• 0

    posted a message on [1.9.4][Forge] Automatically generate default JSON files for blocks and items with Gradle

    I also find making the json files tedious. However, one disadvantage of doing this at build-time is that you are just going to see the black/purple null texture when running in the dev enviornment. So if you forgot to write the Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(...) or ModelLoader.setCustomModelResourceLocation(...) you may not know until after you build and run outside the dev enviornment.


    So I don't have that problem, I plan on writing code to generate all the json files at run-time, like I have done with the en_us.lang file. It just requires you creating a default folder resource pack that can be read by minecraft (requires reflection as Minecraft.defaultResourcePacks field is private) and using basic java.io classes. However, a problem of doing this at run-time is that the mod will take longer to load.

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Minecraft Forge mod textures loading in Dev enviorenment but not outside of dev environment.
    Quote from TehNut»

    Compiled environments are case sensitive, so double check that.


    I have done that, but it the problem still occurs.
    Posted in: Modification Development
  • 0

    posted a message on Minecraft Forge mod textures loading in Dev enviorenment but not outside of dev environment.
    Quote from ItzDennisz»

    You sure you did gradlew build?


    Yes, I did.
    Posted in: Modification Development
  • 0

    posted a message on Minecraft Forge mod textures loading in Dev enviorenment but not outside of dev environment.

    After updating my RainbowBlocks mod to 1.8, it now works properly and the textures load properly in Eclipse. However, the textures aren't loading from the jar file created by forge gradle when run from the official minecraft launcher. Everything seems to work except the textures. I have confirmed that the textures/blockstates/models are all in the jar file. What would be causing this problem and how could I fix it.

    Posted in: Modification Development
  • 0

    posted a message on Progressive Automation - Upgradeable Machines

    I keep getting a java.lang.NoClassDefFoundError when loading the newest verison of this mod.


    ---- Minecraft Crash Report ----
    // Don't be sad. I'll do better next time, I promise!

    Time: 8/16/15 10:29 AM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: com/vanhal/progressiveautomation/items/ItemRFEngine
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.NoClassDefFoundError: com/vanhal/progressiveautomation/items/ItemRFEngine
    at com.vanhal.progressiveautomation.ProgressiveAutomation.<clinit>(ProgressiveAutomation.java:51)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:344)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
    ... 10 more
    Caused by: java.lang.ClassNotFoundException: com.vanhal.progressiveautomation.items.ItemRFEngine
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    ... 36 more
    Caused by: java.lang.NoClassDefFoundError: cofh/api/energy/IEnergyContainerItem
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
    at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
    ... 38 more
    Caused by: java.lang.ClassNotFoundException: cofh.api.energy.IEnergyContainerItem
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    ... 42 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 149239136 bytes (142 MB) / 296501248 bytes (282 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 Optifine OptiFine_1.7.10_HD_U_C1 20 mods loaded, 20 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
    UC Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
    UC CodeChickenCore{1.0.7.46} [CodeChicken Core] (minecraft.jar)
    UC NotEnoughItems{1.0.5.111} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.111-universal.jar)
    UC AIRI{3.1.0} [AIRI] ([1.7.10-10.13.4.1490-1.7.10][3.1.0.154] AIRI.jar)
    UC avp{4.0.0.236} [AliensVsPredator] ([1.7.10-10.13.4.1490-1.7.10][4.0.0.236] AliensVsPredator.jar)
    UC abyssalcraft{1.8.8b} [AbyssalCraft] (AbyssalCraft-1.7.10-1.8.8b.jar)
    UC chocolateQuest{1.0} [Chocolate Quest] (chocolateQuest-1.7.10-1.0.jar)
    UC gregapi{GT6-MC1710} [Greg-API] (gregtech_1.7.10-6.00.50.jar)
    UC IC2{2.2.763-experimental} [IndustrialCraft 2] (industrialcraft-2-2.2.763-experimental.jar)
    UC gregtech{GT6-MC1710} [GregTech] (gregtech_1.7.10-6.00.50.jar)
    UC Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar)
    UC MetallurgyCore{4.0.4} [Metallurgy Core] (MetallurgyCore-1.7.10-4.0.4.18.jar)
    UC TConstruct{1.7.10-1.6.0.build611} [Tinkers' Construct] (TConstruct_mc1.7.10_1.6.0d40.1.jar)
    UC Metallurgy{4.0.8} [Metallurgy 4] (Metallurgy-1.7.10-4.0.8.97.jar)
    UE progressiveautomation{1.6.27} [Progressive Automation] (ProgressiveAutomation-1.7.10-1.6.27.jar)
    UC purpleore{1.7.10-1.1} [Purple Ore] (purpleore-1.7.10-1.1.jar)
    UC vampirism{0.6.2.180} [Vampirism] (Vampirism-1.7.10-0.6.2.180.jar)
    UC aobd{2.7.1} [Another One Bites The Dust] (AOBD-2.7.1.jar)
    GL info: ' Vendor: 'Intel' Version: '4.0.0 - Build 10.18.10.4252' Renderer: 'Intel(R) HD Graphics'
    Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
    TConstruct Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: gregtech

    Posted in: Minecraft Mods
  • 0

    posted a message on Progressive Automation - Upgradeable Machines
    Quote from Demepally»

    hey I have a question would it be possible to add a RF powered version to allow other automation to sync up with it to allow for easier use ?


    There already is a way to make them RF powered using the "RF Engine" which is crafted using redstone and gold (I can't remember the exact recipe). If you put the RF engine into the generators, it will charge for use in the machines. It also will charge while in a machine if connected to a cable carrying RF or next to an RF generator.

    Posted in: Minecraft Mods
  • 0

    posted a message on Java Decompiling Forge Mods

    Thanks again.

    Posted in: Modification Development
  • 0

    posted a message on Java Decompiling Forge Mods

    Just another question, is there a specific folder that I need to place the source code into to re-compile the mod after editing it?

    Posted in: Modification Development
  • 0

    posted a message on Java Decompiling Forge Mods

    That appears to have worked, thanks.

    Posted in: Modification Development
  • 0

    posted a message on Java Decompiling Forge Mods

    BON is giving me this error and I can't figure out what I need to fix it.


    java.io.IOException: java.io.FileNotFoundException: http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.7.10-10.13.4.1490/forge-1.7.10-10.13.4.1490-userdev.jar

    Posted in: Modification Development
  • 0

    posted a message on Java Decompiling Forge Mods

    What is the best way to decompile forge mods? The reason I want to know is because I lost the source code for a mod I was developing last year and there are a few bugs I need to fix. Is there a good way of doing this, or will I need to start over from scratch?

    Posted in: Modification Development
  • 0

    posted a message on Progressive Automation - Upgradeable Machines
    Quote from Vanhal»

    The code checks to see if it's possible to plant the plant on normal soil before hoeing it, and if it does then it will do so. What crop are you using there.

    The crop is one from Magical Crops, and I've tested and this happens to all of the crops from this mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on Progressive Automation - Upgradeable Machines
    I have found a bug with the planter, it doesn't always hoe the ground before planting seeds on it.
    Posted in: Minecraft Mods
  • 1

    posted a message on Progressive Automation - Upgradeable Machines
    I have a suggestion for a new machine. This machine will deal damage to entities within near the block. The machine should require a sword to be used. The machine upgrades will increase the radius of the machine. The amount of damage will be equal to that of the sword put inside of the machine. The Wood version could deal damage to 1 creature every 4 ticks, stone: every 3 ticks, iron: every 2 ticks, diamond: every tick.
    Posted in: Minecraft Mods
  • 0

    posted a message on Modpack Ideas
    I am creating a modpack for me and my friends to play. Currently, I am using the mods:

    Applied Energistics

    CodeChickenCore

    Damage Indicators

    EnderIO

    Extra Utilities

    Magical Crops

    Not Enough Items

    Optifine

    Progressive Automation

    What mods should I add to the modpack. I would like to add some simple tech mods and magic mods. However, I do not want mods that cause a ton of lag or are very buggy. Thanks in advance.
    Posted in: Mods Discussion
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