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sequituri

Forge Modder
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Posts 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 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.

  3. 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.

  4. 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

  5. Hey, I recently made a bow, but when I shoot it their is no texture for the arrow no matter what I try to do.

     

    RenderArrow Class File

        private static final String __OBFID = "CL_00000978";
    

     

    EntityeArrow Class File

        private static final String __OBFID = "CL_00001715";
    

     

    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.

  6. 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?

  7. 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/
    

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