1.7.2. I will try putting it under src/.
  18. It's in a package located in Minecraft/src/main/java/com/.
  19. Do you have to reference the mod file somewhere else? Sorry, I'm a complete noob. The following is my mod file: package com.doomturd.doomsmod; import net.minecraft.init.Blocks; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.EventHandler; import cpw.mods.fml.common.event.FMLInitializationEvent; @Mod(modid = Doomsmod.MODID, version = Doomsmod.VERSION) public class Doomsmod { public static final String MODID = "doomsmod"; public static final String VERSION = "Alpha 1.0"; @EventHandler public void init(FMLInitializationEvent event) { } }
  20. I have not changed any base classes. I have not even tried to add anything yet, as forge can't load my mod file. Additionally, there is no MCP directory in my forge installation. I am using Minecraft 1.7.2. The game did not crash; I stopped it. I just can't load the mod class.
  21. I am new to modding, and have noticed this error when I launch minecraft with eclipse. Forge cannot load my mod file, saying that it is in net.minecraft.src. The following is the error in my console log: [15:45:58] [Client thread/INFO]: LWJGL Version: 2.9.1 [15:45:59] [Client thread/INFO]: Attempting early MinecraftForge initialization [15:45:59] [Client thread/INFO]: MinecraftForge v10.12.0.1005 Initialized [15:45:59] [Client thread/INFO]: Replaced 127 ore recipies [15:45:59] [Client thread/INFO]: Completed early MinecraftForge initialization [15:45:59] [Client thread/INFO]: Config directory created successfully [15:45:59] [Client thread/INFO]: Searching /Users/Z/Documents/ForgeModding/mods for mods [15:46:01] [Client thread/ERROR]: FML has detected a mod that is using a package name based on 'net.minecraft.src' : net.minecraft.src.FMLRenderAccessLibrary. This is generally a severe programming error. There should be no mod code in the minecraft namespace. MOVE YOUR MOD! If you're in eclipse, select your source code and 'refactor' it into a new package. Go on. DO IT NOW! [15:46:01] [Client thread/ERROR]: FML has detected a mod that is using a package name based on 'net.minecraft.src' : net.minecraft.src.Start. This is generally a severe programming error. There should be no mod code in the minecraft namespace. MOVE YOUR MOD! If you're in eclipse, select your source code and 'refactor' it into a new package. Go on. DO IT NOW! [15:46:01] [Client thread/INFO]: Forge Mod Loader has identified 3 mods to load [15:46:01] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge [15:46:01] [Client thread/INFO]: Configured a dormant chunk cache size of 0 Starting up SoundSystem... Initializing LWJGL OpenAL (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org) OpenAL initialized. [15:46:02] [sound Library Loader/INFO]: Sound engine started [15:46:02] [Client thread/INFO]: Created: 512x256 textures/blocks-atlas [15:46:02] [Client thread/INFO]: Created: 256x256 textures/items-atlas [15:46:02] [Client thread/INFO]: Forge Mod Loader has successfully loaded 3 mods [15:46:03] [MCO Availability Checker #1/ERROR]: Couldn't connect to Realms [15:46:04] [Client thread/INFO]: Stopping! SoundSystem shutting down... Author: Paul Lamb, www.paulscode.com
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