I am on the Armor Video and when i run it and put the armor on the texture doesn't show and what ever in my hand at the time disappers as well. any ideas. let me know is you wish to veiw the code.
That confused me too when I first tried gradle for 1.7.2. From what I understand is that gradle is the devlivery system that they use get all of the files downloaded to you. The source files for minecraft and forge show up under Referenced Libraries. Here's a screen cap so you can see where they are now. You have expand a bit of the tree to see it.
So all I have to do is manually download the server jar and reference it? It's that simple?
EDIT: Just tried that and realised that I would need the source code for that, and since Minecraft is closed source, that wouldn't be easy to get hold of. So my question is, how is this possible? Also, what is ForgeBin? I don't have that... (I'm using .965 1.6.4 by the way)
For some reason in my main code, I keep getting an error for the Blocks im trying to add, saying that the other class it is referencing is undefined, when, as far as I can tell, I have defined it.
Help Images:
Lahackmod.java
package gasa.lahackmod.common; //Package directory
/*
* Basic importing
*/
import net.minecraft.block.Block;
import net.minecraft.item.Item;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.Init;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;
/*
* Basic needed forge stuff
*/
@Mod(modid="lahackmod",name="lahackmod",version="0.0.1")
@NetworkMod(clientSideRequired=true,serverSideRequired=false)
public class Lahackmod {
/*
* ToolMaterial
*/
//Telling forge that we are creating these
//items
public static Item amethyst;
//tools
//blocks
public static Block amethystblock;
//Declaring Init
@Init
public void load(FMLInitializationEvent event){
// define items
amethyst = new Synitems(2000).setUnlocalizedName("amethyst");
// define blocks
amethystblock = new AmethystBlock(6564, "amethystblock").setUnlocalizedName("amethyst_block").setHardness(3.0F).setStepSound(Block.soundMetalFootstep).setResistance(10.0F);
GameRegistry.registerBlock(amethystblock, "amethystblock");
//adding names
//items
LanguageRegistry.addName(amethyst, "WhatItems");
//blocks
LanguageRegistry.addName(amethystblock, "Amethyst Block");
//crafting
}
}
Synitems.java
package gasa.lahackmod.common;
import net.minecraft.item.Item;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.relauncher.*;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
public class Synitems extends Item {
public Synitems(int par1) {
super(par1); //Returns super constructor: par1 is ID
setCreativeTab(CreativeTabs.tabMaterials); }
public void registerIcons(IconRegister reg) {
if (itemID == gasa.Lahackmod.LOL.itemID) {
this.itemIcon = reg.registerIcon("LOL");
}
}
}
I hope this issue can be resolved soon as its really driving me up the wall. Also, sorry for not using spoiler tags, I wasnt sure on how to impliment it here.
I love your tutorial but there is an issue I am having and it is bothering me severely.
I am using 1.6.4 as the mod but when I run install, it goes through the process but then it gives me an error with "1.6.4_server.jar is missing". I then open eclipse and there are no files in the src. Any help?
*Restate* 1.6.3 is missing for client and sever jars
For some reason in my main code, I keep getting an error for the Blocks im trying to add, saying that the other class it is referencing is undefined, when, as far as I can tell, I have defined it.
Help Images:
Lahackmod.java
package gasa.lahackmod.common; //Package directory
/*
* Basic importing
*/
import net.minecraft.block.Block;
import net.minecraft.item.Item;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.Init;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;
/*
* Basic needed forge stuff
*/
@Mod(modid="lahackmod",name="lahackmod",version="0.0.1")
@NetworkMod(clientSideRequired=true,serverSideRequired=false)
public class Lahackmod {
/*
* ToolMaterial
*/
//Telling forge that we are creating these
//items
public static Item amethyst;
//tools
//blocks
public static Block amethystblock;
//Declaring Init
@Init
public void load(FMLInitializationEvent event){
// define items
amethyst = new Synitems(2000).setUnlocalizedName("amethyst");
// define blocks
amethystblock = new AmethystBlock(6564, "amethystblock").setUnlocalizedName("amethyst_block").setHardness(3.0F).setStepSound(Block.soundMetalFootstep).setResistance(10.0F);
GameRegistry.registerBlock(amethystblock, "amethystblock");
//adding names
//items
LanguageRegistry.addName(amethyst, "WhatItems");
//blocks
LanguageRegistry.addName(amethystblock, "Amethyst Block");
//crafting
}
}
Synitems.java
package gasa.lahackmod.common;
import net.minecraft.item.Item;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.relauncher.*;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
public class Synitems extends Item {
public Synitems(int par1) {
super(par1); //Returns super constructor: par1 is ID
setCreativeTab(CreativeTabs.tabMaterials); }
public void registerIcons(IconRegister reg) {
if (itemID == gasa.Lahackmod.LOL.itemID) {
this.itemIcon = reg.registerIcon("LOL");
}
}
}
I hope this issue can be resolved soon as its really driving me up the wall. Also, sorry for not using spoiler tags, I wasnt sure on how to impliment it here.
Help plz
Based on what I see here and the lack of an import in your main modding class, I would say that you need a class named AmethystBlock.
Rollback Post to RevisionRollBack
If someone helps you out, don't hesitate to hit the green button to give them some props.
Grr, running into more problems, I have an Idea set up for one of the swords in my mod pack, but I'm not sure how to implement it, I want the sword to have the ability to fire a projectile like a Bow would, however I dont want to use the arrow projectile, instead I want it to use an animated texture instead, to show the sword firing a beam. Can anyone help?
I do know that the bowsword code nxwhitney gave me is definatly the way to go as a base, I just cant figure this whole texture projectile out...
You are on the right track by using your BowSword class as a base. Go this way: create a sword texture that will be your default texture and then create a few more that simulates the sword being pulled back for the projectile strike. You could use EntityArrow as a base for it but it will still act like an arrow rather than a beam, i.e. falling back to earth after a bit. You'd have to work out the math to get it to suit your needs.
Rollback Post to RevisionRollBack
If someone helps you out, don't hesitate to hit the green button to give them some props.
help it saids
Download of minecraft_1.6.4.jar failed hash check, deleting abcf286a14f7aee82e8bf89270433509 ba3145656b1480122bd8759cecd7b7a1
somethlng failed verifying minecraft files, see log for details
decompile exception: 1
The Meaning of Life, the Universe, and Everything.
Join Date:
6/19/2012
Posts:
55
Minecraft:
eareos
Member Details
EVERY TIME I GET THIS ERROR (i never had this before only after i wanted to make a new mod.) http://prntscr.com/3u6ulc
Im doing it EXACTLEY the right way.EVERY TIME I GET THIS ERROR (i never had this before only after i wanted to make a new mod.) http://prntscr.com/3u6ulc
Im doing it EXACTLEY the right way.
On your first tutoral you didnt show us the downloading prossess of forge install, so now when i click decompile it says scalac insn't found in the Path
The Meaning of Life, the Universe, and Everything.
Join Date:
4/16/2013
Posts:
56
Minecraft:
Fearnbus25
PSN:
Fearnbus25
Member Details
When I go into the eclipse thing and go into the forge/mcp/eclipse folder and open it, I don't get a minecraft folder I just get eclipse with nothing there. Anybody know what the problem is?
I dont get a SRC folder in the MCP folder in forge when i do the install.bat
What has happened?
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
So all I have to do is manually download the server jar and reference it? It's that simple?
EDIT: Just tried that and realised that I would need the source code for that, and since Minecraft is closed source, that wouldn't be easy to get hold of. So my question is, how is this possible? Also, what is ForgeBin? I don't have that... (I'm using .965 1.6.4 by the way)
No, my computer is not too slow.
[email protected], GALAX GTX 980Ti HOF 6GB, Seagate 1TB 7200RPM HDD, Crucial MX100 256GB SSD, 2x Kingston 8GB@1866MHz, EVGA NEX750G PSU
For some reason in my main code, I keep getting an error for the Blocks im trying to add, saying that the other class it is referencing is undefined, when, as far as I can tell, I have defined it.
Help Images:
Lahackmod.java
Synitems.java
I hope this issue can be resolved soon as its really driving me up the wall. Also, sorry for not using spoiler tags, I wasnt sure on how to impliment it here.
Help plz
I love your tutorial but there is an issue I am having and it is bothering me severely.
I am using 1.6.4 as the mod but when I run install, it goes through the process but then it gives me an error with "
1.6.4_server.jar is missing". I then open eclipse and there are no files in the src. Any help?*Restate* 1.6.3 is missing for client and sever jars
Based on what I see here and the lack of an import in your main modding class, I would say that you need a class named AmethystBlock.
You are on the right track by using your BowSword class as a base. Go this way: create a sword texture that will be your default texture and then create a few more that simulates the sword being pulled back for the projectile strike. You could use EntityArrow as a base for it but it will still act like an arrow rather than a beam, i.e. falling back to earth after a bit. You'd have to work out the math to get it to suit your needs.
Download of minecraft_1.6.4.jar failed hash check, deleting abcf286a14f7aee82e8bf89270433509 ba3145656b1480122bd8759cecd7b7a1
somethlng failed verifying minecraft files, see log for details
decompile exception: 1
My Channel
http://prntscr.com/3u6ulc
Im doing it EXACTLEY the right way.EVERY TIME I GET THIS ERROR (i never had this before only after i wanted to make a new mod.)
http://prntscr.com/3u6ulc
Im doing it EXACTLEY the right way.
plzzzzzzz help !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
So this is my problem,
On your first tutoral you didnt show us the downloading prossess of forge install, so now when i click decompile it says scalac insn't found in the Path
Client recompile failed, correct source then run updatemd5
Please help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2. Have you trued Updating md5
3. Are all your classes lower case, in one mod of mine they weren't and i got some md5 errors too.