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sequituri

Forge Modder
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Everything posted by sequituri

  1. The first few exceptions are not fatal. The last part of the log shows a crash happening in your Intel Accelerator graphics driver (ig4icd.dll). If you goggle around you'll find it's a crap driver, if you cannot update your driver get an add-in card. Forge has nothing to do with graphics driver issues (As far as I know).
  2. You are not loading your config. Put a line with config.load() right after config = new Configuration( ....
  3. You are right about what he wanted to know. There is a caveat to assuming, however, that catching PostInit event means all mods loaded will be available. Since other mods (without forcing your mod to always be last) may still fail during PostInit, you cannot assume the system has stabilized on a set of mods at that point. This is what I imagined the author of the post wanted to know. And the answer is indeed, you cannot know for certain.
  4. These are wrong. You do not want inventoryPlayer here. You want tileEntity as the first argument. addSlotToContainer(new Slot(inventoryPlayer, 0, 17, 27)); addSlotToContainer(new Slot(inventoryPlayer, 1, 17, 45)); addSlotToContainer(new Slot(inventoryPlayer, 2, 35, 36)); Also, please read what was said. You TileEntity only has 3 slots. You must make the array bigger for more than 3 or 9 or 100. Then use that number in your container code to add the slots.
  5. When you change FIRSTTIME, you do not mark the config as changed. Oh, and here is a bit of information you didn't know: [code]ModCompatConfigValues.FIRSTTIME = config.get(Configuration.CATEGORY_GENERAL, ModCompatConfigValues.FIRSTTIME_NAME, ModCompatConfigValues.FIRSTTIME_DEFAULT).getBoolean() This above does not change anything in the Configuration. This only gets the value of the property from the Configuration. It cannot be used to set it to another value. Instead use: [code] public static Property FIRSTTIME_PROPERTY = config.get(Configuration.CATEGORY_GENERAL, ModCompatConfigValues.FIRSTTIME_NAME, ModCompatConfigValues.FIRSTTIME_DEFAULT, "Set this to false to repeat first time setup"); if (!FIRSTTIME_PROPERTY.getBoolean()) { FIRSTTIME_PROPERTY.set(true); // do your other code for first time } That sets the property and marks the configuration as changed
  6. Did you read the EAQ? Please do. Your Virtual Machine does not have enough memory to load your mods. In your gameprofile check the VM arguments box and add -Xms256M -Xmx1G in the box... that should get you started. Increase the number before M and G for more.
  7. @jabelar, no. There is no AllModsLoadedEvent. Please don't confuse people when a specific question was asked. Such an event would have to be fired after all mods have finished FMLPostInitialization. Anyways, thank you for explaining the FML lifecycle events which I'm pretty sure the poster knows about at least PreInit, Init, and PostInit anyways.
  8. Well, if you are going to just copy the Minecraft code as is, at least take out stuff that is not allowed in user code. (See above). Also, there is more to do than just copying the code and changing a couple of strings. Please find a tutorial (there are several) and go from there.
  9. It was impossible before the latest changes. Now, FML adds the event itself as a bus subscriber, when it doesn't have a modcontainer setup, yet. So, the error is not normally possible. But, in this case it should be okay. --- until it's fixed.
  10. Yeah, that output is not suitable for the INFO logging level that it's at. It should be output at the DEBUG or TRACE level, instead. Hopefully a patch will be PRed.
  11. Is this error reproducible or is it a one time event? Also, post full log as EAQ demands.
  12. Yeah. You're gonna want to downgrade forge til they get that fixed.
  13. Minecraft.renderEngine is a field, not a method. You cannot call it with parameters. You can however, call it's methods by name: Minecraft.getMinecraft().renderEngine.bindTexture(resourceLocation); -- it is type TextureManager
  14. I agree. However, you are missing the main problem. Git is a pain in the ass to set up and get right. New modders will not want to hassle with it unless they are very savvy (which a great many are not). So, they will not do that (try to set up a Git repo.) Henceforth, they will come here with more complaints of lost code and how can I rebuild from binary. Thus, my simple suggestion serves a purpose. So, why argue the point?
  15. Google Drive and MS One Drive are your friends. The code is accessible from anywhere you can log in.
  16. Are you still using the debugger to set power? If not, please show code where power gets set.
  17. If it's not having any effect, that means it's likely not being used by minecraft - i.e. not being called. How did you interpose your code into minecraft? Register it somewhere? Which bus? Show the code.
  18. Normal setup is: build.gradle src/ main/ java/ => code here resources/ assets/ {modid}/ lang/ en_US.lang textures/ blocks/ => block textures items/ => item textures otherstuff/
  19. String[] stringList = message.split(" +"); // string broken into words String formatting = EnumChatFormatting.GRAY.toString() + EnumChatFormatting.ITALIC.toString(); // formatting codes resultString = formatting + String.join(" " + formatting, stringList); // result with formatting between words
  20. in readFromNBT and writeToNBT you must call the super method. It saves the most important information i.e. the id and x, y, z coords
  21. Microsoft is heading the plug-in API way. They don't want mods. Plug-ins are limited scope and do not cause issues with the game and crashes like mods do.
  22. OpenBlocks is at 1.3 - 1.29 is broken for 1.7.10
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