• 0

    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Having trouble getting this to load - does it have a lot of incompatibilities or something with other mods? It doesn't crash the server, it just stops loading:
    [14:27:08] [Server thread/INFO] [FML/]: Loading dimension 0 (world) ([email protected])
    [14:27:08] [Server thread/INFO] [FML/]: Loading dimension 30 (world) ([email protected])
    [14:27:35] [Server thread/INFO] [STDOUT/]: [tardis.common.core.TardisOutput:print:49]: [TM][TDimH]Adding dimension: 30, DimensionImmortallis
    [14:27:35] [Server thread/INFO] [FML/]: Loading dimension 29 (world) ([email protected])

    If you attempt to connect it says world it still loading. Went out for about 45 mins and it was still sitting there so I guess it's stuck on something, but I can't see any problems in the log.
    Posted in: Minecraft Mods
  • 1

    posted a message on Compile Problem with ic2 api

    Little rusty, been a while, just finished upgrading my mod to 1.7.10 and when I try to compile it, it's not finding the ic2 api. Everything runs fine in eclipse, build path includes the jar and IC2 functions work fine.


    error from compile:

    warning: [options] bootstrap class path not set in conjunction with -source 1.6
    /forge/build/sources/java/cytools2/cytools2.java:47: error: package ic2 does not exist
    import ic2.*;
    ^
    1 error
    1 warning
    :compileJava FAILED

    I have industrialcraft-2-2.2.767-experimental-dev.jar in /libs (from gradle root). I have tried every configuration under the sun in build.gradle dependencies and none of them seem to work. I'm probably missing something stupid but I can't figure it out.

    build.gradle

    Ice:forge cylynex$ cat build.gradle
    buildscript {
    repositories {
    mavenCentral()
    maven {
    name = "forge"
    url = "http://files.minecraftforge.net/maven"
    }
    maven {
    name = "sonatype"
    url = "https://oss.sonatype.org/content/repositories/snapshots/"
    }


    }
    dependencies {
    classpath 'net.minecraftforge.gradle:ForgeGradle:1.2-SNAPSHOT'
    }

    }

    /*repositories {
    maven {
    name = "ic2"
    url = "http://maven.ic2.player.to/"
    }
    }
    */



    apply plugin: 'forge'

    version = "2.0"
    group= "cytools2.cytools2"
    archivesBaseName = "cytools"

    minecraft {
    version = "1.7.10-10.13.2.1230"
    runDir = "eclipse"
    }

    dependencies {
    // you may put jars on which you depend on in ./libs
    // or you may define them like so..
    //compile "some.group:artifact:version:classifier"
    //compile "some.group:artifact:version"

    // real examples
    //compile 'com.mod-buildcraft:buildcraft:6.0.8:dev' // adds buildcraft to the dev env
    //compile 'com.googlecode.efficient-java-matrix-library:ejml:0.24' // adds ejml to the dev env

    // for more info...
    // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html
    // http://www.gradle.org/docs/current/userguide/dependency_management.html
    //compile '/forge/libs/industrialcraft-2-2.2.767-experimental-dev.jar'
    // compile files('lib/industrialcraft-2-2.2.767-experimental-dev.jar')
    // compile fileTree (dir: 'libs', include: ['*.jar'])
    // compile 'net.industrial-craft:industrialcraft-2:2.2.767-experimental-dev:api'
    // api 'net.industrial-craft:industrialcraft-2:2.2.767-experimental-dev:api'
    }

    processResources
    {
    // this will ensure that this task is redone when the versions change.
    inputs.property "version", project.version
    inputs.property "mcversion", project.minecraft.version

    // replace stuff in mcmod.info, nothing else
    from(sourceSets.main.resources.srcDirs) {
    include 'mcmod.info'

    // replace version and mcversion
    expand 'version':project.version, 'mcversion':project.minecraft.version
    }

    // copy everything else, thats not the mcmod.info
    from(sourceSets.main.resources.srcDirs) {
    exclude 'mcmod.info'
    }
    }


    Mod compiles fine if I comment out the ic2 imports and recipes etc.


    Any help appreciated.

    Posted in: Modification Development
  • 0

    posted a message on MetaBlock

    NM, I figured it out.

    Posted in: Modification Development
  • 0

    posted a message on MetaBlock

    Update here - I've got it treating it like a multitexture block now, using this as my metablock class. (textures showing, same 6 for all the metablocks) Not the desired behavior but I think it's almost there, I just need to get it from displaying 1 texture per side to 1 texture per block. Anyone? Pretty sure it's something I'm doing wrong in the IIcon geticon, as it's calling side not block.


    package cytools2;

    import java.util.List;

    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import net.minecraft.client.renderer.texture.IIconRegister;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemStack;
    import net.minecraft.util.IIcon;


    public class MetaBlock extends Block {

    protected MetaBlock(String unlocalizedName, Material material) {
    super(material);
    this.setBlockName(unlocalizedName);
    this.setCreativeTab(CreativeTabs.tabBlock);
    this.setBlockTextureName("cytools2:" + unlocalizedName);
    this.setHardness(2.0F);
    this.setResistance(6.0F);
    this.setStepSound(soundTypeMetal);
    }

    @Override
    public int damageDropped(int meta) {
    return meta;
    }

    @SuppressWarnings({ "unchecked", "rawtypes" })
    @Override
    public void getSubBlocks(Item item, CreativeTabs tab, List list) {
    for (int i = 0; i < 15; i ++) {
    list.add(new ItemStack(item, 1, i));
    //System.out.println(String.format("blockitem"+item));
    }
    }


    public IIcon[] icons = new IIcon[15];

    @Override
    public void registerBlockIcons(IIconRegister reg) {
    for (int i = 0; i < 6; i ++) {
    this.icons = reg.registerIcon(this.textureName + i);
    String ttn = this.textureName + i;
    System.out.println(String.format("TN: "+ttn));
    }
    }

    @Override
    public IIcon getIcon(int side, int meta) {
    return this.icons[side];
    }


    }
    Posted in: Modification Development
  • 0

    posted a message on MetaBlock

    Hi, been a while since I've modded - upgrading my 1.6.4 mod to 1.7.10. I'm having trouble with the metablocks. I have them registering and showing up in game (blockname xxx:y), but no matter what I've tried, they are not showing textures. I'm not getting any missing texture errors either, just the black/pink squares. Other than that they are getting all their properties properly, just no texture. Any help appreciated!


    My metablock class:

    package cytools2;

    import java.util.List;

    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import net.minecraft.client.renderer.texture.IIconRegister;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemStack;
    import net.minecraft.util.IIcon;


    public class MetaBlock extends Block {

    protected MetaBlock(String unlocalizedName, Material material) {
    super(material);
    this.setBlockName(unlocalizedName);
    this.setCreativeTab(CreativeTabs.tabBlock);
    this.setBlockTextureName("cytools2:" + unlocalizedName);
    this.setHardness(2.0F);
    this.setResistance(6.0F);
    this.setStepSound(soundTypeMetal);
    }

    @Override
    public int damageDropped(int meta) {
    return meta;
    }

    @SuppressWarnings({ "unchecked", "rawtypes" })
    @Override
    public void getSubBlocks(Item item, CreativeTabs tab, List list) {
    for (int i = 0; i < 15; i ++) {
    list.add(new ItemStack(item, 1, i));
    //System.out.println(String.format("blockitem"+item));
    }
    }

    /*
    @Override
    public void registerBlockIcons(IIconRegister reg) {
    }
    */

    public IIcon[] icons = new IIcon[15];

    @Override
    public void registerBlockIcons(IIconRegister reg) {
    for (int i = 0; i < 15; i ++) {
    this.icons = reg.registerIcon(this.textureName + "_" + i);
    }
    }

    @Override
    public IIcon getIcon(int side, int meta) {
    return this.icons[side];
    }

    }

    ItemBlockMetaBlock class:

    package cytools2.Items;

    import net.minecraft.block.Block;
    import net.minecraft.item.ItemBlockWithMetadata;
    import net.minecraft.item.ItemStack;

    public class ItemBlockMetaBlock extends ItemBlockWithMetadata {

    public ItemBlockMetaBlock(Block block) {
    super(block, block);
    }

    @Override
    public String getUnlocalizedName(ItemStack stack) {
    return this.getUnlocalizedName() + "_" + stack.getItemDamage();
    }

    }

    A chunk of code I was trying to get to work in the metablock class but didn't seem to get the job done either

    /*
    @Override
    @SideOnly(Side.CLIENT)
    public void registerBlockIcons(IIconRegister reg) {
    for (int x = 0; x < 9; x ++) {
    String Iconpre = this.getUnlocalizedName().substring(this.getUnlocalizedName().indexOf('.') + 1);
    String Iconname = "cytools2:"+Iconpre+x;
    //this.blockIcon = reg.registerIcon(this.getUnlocalizedName().substring(this.getUnlocalizedName().indexOf('.') + 1));
    //this.blockIcon = reg.registerIcon(Iconname.substring(this.getUnlocalizedName().indexOf('.') + 1));
    this.blockIcon = reg.registerIcon(Iconname);
    System.out.println(String.format("texturename: "+this.textureName));
    System.out.println(String.format("blockicon: "+Iconname));
    //this.setBlockTextureName("cytools2:eblock_0.png");
    }
    }
    */
    Posted in: Modification Development
  • 0

    posted a message on Carpenter's Blocks
    Just wondering if anyone has actually tested if the blocks work with Archimedes ships yet on 1.6.4? I only just saw the update now and won't be able to try it out myself till tonight. My players will be pretty stoked if it does work though! Used to just cause the server to do weird things.

    Carp blocks is still one of the coolest mods for MC. Our Atlantis themed world would not look nearly as awesome without all the slopes and angles!
    Posted in: Minecraft Mods
  • 1

    posted a message on 1.6.4 Thaum Recipes V. 1.0 Thaumcraft Addon
    Be nice to include what it actually adds.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Thermal Expansion 3 Addon] Advanced Flux Tools
    I think TE3 is dead now yea? Saw the thread was locked. Just as well I guess, the ducts were buggy as hell.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Just a quick note, although I've had Mekanism in my mod pack for a while, I just recently (v6) started using your stuff. It's great! Love the digital miner, and the windmills are fantastic! Best part imo is the way it works with all the other power systems. No aggravating need to put converters or separate grids to run your stuff.

    I haven't figured out how to hook your transport pipes into my ic2 machines yet, but I'm guessing I just have to play with it more. Really loving the mod so far and I've barely gotten into it!
    Posted in: Minecraft Mods
  • 0

    posted a message on LanteaCraft
    Quote from iTimmyLP

    Can you add the Gateship from Stargate Atlantis? They Can Fly and swim. Is that possible?


    Using Archimedes Ship mods, we have a bunch of puddle jumpers. Works fine, but we don't use Lantea craft, we use SGCraft. This mod is the same thing with non-original authors changing code and thats about it, always better off with the original ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    Looks great, looking forward to a release here. I don't do TC but some players on my server do, an AE integration is much anticipated by them.
    Posted in: WIP Mods
  • 1

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Anyone else have trouble with the pipes? I've noticed that the fluiducts supplying gas to my compression dynamos after a chunk unload will not let the fluid run all the way, it will stop at some point and you have to break and replace it to get the fuel to flow. I've also seen this behavior in some itemducts in my factory, where product from the macerators, set on a round robin export, will just kinda bounce around between the inputs till i break / replace it, then it will work. Power conduits, same thing.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Delete your 1.6.4 directory and relaunch, it will redownload and should work then. Worked fo rme anyway =) Make sure you ironed out any block conflicts if present too.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Is there any way to remotely fire up the dynamos? Been trying and not coming up with a solution, other than putting a BC gate next to the machine and then one next to the dynamo, but that's clunky. I can't find any other way within the context of TE3 though to have the engine only turn on when, for example, the machine has been fed material and can work, vs just running all the time, as I've seen for example the steam dynamo continually consumes coal even when its buffer is full, the machines buffer is full, and no work is being done. Or am I missing some config option on the dynamo or machine to curtail this behavior?
    Posted in: Minecraft Mods
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