Do you not see the text import.com.gmail.nmdecker01.mods.help.Reference?
Of course I did!
So your reference class should be like this:
package com.gmail.nmdecker01.mods.help;
public class Reference {
public static final String MODID = "yourmodid";
public static final String NAME = "Your Mod's Name";
public static final String VERSION = "Your.Mod's.Version";
}
after realizing my mod just wasn't working, i deleted it and started again. now I've successfully started a mod with one item, but when I try to run it, I get "The selection cannot be launched, and there are no recent launches."
public class Reference {
public static final String MODID = "yourmodid";
public static final String NAME = "Your Mod's Name";
public static final String VERSION = "Your.Mod's.Version";
}
Yes, that's what my reference class looks like.
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Some of my favorite quotes
"Huh. Beater. I like that." -Kirito,SAO
"What's management gonna think when they come down here and find 10,000 flippin' vegtables?" -Wheatley,Portal 2
I keep getting errors in the Reference Class when I try to set up the main Class.
They all say, "Syntax error on tokens, delete these tokens," with the errors on the last line saying, "Syntax error, insert ';' to complete FieldDeclaration" and "insert '}' to complete ClassBody."
I don't know what any of it is talking about, because right now my Reference Class looks like this:
package com.github.transcendentalgrimalkin.help;
public class Reference
{
public static final String MODID = "skaiacraft";
public static final String NAME = "Skaiacraft";
public static final String VERSION = "0.0.1";
}
Am I doing something wrong?
EDIT: Never mind, I somehow managed to fix the errors myself.
Still not sure how I did it, but hey, as long as it's done.
Tutorials should start picking up soon. I've been on vacation that past couple weeks without ready access to my computer. Sorry to keep y'all waiting for such a long time.
So, I think I did everything in the setup right and then this error happened, I tried to run the command again thinking this night be "The error that seems pretty common". is there any solution to this or did I do something wrong?
I got to the tutorial where we added a custom item to our creative inventory. However, I never actually "installed" or "added" my mod to my actual minecraft so it obviously did not work. I was wondering how to actually add this.
So, I think I did everything in the setup right and then this error happened, I tried to run the command again thinking this night be "The error that seems pretty common". is there any solution to this or did I do something wrong?
You need to point your JAVA_HOME variable to your JDK.
I got to the tutorial where we added a custom item to our creative inventory. However, I never actually "installed" or "added" my mod to my actual minecraft so it obviously did not work. I was wondering how to actually add this.
You need to run the command window in the mod's folder, then run "gradlew.bat build". It should appear in the libs folder inside the build folder. This just creates the .jar of the mod. You can however test your mod before releasing it by clicking the big Run button (green circle with a white arrow pointing right) in Eclipse.
I have problem. Simply put, I cannot figure out how to import the Reference class to my mod!
"You can close that class file, and go back to your Main Class file. In there, hover over Reference in the @Mod annotation, and import your newly made class file."
It doesn't work! I've tried over and over again and can't find a way to import it!
Please help.
I'm on a 64 bit mac.
Rollback Post to RevisionRollBack
I am only a teen, and don't really understand forum rules in general. I apologise for anything and everything I do wrong. (ex: necroposting accidentally, misspelling, etc) My actual signature is below the dotted line.
---------------------------------------------------------------------------------------------------------------------------------------------------- Mice are cute!
I have problem. Simply put, I cannot figure out how to import the Reference class to my mod!
"You can close that class file, and go back to your Main Class file. In there, hover over Reference in the @Mod annotation, and import your newly made class file."
It doesn't work! I've tried over and over again and can't find a way to import it!
These tutorials are really great. I made it to the tools section and there is an error I can't fix. The EnumHelper class can't be resolved and when I point on it, there isn't an "import" fix available. How can I fix it?
You need to run the command window in the mod's folder, then run "gradlew.bat build". It should appear in the libs folder inside the build folder. This just creates the .jar of the mod. You can however test your mod before releasing it by clicking the big Run button (green circle with a white arrow pointing right) in Eclipse.
I have the same problem as trev4ev. When I hit run I get the error "Unable to Launch: The selection cannot be launched, and there are no recent launches." I use the main class to run the program (which has the methods preInit, init, and postinit).
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Your tutorials are great, I just have one suggestion. Maybe try including the packages that need to be imported, as sometimes Eclipse has troubles determining which to use and it can be a bother finding out which is the correct one. Other than that, good work (:
You're tutorials are great, I just have one suggestion. Maybe try including the packages that need to be imported, as sometimes Eclipse has troubles determining which to use and it can be a bother finding out which is the correct one. Other than that, good work (:
No...It's pretty easy to find out which one is the correct one. Usually you're using Minecraft's, Forge's or cpw's packages, so you'd have to import those. Plus, I think you mean "your".
I selected Run > Run As > Java Application > "Main - net.minecraft.client.main"
Exception in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at org.lwjgl.Sys$1.run(Sys.java:73)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
at org.lwjgl.Sys.loadLibrary(Sys.java:95)
at org.lwjgl.Sys.<clinit>(Sys.java:112)
at net.minecraft.client.Minecraft.getSystemTime(Minecraft.java:2870)
at net.minecraft.client.main.Main.main(Main.java:44)
The native file path for LWJGL is missing. It's a fairly common issue, but I've never really had an issue with it, so you'll be better of looking elsewhere unfortunately.
Open up the dropdown menu for lwjgl-2.9.0, and you'll see the native path is missing. That needs to point to the native path. If you have a natives folder in your Forge folder, then that folder is your native path. If not, and this is the part I haven't done anything in, you'll need to look elsewhere.
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Curse PremiumSo your reference class should be like this:
package com.gmail.nmdecker01.mods.help;
public class Reference {
public static final String MODID = "yourmodid";
public static final String NAME = "Your Mod's Name";
public static final String VERSION = "Your.Mod's.Version";
}
I have another issue,
public class EntityRegistry
{
static int startEntityID;
static int i = 0;
public static void init()
{
}
public static void registerModProjectile(Class entityClass, String name)
{
EntityRegistry.registerModEntity(entityClass, name, ++startEntityID, MindstormMagiciansMod.instance, 64, 10, true);
}
public static void registerModEntity(Class entityClass, String name)
{
EntityRegistry.registerModEntity(entityClass, name, ++startEntityID, MindstormMagiciansMod.instance, 80, 3, false);
}
public static void registerModEntityEgg(Class entityClass, String name, int primary, int secondary)
{
registerModEntity(entityClass, name);
if (i == 0)
{
registerSpawnEgg(name, primary, secondary);
++i;
}
}
public static void registerSpawnEgg(String name, int primary, int secondary)
{
}
public static int getUniqueEntityId()
{
do
{
startEntityID++;
}
while (EntityList.getStringFromID(startEntityID) != null);
return startEntityID;
}
}
I think it has something to do with it being the same name as the one below, it says it has too much stuff after the "(entityClass, name,"
I've been messing around with it on my own for a while now, will this work?
package CheeseCore.init;
import net.minecraft.entity.EntityList;
import CheeseCore.MindstormMagiciansMod;
public class EntityRegistry
{
static int startEntityID;
static int i = 0;
public static void init()
{
}
public static void registerModProjectile(Class entityClass, String name)

{
EntityRegistry.registerModEntity(entityClass, name, ++startEntityID, MindstormMagiciansMod.instance, 64, 10, true);
}
public static void registerModEntity(Class entityClass, String name, int startEntityID2, MindstormMagiciansMod instance, int j, int k, boolean
{
EntityRegistry.registerModEntity(entityClass, name, ++startEntityID, MindstormMagiciansMod.instance, 80, 3, false);
}
public static void registerModEntityEgg(Class entityClass, String name, int primary, int secondary)
{
registerModEntity(entityClass, name, secondary, null, secondary, secondary, false);
if (i == 0)
{
registerSpawnEgg(name, primary, secondary);
++i;
}
}
public static void registerSpawnEgg(String name, int primary, int secondary)
{
}
public static int getUniqueEntityId()
{
do
{
startEntityID++;
}
while (EntityList.getStringFromID(startEntityID) != null);
return startEntityID;
}
}
i just messed with its recomendations
I need help with flower generation
I also need help with an effect that makes you cast light around you(i know that is hard :P)
I also need help with a custom book with information about my mod(how to create items, how to start...)
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Curse Premiumafter realizing my mod just wasn't working, i deleted it and started again. now I've successfully started a mod with one item, but when I try to run it, I get "The selection cannot be launched, and there are no recent launches."what can i do to fix this?nevermind, fixed it!
Yes, that's what my reference class looks like.
Some of my favorite quotes
"Huh. Beater. I like that." -Kirito,SAO
"What's management gonna think when they come down here and find 10,000 flippin' vegtables?" -Wheatley,Portal 2
"Agh! Bird! Bird! Kill it! It's evil!" -POTaTOS,Portal 2
"You will be baked, and then there will be cake." -GLaDOS,Portal
"It's my big chance!" -Defective Turret,Portal 2
I keep getting errors in the Reference Class when I try to set up the main Class.
They all say, "Syntax error on tokens, delete these tokens," with the errors on the last line saying, "Syntax error, insert ';' to complete FieldDeclaration" and "insert '}' to complete ClassBody."
I don't know what any of it is talking about, because right now my Reference Class looks like this:
public class Reference
{
public static final String MODID = "skaiacraft";
public static final String NAME = "Skaiacraft";
public static final String VERSION = "0.0.1";
}
Am I doing something wrong?
EDIT: Never mind, I somehow managed to fix the errors myself.
Still not sure how I did it, but hey, as long as it's done.
Tutorials should start picking up soon. I've been on vacation that past couple weeks without ready access to my computer. Sorry to keep y'all waiting for such a long time.
So, I think I did everything in the setup right and then this error happened, I tried to run the command again thinking this night be "The error that seems pretty common". is there any solution to this or did I do something wrong?
I got to the tutorial where we added a custom item to our creative inventory. However, I never actually "installed" or "added" my mod to my actual minecraft so it obviously did not work. I was wondering how to actually add this.
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Curse PremiumYou need to point your JAVA_HOME variable to your JDK.
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Curse PremiumYou need to run the command window in the mod's folder, then run "gradlew.bat build". It should appear in the libs folder inside the build folder. This just creates the .jar of the mod. You can however test your mod before releasing it by clicking the big Run button (green circle with a white arrow pointing right) in Eclipse.
I have problem. Simply put, I cannot figure out how to import the Reference class to my mod!
"You can close that class file, and go back to your Main Class file. In there, hover over Reference in the @Mod annotation, and import your newly made class file."
It doesn't work! I've tried over and over again and can't find a way to import it!
Please help.
I'm on a 64 bit mac.
I am only a teen, and don't really understand forum rules in general. I apologise for anything and everything I do wrong. (ex: necroposting accidentally, misspelling, etc) My actual signature is below the dotted line.
---------------------------------------------------------------------------------------------------------------------------------------------------- Mice are cute!
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Curse PremiumTry Cmd+Shift+O.
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Curse PremiumPost your code.
I have the same problem as trev4ev. When I hit run I get the error "Unable to Launch: The selection cannot be launched, and there are no recent launches." I use the main class to run the program (which has the methods preInit, init, and postinit).
Your tutorials are great, I just have one suggestion. Maybe try including the packages that need to be imported, as sometimes Eclipse has troubles determining which to use and it can be a bother finding out which is the correct one. Other than that, good work (:
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#TeamIronMan
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Curse PremiumNo...It's pretty easy to find out which one is the correct one. Usually you're using Minecraft's, Forge's or cpw's packages, so you'd have to import those. Plus, I think you mean "your".
The native file path for LWJGL is missing. It's a fairly common issue, but I've never really had an issue with it, so you'll be better of looking elsewhere unfortunately.
Open up the dropdown menu for lwjgl-2.9.0, and you'll see the native path is missing. That needs to point to the native path. If you have a natives folder in your Forge folder, then that folder is your native path. If not, and this is the part I haven't done anything in, you'll need to look elsewhere.