I also have another question. I have a texture which has a transparent center, and i don't know how to do that in forge. Also in-game, the texture is all brown, despite the texture having a clear part.
I'll work on it now, along with getting out some more tutorials
EDIT: I have some cool tutorials lined up, but they'll have to wait a few hours, it's getting late here
what do channels mean? I've been modding for a bit before with forge, never saw anything about handlers and channels.
and another question, the "MineTechForge" part what is that supposed to mean and what should I change it to?
thanks in advance for any help.
Channels are basically how the proxy determines which mod's information it is transmitting, when there are multiple mods installed.
Typically, that "MineTechForge" bit would be the modid of your mod (at least that's what I use). I don't think it actually matters, as long as you know what it is if you ever have to reference it.
Also, you might want to change your serverSideRequired to false. That being true means that someone with your mod installed couldn't join a server unless the server also had it installed. If that's what you were going for, then ignore me
Rollback Post to RevisionRollBack
Learn some Java before you mod, and skip over the chapter on ModLoader, straight to MinecraftForge. It's better. Trust me.
ok so im working on a world gen mod that generates structures that can be large. now short of generating the entire structure when the first chunk gets loaded/created therefore forcing a good number of chunks to load/be created how can I for example when chunk i,j gets created It generates the first part of the structure. now when chunk i,j+1 gets created how can it know that the structure was being generated and to continue it from i,j? mainly im trying to code it this way to save on processor power as the structures are random.
ok so im working on a world gen mod that generates structures that can be large. now short of generating the entire structure when the first chunk gets loaded/created therefore forcing a good number of chunks to load/be created how can I for example when chunk i,j gets created It generates the first part of the structure. now when chunk i,j+1 gets created how can it know that the structure was being generated and to continue it from i,j? mainly im trying to code it this way to save on processor power as the structures are random.
I'm actually not sure how you would do that :/ I'm not very experienced with complex world gen
GameRegistry.addRecipe(newItemStack(TutorialMain.ruby,1),"XAX",Character.valueOf('X'),newItemStack(Item.dyePowder,1,1),Character.valueOf('A'),Block.glass);//Adds the ruby recipe
Then I made this code:
GameRegistry.addRecipe(new ItemStack(DigimonCore.Chipset,1), " X ", "XAX", " X ", Character.valueOf('X'), new ItemStack(Item.ingotIron), Character.valueOf('A'),(Item.dyePowder,1,2))
And i obtained this error:
-Syntax error on token ",", ( expected
-The method dyePowder(int,int) is undefined for the type Item
-Syntax error, insert ")" to complete Expression
Please help
It should look like this:
GameRegistry.addRecipe(new ItemStack(DigimonCore.Chipset,1), " X ", "XAX", " X ", Character.valueOf('X'), Item.ingotIron, Character.valueOf('A'), new ItemStack(Item.dyePowder,1,2))
I just noticed that a few people tried to help me out, but I figured it out on my own!
Step 1: download forge and run install.cmd
Step 2: navigate to forge/fml/eclipse
Step 3: cut folder and paste inside forge/mcp/eclise
Step 3.5: ECLIPSE-SEPTION! (it had to be said)
Step 4: select forge/mcp/eclipse as your workspace
Step 5: Enjoy your now (hopefully) properly set up Forge!
I just noticed that a few people tried to help me out, but I figured it out on my own!
Step 1: download forge and run install.cmd
Step 2: navigate to forge/fml/eclipse
Step 3: cut folder and paste inside forge/mcp/eclise
Step 3.5: ECLIPSE-SEPTION! (it had to be said)
Step 4: select forge/mcp/eclipse as your workspace
Step 5: Enjoy your now (hopefully) properly set up Forge!
In "Creating Blocks with metadata" i'm getting a little error with setting the Item Icon.
public int getIconFromDamage(int par1) //Gets the texture
{
return TutorialMain.metaBlock.getBlockTextureFromSideAndMetadata(2, par1);
}
Gives me: "Cannot make a static reference to the non-static method getBlockTextureFromSideAndMetadata(int, int) from the type BM_OrePowder'
And if I do that, it changes the ore to this:
public int getBlockTextureFromSideAndMetadata(int i, int j){ //The different textures fo different metadatas
switch(j){
case 0:return 2; //For sapphire
case 1:return 3; //For amethyst
case 2:return 4; //For topaz
default:return 0;
}
And then it errors 'This static method cannot hide the instance method from Block', forcing me to remove the staic.
EDIT:
It's for Minecraft 1.4.7, Forge Build 497
I'm not really sure why it's breaking, I haven't done any work in 1.4.7 yet, but I'll see what I can do :/
I'm having (yet another) problem. So whenever I create a package, (for example, created frizbee2.modname, frizbee2.modname.common.core.handelers, etc.) rather than showing it as a package, eclipse shows it (in the package explorer) as a folder. I tried creating packages in the standard workspace and this didn't happen. Is this alright or am I doing it wrong?
I'm having (yet another) problem. So whenever I create a package, (for example, created frizbee2.modname, frizbee2.modname.common.core.handelers, etc.) rather than showing it as a package, eclipse shows it (in the package explorer) as a folder. I tried creating packages in the standard workspace and this didn't happen. Is this alright or am I doing it wrong?
I'm not actually sure why that would be happening, it's weird :/
Thanks, i solved it.
But... I have 2 more troubles xD
1 - I created a new tab, but it shows me a Stone, not my image xD.
2 - How I can do to do a ore without metadata?
1: You might have misnamed the icon method in your tab class, it should be:
public int getTabIconItemIndex()
-or-
public ItemStack getTabIconItemStack()
2: Simple really, create a normal block, then remove the second parameter in the WorldGenMinable in your worldgen for the block
I'll work on it now, along with getting out some more tutorialsEDIT: I have some cool tutorials lined up, but they'll have to wait a few hours, it's getting late here
what do channels mean? I've been modding for a bit before with forge, never saw anything about handlers and channels.
and another question, the "MineTechForge" part what is that supposed to mean and what should I change it to?
thanks in advance for any help.
Channels are basically how the proxy determines which mod's information it is transmitting, when there are multiple mods installed.
Typically, that "MineTechForge" bit would be the modid of your mod (at least that's what I use). I don't think it actually matters, as long as you know what it is if you ever have to reference it.
Also, you might want to change your serverSideRequired to false. That being true means that someone with your mod installed couldn't join a server unless the server also had it installed. If that's what you were going for, then ignore me
The channels there tell your mod which packets to catch and handle later on
The MineTechForge bit is my bad, it was for the forge block in my old mod xD
And yeah, fix the server side required, I think I'll have to go through my tutorials derp hunting
Hope you guys enjoy
I'm actually not sure how you would do that :/ I'm not very experienced with complex world gen
If this is for worldgen, you can't, if it's for items or blocks, you can do it in right click calls
It should look like this:
You left out the itemstack on the last parameter
You've got it in the getIconFromDamage(int i) method right?
Step 1: download forge and run install.cmd
Step 2: navigate to forge/fml/eclipse
Step 3: cut folder and paste inside forge/mcp/eclise
Step 3.5: ECLIPSE-SEPTION! (it had to be said)
Step 4: select forge/mcp/eclipse as your workspace
Step 5: Enjoy your now (hopefully) properly set up Forge!
Good to know you've got it solved
I'm not really sure why it's breaking, I haven't done any work in 1.4.7 yet, but I'll see what I can do :/
Ah, change the method name to getIconFromDamage, not getItemIconFromDamage, that should fix it
thanks, man. I'll post here again if I run into any problems or figure out anything awesome.
LET THE MODDING BEGIN!!!!!
I'm not actually sure why that would be happening, it's weird :/
1: You might have misnamed the icon method in your tab class, it should be:
-or-
2: Simple really, create a normal block, then remove the second parameter in the WorldGenMinable in your worldgen for the block
I can't remember xD I'll check a little later
this is not spam