I thank you for everyone that waited for me, and this tutorial. So thank you for waiting, and the tutorial is now complete and should work like its supposed to, but like I said if you have any problems message me
Erm... I followed the tutorial, essentially to the 'T', only changing a few variable names as I went, and my block doesn't activate :/ I can place it, but nothing happens on right-click.
Also, I noticed a couple places where an edit may be necessary
I haven't really done a lot of modding in 1.3 as of yet, but I think you needed to add an openGUI method in the EntityPlayer (or EntityPlayerMP/SP, idk ). Not sure though.
I don't think so... eclipse would throw me an error if it wasn't there already
And it already exists:
public void openGui(Object mod, int modGuiId, World world, int x, int y, int z)
{
FMLNetworkHandler.openGui(this, mod, modGuiId, world, x, y, z);
}
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Learn some Java before you mod, and skip over the chapter on ModLoader, straight to MinecraftForge. It's better. Trust me.
Erm... I followed the tutorial, essentially to the 'T', only changing a few variable names as I went, and my block doesn't activate :/ I can place it, but nothing happens on right-click.
Also, I noticed a couple places where an edit may be necessary
It's always been in Forge. Forge allows for a lot more flexible mods, and easier installs for the end-user. It includes and AudioMod replacement, ModLoader, the 4096 fix, meaning that you don't have to install of these separately, only Forge. Also it allows you to use significantly more indices for blocks/items, and texture them more similarly to how vanilla MC does, using the infinite sprite index.
Using ModLoader, for example, each block/item has to have its own 16x16 texture file. This gets cluttered and ridiculous when a mod contains hundreds of new blocks/items, something like IndustrialCraft, RedPower, Equivalent Exchange, or Forestry.
With Forge, a single 256x256 texture file can be used to texture 256 blocks, and a single one for 256 items as well.
EDIT: Whoo! Coal Miner lol
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Learn some Java before you mod, and skip over the chapter on ModLoader, straight to MinecraftForge. It's better. Trust me.
to all people that are having problems I hate to say this and I mean this but, read the tutorial and try making the same code for the mod, before attempting to make a new more custom entity and such because sometimes problems arise when the code is, not wrong but something is missing, that you don't notice but it doesn't give you an error... I had this happen to me a ton of times learning the new code,
and so just keep following the code, as It works on mine and I can provide proof on this, for anyone that doesn't believe me, I tested this multiple times before doing writing the tutorial, so it does work, and you guys are just missing something small
public void displayGUIFurnace(TileEntityFurnace par1TileEntityFurnace) {}
so maybe you should add
public void displayGUIIDC(TileEntityIDC par1TileEntityIDC) {}
Probably doesn't work, but you could try
Found these furnace gui codes whilst messing with the code, trying to find a fix for the machines in my mod (I had the same gui problem), not knowing what I was doing at all.
1.) Never overwrite base classes, as this will almost always provide instability,
2.) Don't copy any of the Gui code for the furnace or others as they follow a different method that is specific for the base classes and really is not accessible to outside code,
I had this problem, you are just missing something really small or something just keep analyzing the code until you find something that is different in retrospect from my code
Erm... I followed the tutorial, essentially to the 'T', only changing a few variable names as I went, and my block doesn't activate :/ I can place it, but nothing happens on right-click.
Also, I noticed a couple places where an edit may be necessary
lol same as above, just to be rather more specific to this, its probably just some of the annotations, or some variable that gets passed differently
Well ServerPackageHandler doesn't exist, so I was thinking it must be ServerPacketHandler, and all those '==' just don't seem right. I'll change that back and see what happens. Those are the only significant things that I changed.
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Learn some Java before you mod, and skip over the chapter on ModLoader, straight to MinecraftForge. It's better. Trust me.
I'll put em up and send em to you later I have a cool idea I'm hoping to work on, but it's really GUI heavy, not so much content heavy, so I wanna nail down the GUI first.
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Learn some Java before you mod, and skip over the chapter on ModLoader, straight to MinecraftForge. It's better. Trust me.
lol the duplication thing is weird, and for the binding the player inventory yeah I must have miss read the numbers
So you're not having that duplication thing?
The other bug I found, and I haven't gotten a chance to check out any further, is that whenever the first slot in my clickbar is empty (picked something up out of it or otherwise), the words in the gui dim instead of being their normal white :/
EDIT: Whoo! Page 5! lol
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Learn some Java before you mod, and skip over the chapter on ModLoader, straight to MinecraftForge. It's better. Trust me.
and a crumpet, and its coming on in like a half hour hour just writing it now, as in the post and stuff lol not the GUI and stuff like that
Also, I noticed a couple places where an edit may be necessary
In TileTutorial.java:
he second '==' should be '&&' I believe.
And in TutorialMod.java:
It should be ServerPacketHandler.class, in order to fit with the classes you laid out
I don't think so... eclipse would throw me an error if it wasn't there already
And it already exists:
Yes these are things I fixed after I did the upload, I will fix them now
Using ModLoader, for example, each block/item has to have its own 16x16 texture file. This gets cluttered and ridiculous when a mod contains hundreds of new blocks/items, something like IndustrialCraft, RedPower, Equivalent Exchange, or Forestry.
With Forge, a single 256x256 texture file can be used to texture 256 blocks, and a single one for 256 items as well.
EDIT: Whoo! Coal Miner lol
and so just keep following the code, as It works on mine and I can provide proof on this, for anyone that doesn't believe me, I tested this multiple times before doing writing the tutorial, so it does work, and you guys are just missing something small
1.) Never overwrite base classes, as this will almost always provide instability,
2.) Don't copy any of the Gui code for the furnace or others as they follow a different method that is specific for the base classes and really is not accessible to outside code,
I had this problem, you are just missing something really small or something just keep analyzing the code until you find something that is different in retrospect from my code
Because Im awesome XD
lol same as above, just to be rather more specific to this, its probably just some of the annotations, or some variable that gets passed differently
Well ServerPackageHandler doesn't exist, so I was thinking it must be ServerPacketHandler, and all those '==' just don't seem right. I'll change that back and see what happens. Those are the only significant things that I changed.
And when I pick up
Also, in this part
Those numbers didn't seem to work for me, and all my slots were in the _wrong_ place I had to change them to:
lol the duplication thing is weird, and for the binding the player inventory yeah I must have miss read the numbers
So you're not having that duplication thing?
The other bug I found, and I haven't gotten a chance to check out any further, is that whenever the first slot in my clickbar is empty (picked something up out of it or otherwise), the words in the gui dim instead of being their normal white :/
EDIT: Whoo! Page 5! lol