The Meaning of Life, the Universe, and Everything.
Join Date:
8/13/2011
Posts:
43
Location:
United States of America
Minecraft:
SageRaziel
Xbox:
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PSN:
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Member Details
I have started the tutorial over three times now, and followed it through from scratch. I'm still have no luck. In light of my frustrations, I've decided to just post my code here.
Below is my generation class file in my generation package. This should be correct...I hope...If you see anything I've done incorrectly, I'd appreciate your help!
public class AdditionalStoneWorldGeneration implements IWorldGenerator
{
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
switch (world.provider.dimensionId)
{
case 0:
generateSurface(world, random, chunkX * 16, chunkZ * 16);
case -1:
generateNether(world, random, chunkX * 16, chunkZ * 16);
case 1:
generateEnd(world, random, chunkX * 16, chunkZ * 16);
}
}
private void generateSurface(World world, Random random, int x, int z)
{
addOreSpawn(ModBlocks.BonumStone, world, random, x, z, 16, 16, 20 + random.nextInt(5), 9, 0, 255);
}
private void generateNether(World world, Random random, int x, int z)
{
}
private void generateEnd(World world, Random random, int x, int z)
{
}
private void addOreSpawn(Block block, World world, Random random, int blockXPos, int blockZPos, int maxX, int maxZ, int maxVeinSize, int chanceToSpawn, int minY, int maxY)
{
for (int i = 0; i < chanceToSpawn; i++)
{
int posX = blockXPos + random.nextInt(maxX);
int posY = minY + random.nextInt(maxY - minY);
int posZ = blockZPos + random.nextInt(maxZ);
new WorldGenMinable(block, maxVeinSize).generate(world, random, posX, posY, posZ);
}
}
}
And below is my main class file for my mod. I have removed the two lines of code that the tutorial asked me to put here because I really can't figure out what it means when it says to put the code under the "our mod." If anyone could tell me where they go, I would be very thankful!
package SageRaziel.AdditionalStone;
import cpw.mods.fml.common.IWorldGenerator;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler; // used in 1.6.2
//import cpw.mods.fml.common.Mod.PreInit; // used in 1.5.2
//import cpw.mods.fml.common.Mod.Init; // used in 1.5.2
//import cpw.mods.fml.common.Mod.PostInit; // used in 1.5.2
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.registry.GameRegistry;
import SageRaziel.AdditionalStone.Generation.AdditionalStoneWorldGeneration;
import SageRaziel.AdditionalStone.help.Reference;
//import cpw.mods.fml.common.network.NetworkMod; // not used in 1.7
import SageRaziel.AdditionalStone.init.ModBlocks;
@Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION)
//@NetworkMod(clientSideRequired=true) // not used in 1.7
public class AdditionalStone {
// The instance of your mod that Forge uses.
@Instance(value = "AdditionalStone")
public static AdditionalStone instance;
// Says where the client and server 'proxy' code is loaded.
@SidedProxy(clientSide="SageRaziel.AdditionalStone.client.ClientProxy", serverSide="SageRaziel.AdditionalStone.CommonProxy")
public static CommonProxy proxy;
@EventHandler // used in 1.6.2
//@PreInit // used in 1.5.2
public void preInit(FMLPreInitializationEvent event) {
ModBlocks.init();
// Stub Method
}
@EventHandler // used in 1.6.2
//@Init // used in 1.5.2
public void load(FMLInitializationEvent event) {
proxy.registerRenderers();
}
@EventHandler // used in 1.6.2
//@PostInit // used in 1.5.2
public void postInit(FMLPostInitializationEvent event) {
// Stub Method
}
}
Ok I use to code 1.7.10 did you look over all of his code if you didn't you should or tell him I only help this section for 1.8 inless he gives me permmision to help with 1.7.10 thankyou for telling me but any problems ask but ore gen is one of those things that is always updated I wasnt use to the 1.7.10 Oregen code so Please talk to him
@TheXFactor117
Can you please end the Voting it was aspose to end 2 to 1 days/day ago and Entities won
Ok I use to code 1.7.10 did you look over all of his code if you didn't you should or tell him I only help this section for 1.8 inless he gives me permmision to help with 1.7.10 thankyou for telling me but any problems ask but ore gen is one of those things that is always updated I wasnt use to the 1.7.10 Oregen code so Please talk to him
@TheXFactor117
Can you please end the Voting it was aspose to end 2 to 1 days/day ago and Entities won
Shoot me a PM if you need help fleshing out ideas. I enjoy designing how gui's and interfaces look (not the coding though) and I'm pretty decent at balancing things if I have some time plus I love fleshing out smaller details of things so that they'll actually work. If your mod idea is too op let me know and I'll try to help
Sie Hir Hirself They Them Themself pronouns please. Thankies :*
Lol I wonder how to make mobs/entities tho so I'm waiting also my mod is bassicly Mo,Items And Armor + More that means More Items And Armor + Random Stuff I Just want to add
The Meaning of Life, the Universe, and Everything.
Join Date:
8/13/2011
Posts:
43
Location:
United States of America
Minecraft:
SageRaziel
Xbox:
Ask Me
PSN:
Ask Me
Member Details
That didn't help me. My vein size is 20 + 5, and my probability is also 20%. At least, that's what I currently have, which may differ from what I posted over an hour ago.
It would be epic if he could post his code for me to scrounge through.
Whenever I try to craft a recipe I designed, or try to go to my creative tab, it instantly crashes.
Any ideas?
I haven't made it quite that far yet. I was wondering if you could post your world generation code, including your main mod class file? I'm not wanting to take your mod; I'm just wanting to see how you got the generation to work, and how you registered it with the main class.
I also wanted to propose a partnership between us. We're both obviously new modders, and I think we can help each other by sharing our successful codes/the solutions we find to our problems. In addition, we can help each other by sharing resources we've found.
If you're up for the idea, let me know. I don't mind sharing any of my code, as I'm developing a simple, open-source mod anyway. Thanks a ton for everyone here who is trying to help.
Sure I think partnerships are a good Idea I have been looking for a partner I am still registering the ore gen but I origginaly set it up to enable/disable the Ore gen in the Config might do that again
public void generate(Random random, int chunkX, int chunkZ, World world,IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
switch (world.provider.dimensionId)
{
case 0:
generateSurface(world, random, chunkX * 16, chunkZ * 16);
case -1:
generateNether(world, random, chunkX * 16, chunkZ * 16);
case 1:
generateEnd(world, random, chunkX * 16, chunkZ * 16);
}
}
private void generateSurface(World world, Random random, int x, int z)
{
addOreSpawn(ModBlocks.squidiumOre, world, random, x, z, 16, 16, 3 + random.nextInt(2), 20, 1, 64);
}
private void generateNether(World world, Random random, int x, int z)
{
}
private void generateEnd(World world, Random random, int x, int z)
{
}
private void addOreSpawn(Block block, World world, Random random, int blockXPos, int blockZPos, int maxX, int maxZ, int maxVeinSize, int chanceToSpawn, int minY, int maxY)
{
for (int i = 0; i < chanceToSpawn; i++)
{
int posX = blockXPos + random.nextInt(maxX);
int posY = minY + random.nextInt(maxY - minY);
int posZ = blockZPos + random.nextInt(maxZ);
new WorldGenMinable(block, maxVeinSize).generate(world, random, posX, posY, posZ);
public class GenerationHandler implements IWorldGenerator {
// Which dimension to generate in by dimension ID (Nether -1, Overworld 0, End 1, etc)
@Override
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
switch (world.provider.getDimensionId()) {
case -1:
break;
case 0:
generateSurface(world, random, chunkX * 16, chunkZ * 16);
break;
case 1:
break;
}
}
//The actual generation method.
private void generateSurface(World world, Random rand, int chunkX, int chunkZ) {
for (int k = 0; k < 16; k++)
{
int firstBlockXCoord = chunkX + rand.nextInt(16);
int firstBlockZCoord = chunkZ + rand.nextInt(16);
//Will be found between y = 0 and y = 20
int quisqueY = rand.nextInt(20);
BlockPos quisquePos = new BlockPos(firstBlockXCoord, quisqueY, firstBlockZCoord);
//The 10 as the second parameter sets the maximum vein size
(new WorldGenMinable(MTABlocks.amethystore.getDefaultState(), 10)).generate(world, rand, quisquePos);
(new WorldGenMinable(MTABlocks.cheeseore.getDefaultState(), 10)).generate(world, rand, quisquePos);
}
}
}
@Mod(modid = Reference.MOD_ID, name = Reference.MOD_NAME, version = Reference.VERSION, dependencies = Reference.DEPEND, guiFactory = Reference.GUIFACTORY)
public class MoItemsAndArmor
{
@Instance(Reference.MOD_ID)
public static MoItemsAndArmor instance = new MoItemsAndArmor();
@SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS)
public static CommonProxy proxy;
private GuiHandler gui_handler;
private InputHandler keyHandler;
public static final TeleportTab tabTeleport = new TeleportTab("tabTeleport");
public static Logger logger = LogManager.getLogger(Reference.MOD_NAME);
@EventHandler
public void preInit(FMLPreInitializationEvent event)
{
/** Ore Gen Registering */
GameRegistry.registerWorldGenerator(this.eventWorldGen, 0);
/** Block and Item Regisrering */
MTAItems.init();
MTAItems.register();
MTABlocks.init();
MTABlocks.register();
The Meaning of Life, the Universe, and Everything.
Join Date:
8/13/2011
Posts:
43
Location:
United States of America
Minecraft:
SageRaziel
Xbox:
Ask Me
PSN:
Ask Me
Member Details
By the way, if anyone needs me, just tag me. I'm about to start messing with my code again. I was taking a break to work on my French homework lolz.
Thanks for sharing your code. Since TheXFactor117 was so kind to provide us the code, my main issue seems to be placing the code in the wrong spot. This should help me double check my code to ensure I'm not doing something silly. I'll post my code here as well once I get it working. To see my current {unworking} version, check my earlier post.
By the way, if anyone needs me, just tag me. I'm about to start messing with my code again. I was taking a break to work on my French homework lolz.
Thanks for sharing your code. Since TheXFactor117 was so kind to provide us the code, my main issue seems to be placing the code in the wrong spot. This should help me double check my code to ensure I'm not doing something silly. I'll post my code here as well once I get it working. To see my current {unworking} version, check my earlier post.
~Sage Raziel
Tagging is quoting I think in mc forum but
I need to ask you a few questions any info you don't want to give in the Post is ok:
Age(Dosent Matter But Please Don't Lie):
Skype(Not Needed But If You Want To Talk):
Do You Have Teamspeak3(So We Can Talk :P):
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
@Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION)
public class EasySquids
{@Mod.EventHandler
public void preInit(FMLPreInitializationEvent event)
{
GameRegistry.registerWorldGenerator(this.eventWorldGen, 0);
ModBlocks.init();
ModItems.init();
ModRecipes.init();
}
EasySquidsWorldGeneration eventWorldGen = new EasySquidsWorldGeneration();
@Mod.EventHandler
public void Init(FMLInitializationEvent event)
{
}
@Mod.EventHandler
public void postInit(FMLPostInitializationEvent event)
{
}
}
And yes I imported everything.
https://github.com/matt3212Rocks/Mo-ItemsAndArmor-1.8
https://github.com/matt3212Rocks/Mo-ItemsAndArmor-1.8
Below is my generation class file in my generation package. This should be correct...I hope...If you see anything I've done incorrectly, I'd appreciate your help!
import java.util.Random;
import SageRaziel.AdditionalStone.init.ModBlocks;
import net.minecraft.block.Block;
import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenMinable;
import cpw.mods.fml.common.IWorldGenerator;
public class AdditionalStoneWorldGeneration implements IWorldGenerator
{
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
switch (world.provider.dimensionId)
{
case 0:
generateSurface(world, random, chunkX * 16, chunkZ * 16);
case -1:
generateNether(world, random, chunkX * 16, chunkZ * 16);
case 1:
generateEnd(world, random, chunkX * 16, chunkZ * 16);
}
}
private void generateSurface(World world, Random random, int x, int z)
{
addOreSpawn(ModBlocks.BonumStone, world, random, x, z, 16, 16, 20 + random.nextInt(5), 9, 0, 255);
}
private void generateNether(World world, Random random, int x, int z)
{
}
private void generateEnd(World world, Random random, int x, int z)
{
}
private void addOreSpawn(Block block, World world, Random random, int blockXPos, int blockZPos, int maxX, int maxZ, int maxVeinSize, int chanceToSpawn, int minY, int maxY)
{
for (int i = 0; i < chanceToSpawn; i++)
{
int posX = blockXPos + random.nextInt(maxX);
int posY = minY + random.nextInt(maxY - minY);
int posZ = blockZPos + random.nextInt(maxZ);
new WorldGenMinable(block, maxVeinSize).generate(world, random, posX, posY, posZ);
}
}
}
And below is my main class file for my mod. I have removed the two lines of code that the tutorial asked me to put here because I really can't figure out what it means when it says to put the code under the "our mod." If anyone could tell me where they go, I would be very thankful!
import cpw.mods.fml.common.IWorldGenerator;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler; // used in 1.6.2
//import cpw.mods.fml.common.Mod.PreInit; // used in 1.5.2
//import cpw.mods.fml.common.Mod.Init; // used in 1.5.2
//import cpw.mods.fml.common.Mod.PostInit; // used in 1.5.2
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.registry.GameRegistry;
import SageRaziel.AdditionalStone.Generation.AdditionalStoneWorldGeneration;
import SageRaziel.AdditionalStone.help.Reference;
//import cpw.mods.fml.common.network.NetworkMod; // not used in 1.7
import SageRaziel.AdditionalStone.init.ModBlocks;
@Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION)
//@NetworkMod(clientSideRequired=true) // not used in 1.7
public class AdditionalStone {
// The instance of your mod that Forge uses.
@Instance(value = "AdditionalStone")
public static AdditionalStone instance;
// Says where the client and server 'proxy' code is loaded.
@SidedProxy(clientSide="SageRaziel.AdditionalStone.client.ClientProxy", serverSide="SageRaziel.AdditionalStone.CommonProxy")
public static CommonProxy proxy;
@EventHandler // used in 1.6.2
//@PreInit // used in 1.5.2
public void preInit(FMLPreInitializationEvent event) {
ModBlocks.init();
// Stub Method
}
@EventHandler // used in 1.6.2
//@Init // used in 1.5.2
public void load(FMLInitializationEvent event) {
proxy.registerRenderers();
}
@EventHandler // used in 1.6.2
//@PostInit // used in 1.5.2
public void postInit(FMLPostInitializationEvent event) {
// Stub Method
}
}
~Sage Raziel
@TheXFactor117
Can you please end the Voting it was aspose to end 2 to 1 days/day ago and Entities won
There was a tie so he extended it
Check out my mod that I will make. I'll try to update it with more ideas every week or so. I am going to go to a program soon where I'll learn code more in depth and hope for the idea to be fully thought out by then > http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/requests-ideas-for-mods/2370328-gold-mining-mod-suggestion
Shoot me a PM if you need help fleshing out ideas. I enjoy designing how gui's and interfaces look (not the coding though) and I'm pretty decent at balancing things if I have some time plus I love fleshing out smaller details of things so that they'll actually work. If your mod idea is too op let me know and I'll try to help
Sie Hir Hirself They Them Themself pronouns please. Thankies :*
I put minimum 3 +Nextint(2), and 20% probabilty.
Hope this helped anyone.
Sageraziel Look at the quote I'm quoting
It would be epic if he could post his code for me to scrounge through.
Whenever I try to craft a recipe I designed, or try to go to my creative tab, it instantly crashes.
Any ideas?
I haven't made it quite that far yet. I was wondering if you could post your world generation code, including your main mod class file? I'm not wanting to take your mod; I'm just wanting to see how you got the generation to work, and how you registered it with the main class.
I also wanted to propose a partnership between us. We're both obviously new modders, and I think we can help each other by sharing our successful codes/the solutions we find to our problems. In addition, we can help each other by sharing resources we've found.
If you're up for the idea, let me know. I don't mind sharing any of my code, as I'm developing a simple, open-source mod anyway. Thanks a ton for everyone here who is trying to help.
~Sage Raziel
@Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION)
public class EasySquids
{@Mod.EventHandler
public void preInit(FMLPreInitializationEvent event)
{
GameRegistry.registerWorldGenerator(this.eventWorldGen, 0);
ModBlocks.init();
ModItems.init();
ModRecipes.init();
}
EasySquidsWorldGeneration eventWorldGen = new EasySquidsWorldGeneration();
@Mod.EventHandler
public void Init(FMLInitializationEvent event)
{
}
@Mod.EventHandler
public void postInit(FMLPostInitializationEvent event)
{
}
}
World Generation Class (import included)
import java.util.Random;
import yourpackagename.mods.your modname.init.ModBlocks;
import cpw.mods.fml.common.IWorldGenerator;
import net.minecraft.block.Block;
import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenMinable;
import cpw.mods.fml.common.IWorldGenerator;
public class EasySquidsWorldGeneration implements IWorldGenerator {
public void generate(Random random, int chunkX, int chunkZ, World world,IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
switch (world.provider.dimensionId)
{
case 0:
generateSurface(world, random, chunkX * 16, chunkZ * 16);
case -1:
generateNether(world, random, chunkX * 16, chunkZ * 16);
case 1:
generateEnd(world, random, chunkX * 16, chunkZ * 16);
}
}
private void generateSurface(World world, Random random, int x, int z)
{
addOreSpawn(ModBlocks.squidiumOre, world, random, x, z, 16, 16, 3 + random.nextInt(2), 20, 1, 64);
}
private void generateNether(World world, Random random, int x, int z)
{
}
private void generateEnd(World world, Random random, int x, int z)
{
}
private void addOreSpawn(Block block, World world, Random random, int blockXPos, int blockZPos, int maxX, int maxZ, int maxVeinSize, int chanceToSpawn, int minY, int maxY)
{
for (int i = 0; i < chanceToSpawn; i++)
{
int posX = blockXPos + random.nextInt(maxX);
int posY = minY + random.nextInt(maxY - minY);
int posZ = blockZPos + random.nextInt(maxZ);
new WorldGenMinable(block, maxVeinSize).generate(world, random, posX, posY, posZ);
}
}
}
Excuse the Easy Squids parts of it.
(Imports Included)
//This class handles all generation the mod contains.
import com.matt3212Rocks.mta.ConfigurationHandler;
import com.matt3212Rocks.mta.init.MTABlocks;
import net.minecraft.util.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenMinable;
import net.minecraftforge.fml.common.IWorldGenerator;
import java.util.Random;
public class GenerationHandler implements IWorldGenerator {
// Which dimension to generate in by dimension ID (Nether -1, Overworld 0, End 1, etc)
@Override
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
switch (world.provider.getDimensionId()) {
case -1:
break;
case 0:
generateSurface(world, random, chunkX * 16, chunkZ * 16);
break;
case 1:
break;
}
}
//The actual generation method.
private void generateSurface(World world, Random rand, int chunkX, int chunkZ) {
for (int k = 0; k < 16; k++)
{
int firstBlockXCoord = chunkX + rand.nextInt(16);
int firstBlockZCoord = chunkZ + rand.nextInt(16);
//Will be found between y = 0 and y = 20
int quisqueY = rand.nextInt(20);
BlockPos quisquePos = new BlockPos(firstBlockXCoord, quisqueY, firstBlockZCoord);
//The 10 as the second parameter sets the maximum vein size
(new WorldGenMinable(MTABlocks.amethystore.getDefaultState(), 10)).generate(world, rand, quisquePos);
(new WorldGenMinable(MTABlocks.cheeseore.getDefaultState(), 10)).generate(world, rand, quisquePos);
}
}
}
This is 1.8 World Generation
Here is my Original Mod File
(All Imports Included)
import net.minecraftforge.fml.common.FMLCommonHandler;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.Mod.Instance;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.network.NetworkRegistry;
import net.minecraftforge.fml.common.registry.GameRegistry;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import com.matt3212Rocks.mta.client.gui.GuiHandler;
import com.matt3212Rocks.mta.handler.UpdateHandler;
import com.matt3212Rocks.mta.handler.UptodateHandler;
import com.matt3212Rocks.mta.init.MTAAchievements;
import com.matt3212Rocks.mta.init.MTABlocks;
import com.matt3212Rocks.mta.init.MTACrafting;
import com.matt3212Rocks.mta.init.MTAItems;
import com.matt3212Rocks.mta.init.MTATileEntities;
import com.matt3212Rocks.mta.libs.Reference;
import com.matt3212Rocks.mta.network.PacketHandler;
import com.matt3212Rocks.mta.proxy.CommonProxy;
import com.matt3212Rocks.mta.util.LogHelper;
import com.matt3212Rocks.mta.util.OreDictHandler;
import com.matt3212Rocks.mta.util.TextHelper;
import com.matt3212Rocks.mta.util.GenerationHandler;
@Mod(modid = Reference.MOD_ID, name = Reference.MOD_NAME, version = Reference.VERSION, dependencies = Reference.DEPEND, guiFactory = Reference.GUIFACTORY)
public class MoItemsAndArmor
{
@Instance(Reference.MOD_ID)
public static MoItemsAndArmor instance = new MoItemsAndArmor();
@SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS)
public static CommonProxy proxy;
private GuiHandler gui_handler;
private InputHandler keyHandler;
public static final TeleportTab tabTeleport = new TeleportTab("tabTeleport");
public static Logger logger = LogManager.getLogger(Reference.MOD_NAME);
@EventHandler
public void preInit(FMLPreInitializationEvent event)
{
/** Ore Gen Registering */
GameRegistry.registerWorldGenerator(this.eventWorldGen, 0);
/** Block and Item Regisrering */
MTAItems.init();
MTAItems.register();
MTABlocks.init();
MTABlocks.register();
/** Ore Registering */
OreDictHandler.registerOreDict();
/** Achievement Registering */
MTAAchievements.loadAchievements();
MTAAchievements.registerPage();
/** Packet Handler Init */
PacketHandler.init();
/** Up To Date Handler */
FMLCommonHandler.instance().bus().register(new UptodateHandler());
UpdateHandler.init();
}
GenerationHandler eventWorldGen = new GenerationHandler();
@EventHandler
public void init(FMLInitializationEvent event)
{
/** Render Registering */
proxy.registerRenders();
/** GUI Handler Registering */
gui_handler = new GuiHandler();
NetworkRegistry.INSTANCE.registerGuiHandler(this, gui_handler);
//Crafting Registering
MTACrafting.register();
//Entity Registering
/** TileEntity Registering */
MTATileEntities.register();
/** Event Registering */
FMLCommonHandler.instance().bus().register(new EventListener());
}
@EventHandler
public void postInit(FMLPostInitializationEvent event)
{
logger.info(TextHelper.localize("info." + Reference.MOD_ID + ".console.load.postInit"));
/** Initialize API */
}
}
Thanks for sharing your code. Since TheXFactor117 was so kind to provide us the code, my main issue seems to be placing the code in the wrong spot. This should help me double check my code to ensure I'm not doing something silly. I'll post my code here as well once I get it working. To see my current {unworking} version, check my earlier post.
~Sage Raziel
Tagging is quoting I think in mc forum but
I need to ask you a few questions any info you don't want to give in the Post is ok:
Age(Dosent Matter But Please Don't Lie):
Skype(Not Needed But If You Want To Talk):
Do You Have Teamspeak3(So We Can Talk :P):