Ok, it works fine with 10.12.0.999, but when I try to run Minecraft from Eclipse it crashes.
[00:45:37] [main/INFO]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[00:45:37] [main/INFO]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[00:45:37] [main/INFO]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[00:45:37] [main/INFO]: Forge Mod Loader version 7.2.59.999 for Minecraft 1.7.2 loading
[00:45:37] [main/INFO]: Java is Java HotSpot(TM) Client VM, version 1.7.0_40, running on Windows 7:x86:6.1, installed at C:\Program Files\Java\jre7
[00:45:37] [main/INFO]: Managed to load a deobfuscated Minecraft name- we are in a deobfuscated environment. Skipping runtime deobfuscation
[00:45:37] [main/INFO]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[00:45:37] [main/INFO]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
[00:45:38] [main/INFO]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[00:45:38] [main/INFO]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[00:45:38] [main/INFO]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[00:45:38] [main/ERROR]: The binary patch set is missing. Either you are in a development environment, or things are not going to work!
[00:45:38] [main/ERROR]: The minecraft jar file:/C:/Users/casa/.gradle/caches/minecraft/net/minecraftforge/forge/1.7.2-10.12.0.999/forge-1.7.2-10.12.0.999-mcp.jar!/net/minecraft/client/ClientBrandRetriever.class appears to be corrupt! There has been CRITICAL TAMPERING WITH MINECRAFT, it is highly unlikely minecraft will work! STOP NOW, get a clean copy and try again!
[00:45:38] [main/ERROR]: FML has been ordered to ignore the invalid or missing minecraft certificate. This is very likely to cause a problem!
[00:45:38] [main/ERROR]: Technical information: ClientBrandRetriever was at jar:file:/C:/Users/casa/.gradle/caches/minecraft/net/minecraftforge/forge/1.7.2-10.12.0.999/forge-1.7.2-10.12.0.999-mcp.jar!/net/minecraft/client/ClientBrandRetriever.class, there were 0 certificates for it
[00:45:38] [main/ERROR]: FML appears to be missing any signature data. This is not a good thing
[00:45:38] [main/INFO]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[00:45:38] [main/INFO]: Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker
[00:45:39] [main/INFO]: Launching wrapped minecraft {net.minecraft.client.main.Main}
[00:45:41] [main/ERROR]: Unable to launch
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_40]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_40]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_40]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_40]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134) [launchwrapper-1.9.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?]
Caused by: java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(Unknown Source) ~[?:1.7.0_40]
at java.lang.Runtime.loadLibrary0(Unknown Source) ~[?:1.7.0_40]
at java.lang.System.loadLibrary(Unknown Source) ~[?:1.7.0_40]
at org.lwjgl.Sys$1.run(Sys.java:73) ~[lwjgl-2.9.0.jar:?]
at java.security.AccessController.doPrivileged(Native Method) ~[?:1.7.0_40]
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66) ~[lwjgl-2.9.0.jar:?]
at org.lwjgl.Sys.loadLibrary(Sys.java:95) ~[lwjgl-2.9.0.jar:?]
at org.lwjgl.Sys.<clinit>(Sys.java:112) ~[lwjgl-2.9.0.jar:?]
at net.minecraft.client.Minecraft.getSystemTime(Minecraft.java:2580) ~[Minecraft.class:?]
at net.minecraft.client.main.Main.main(Main.java:36) ~[Main.class:?]
... 6 more
Rollback Post to RevisionRollBack
Roses are red, violets are black.
Why is your chest as flat as your back?
I am running on a mac to setup forge 1.7. I ran the gradlew.bat setupDecompWorkspace eclipse from that folder and it said -bash: gradlew.bat: command not found. I've been looking all over at google for anything and nothing shows up. Is there a way?
I am running on a mac to setup forge 1.7. I ran the gradlew.bat setupDecompWorkspace eclipse from that folder and it said -bash: gradlew.bat: command not found. I've been looking all over at google for anything and nothing shows up. Is there a way?
idk... i don't have a mac so i can't test it out for 1.7..
Hey, I was wondering, where exactly would I put source? (My directory is C:\Users\Owner\Desktop\All My Minecraft Stuff In One Folder). Should the sources for 1.7.2 be ...\forge\src\main\java or ...\forge\build\unpacked\src\main\java
EDIT: Also, how would I add a biome that would only be in a new dimension? Would I have to create dependencies for each file to do this or...?
Hey, I was wondering, where exactly would I put source? (My directory is C:\Users\Owner\Desktop\All My Minecraft Stuff In One Folder). Should the sources for 1.7.2 be ...\forge\src\main\java or ...\forge\build\unpacked\src\main\java
EDIT: Also, how would I add a biome that would only be in a new dimension? Would I have to create dependencies for each file to do this or...?
no, don't put anything in that unpacked. that's there for when forge sets up, ur mod would go in that "java" in main.
and i'm not entirely sure about that dimension thing, as i have not gotten to that point.. but i will shoon, as i'm putting some in my mod, and then i'll do a tut on it sometime...
no, don't put anything in that unpacked. that's there for when forge sets up, ur mod would go in that "java" in main.
and i'm not entirely sure about that dimension thing, as i have not gotten to that point.. but i will shoon, as i'm putting some in my mod, and then i'll do a tut on it sometime...
Ok. I figured it out. =D I also realized why I got so many errors: the vanilla Minecraft items/blocks used were like this: ex. rawBeef, etc. D=
As for the biome/dimension thing, I'll figure that out or something. (I'm not completely learned in coding, but I know enough to figure some easier stuff out, especially if it's Minecraft-mod related.)
Oh, and also, if my package is net.minecraft.src, do I put it in ...\net\minecraft\src or just java? (I realize this may be kind of obvious to you, but I'm not 100% sure and I don't want to mess anything up.)
EDIT: How would I compile/recompile the mod files and then export them?
Hey, i have a problem.
for my base class, its saying i need a Variable Declarator ID for my Language Registers.
My "Water Berry" and "Compressed Wet Dirt" Both say i need a variable Declarator ID
and my first Parentheses (Red Colour in this Code) are saying i need to delete the token. Whats Wrong?
--------------------------------------------------------------------------------------------------------------
@Init
public void load(FMLInitializationEvent event) {
@PostInit
public void postInit(FMLPostInitializationEvent event)
{
}
}I Also Have this other problem,
==============================================================================
//Items
WaterBerry = new WaterBerry(WaterBerryid)
.setCreativeTab(CreativeTabs.tabMaterials);
-----------------------------------------------------------------------------------
It says i need a variable declarator ID
Hey, i have a problem.
for my base class, its saying i need a Variable Declarator ID for my Language Registers.
My "Water Berry" and "Compressed Wet Dirt" Both say i need a variable Declarator ID
and my first Parentheses (Red Colour in this Code) are saying i need to delete the token. Whats Wrong?
--------------------------------------------------------------------------------------------------------------
@Init
public void load(FMLInitializationEvent event) {
@PostInit
public void postInit(FMLPostInitializationEvent event)
{
}
}
I Also Have this other problem,
==============================================================================
//Items
WaterBerry = new WaterBerry(WaterBerryid)
.setCreativeTab(CreativeTabs.tabMaterials);
-----------------------------------------------------------------------------------
It says i need a variable declarator ID
if ur doing that in 1.7, then i have no idea what so ever as forge still has to rename the functions to understandable code.... so your mods that were coded in 1.6 won't work for 1.7 until forge has renamed stuffs...
It says when decompiling Forge for 1.7.2 that it is a "corrupted cache", but I haven't modded the .minecraft or anything like that. Do you know what could've gone wrong. (I did the build\unpacked\conf)
About the armor, I don't know what I've done wrong, but for some reason the armor I'm trying to code (Obsidian) is worse than diamond in-game, even though the damage reduction parts are the same as diamond. I tried making it higher, which didn't help.I tried it on several mobs, like the spider which did 2 hearts in Obsidian armor, but less than 1/2 a heart in diamond. Here's my EnumArmorMaterial code:
The -1 for durability is infinite durability, dunno if that impacts it in any way.I also checked whether the custom armor is using the right armor type, which it is.
the -1 might be the problem, i haven't tried it myself, but i've seen other people's postings of wanting no damage on armor, and they first tried that, but i don't remember what they did to finally get no damage on their armor.
Thanks, the no durability thing (-1) was causing it, though I've seen that people implement ISpecialArmor in the armor class, but idk how to do that. I'll just keep it at a high durability for now.
EDIT: Also say the armor had durability, how would I get the armor to be repaired by an anvil?
the anvil thing i'm not sure. it might just do it since it's implementing the ISpecialArmor or what ever that was. I haven't done something with armor in a long time so idk
I'm stating to make videos again, so this modding tut will be back online! I think i'll just continue with modding or 1.7.x now. Oh and i'll fix the main post where the spoilers got messed up when this site moved to the new design.
Latest build for 1.7.2, 10.12.0.998.
*EDIT* I've just noticed there is a 10.12.0.999 build, should I try now?
Why is your chest as flat as your back?
i would try it. i'll probably test it my self anyway so might as well..
E
Why is your chest as flat as your back?
idk... i don't have a mac so i can't test it out for 1.7..
E
EDIT: Also, how would I add a biome that would only be in a new dimension? Would I have to create dependencies for each file to do this or...?
no, don't put anything in that unpacked. that's there for when forge sets up, ur mod would go in that "java" in main.
and i'm not entirely sure about that dimension thing, as i have not gotten to that point.. but i will shoon, as i'm putting some in my mod, and then i'll do a tut on it sometime...
E
the item code cracked me up
maxStackSize = 66;
I'm not crazy, i'm just not user friendly
--> Click here to get BETA ACCESS to this mod and upcoming server! <--
Ok. I figured it out. =D I also realized why I got so many errors: the vanilla Minecraft items/blocks used were like this: ex. rawBeef, etc. D=
As for the biome/dimension thing, I'll figure that out or something. (I'm not completely learned in coding, but I know enough to figure some easier stuff out, especially if it's Minecraft-mod related.)
E
EDIT: How would I compile/recompile the mod files and then export them?
for my base class, its saying i need a Variable Declarator ID for my Language Registers.
My "Water Berry" and "Compressed Wet Dirt" Both say i need a variable Declarator ID
and my first Parentheses (Red Colour in this Code) are saying i need to delete the token. Whats Wrong?
--------------------------------------------------------------------------------------------------------------
@Init
public void load(FMLInitializationEvent event) {
gameRegisters();
languageRegisters();
registerRenderers();
}
private static void gameRegisters() {
//Blocks
GameRegistry.registerBlock(CompressedWetDirt, "CompressedWetDirt");
//Items
GameRegistry.registerItem(WaterBerry, "WaterBerry"); }
private static void languageRegisters() { }
//Blocks
LanguageRegistry.addName(CompressedWetDirt, "Compressed Wet Dirt");
//Items
LanguageRegistry.addName(WaterBerry, "Water Berry");
private static void registerRenderers() {}
@PostInit
public void postInit(FMLPostInitializationEvent event)
{
}
}I Also Have this other problem,
==============================================================================
//Items
WaterBerry = new WaterBerry(WaterBerryid)
.setCreativeTab(CreativeTabs.tabMaterials);
-----------------------------------------------------------------------------------
It says i need a variable declarator ID
I'm not crazy, i'm just not user friendly
--> Click here to get BETA ACCESS to this mod and upcoming server! <--
if ur doing that in 1.7, then i have no idea what so ever as forge still has to rename the functions to understandable code.... so your mods that were coded in 1.6 won't work for 1.7 until forge has renamed stuffs...
E
I'm not crazy, i'm just not user friendly
--> Click here to get BETA ACCESS to this mod and upcoming server! <--
Custom Crops are crops such as sugarcane which dont grow on tilled soil
I'm not crazy, i'm just not user friendly
--> Click here to get BETA ACCESS to this mod and upcoming server! <--
the -1 might be the problem, i haven't tried it myself, but i've seen other people's postings of wanting no damage on armor, and they first tried that, but i don't remember what they did to finally get no damage on their armor.
E
the anvil thing i'm not sure. it might just do it since it's implementing the ISpecialArmor or what ever that was. I haven't done something with armor in a long time so idk
E
E
E