Assuming you're using Forge, you can use a class transformer to insert the method 'doesGuiPauseGame' into the class GuiScreenBook to override the return value with false.
Look at your @SidedProxy annotation in your main class file, you probably forgot to append the name of the class to the packet name.
@SidedProxy(clientSide="injected.main.client.(name of your client proxy class)")
2013-12-16 15:52:38 [FINE] [ForgeModLoader] Found a candidate zip or jar file Myths&MonsterModmcv1.4.6d24.12.12.zip
1.4.6 != 1.5.2
You need to make sure your mods are for the correct version of Minecraft.
@ The second error log
The configLoadBiomes method in the main mod class specifies default biome IDs that are outside of the allowed range (must be <= 255, should be > 22 to avoid conflicting with vanilla 1.5.2 biome ids).
To fix this, go to the minecraft directory (the one that contains the 'mods' folder), and open the 'config' folder.
Find the file 'Myths&Monsters.cfg' and open it in a plain text editor.
Find these lines
For the 'break' sound of a block, RenderGlobal.playAuxSFX uses block.stepSound.getBreakSound()
So if you have something like this for your Block instantiation:
public static Block myBlock = new BlockClass(blockId);
You would need to add .setStepSound with a new StepSound specifying the name of your sound.
new BlockClass(blockId).setStepSound(new StepSound("myblocksound", 1.0f, 1.0f)); // Float arguments are volume and pitch respectively
When an entity walks/lands on your block, or a player digs the block, it will play "step.myblocksound".
When the player removes the block, it will play the sound "dig.myblocksound".
For the 'place' sound, the ItemBlock/ItemReed/ItemSlab classes use stepSound.getPlaceSound(), which usually also returns "dig.(soundname)". You can use a custom Item class for your block to override this.
If you want to use a sound that already exists and is not prefixed with "dig." or "step.", you will need to make a class that extends StepSound and overrides getBreakSound() and getStepSound() to return the proper sound.
Example StepSound class:
import net.minecraft.block.StepSound;
public class UnprefixedStepSound extends StepSound {
public final String breakSoundName, placeSoundName;
public UnprefixedStepSound(String stepSound, String breakSound, String placeSound, float volume, float pitch) {
super(stepSound, volume, pitch);
this.breakSoundName = breakSound;
this.placeSoundName = placeSound;
}
@Override
public String getBreakSound() {
return this.breakSoundName;
}
@Override
public String getStepSound() {
return this.stepSoundName;
}
@Override
public String getPlaceSound() {
return this.placeSoundName;
}
}
Then for your Block instantiation:
new BlockClass(blockId).setStepSound(new UnprefixedStepSound("mob.ghast.moan", "mob.wolf.bark", "mob.chicken.hurt", 1.0f, 1.0f)); // Should play ghast idle sound when walked upon, wolf bark when broken, and chicken hurt sound when placed.
Note that you can also call .setStepSound on an already initialized block.
You are executing GameRegistry.addBiome with a parameter equal to null when the statement is executed.
Try checking all instances where you call GameRegistry.addBiome, if necessary, add some print statements before the lines to check if the parameter is null.
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to
WorldGenLiquids is actually what causes the single streams of lava or water in ravines and caves.
WorldGenLakes creates pools of liquid.
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Change
to
0
with
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Write to an existing array (MSB order)
Write int to new array in LSB order
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I've made this mod for 1.6.4 which may work.
0
Look at your @SidedProxy annotation in your main class file, you probably forgot to append the name of the class to the packet name.
@SidedProxy(clientSide="injected.main.client.(name of your client proxy class)")
1
1.4.6 != 1.5.2
You need to make sure your mods are for the correct version of Minecraft.
@ The second error log
The configLoadBiomes method in the main mod class specifies default biome IDs that are outside of the allowed range (must be <= 255, should be > 22 to avoid conflicting with vanilla 1.5.2 biome ids).
To fix this, go to the minecraft directory (the one that contains the 'mods' folder), and open the 'config' folder.
Find the file 'Myths&Monsters.cfg' and open it in a plain text editor.
Find these lines
And replace each number with a unique number below 256
1
3
So if you have something like this for your Block instantiation:
You would need to add .setStepSound with a new StepSound specifying the name of your sound.
When an entity walks/lands on your block, or a player digs the block, it will play "step.myblocksound".
When the player removes the block, it will play the sound "dig.myblocksound".
For the 'place' sound, the ItemBlock/ItemReed/ItemSlab classes use stepSound.getPlaceSound(), which usually also returns "dig.(soundname)". You can use a custom Item class for your block to override this.
If you want to use a sound that already exists and is not prefixed with "dig." or "step.", you will need to make a class that extends StepSound and overrides getBreakSound() and getStepSound() to return the proper sound.
Example StepSound class:
Then for your Block instantiation:
Note that you can also call .setStepSound on an already initialized block.
0
Try checking all instances where you call GameRegistry.addBiome, if necessary, add some print statements before the lines to check if the parameter is null.
1
With
0
func_102008_b == canExtractItem
func_102007_a == canInsertItem
Then delete methods func_102008_b and func_102007_a.
0
0
in the 1.6.jar archive.
1