Im a fresh mc modder and have zero experience with the mods and their dependencies. But I do have professional experience with java and coding in general. I see you guys mentioning MCP, but not enough pointers for me to get started.
So...
1. Eclipse
2. MCP
3. Forge
Did I miss something? should I put something inside MCP? I would be grateful for a clean description on how to get this setup. Thanks :smile.gif:
The Block Distortion mod doesn't work with MC-Forge, because they both replace the cv.class file. Do you know a way to have both work? ^^
Also, I think it would be helpful to have some kind of "flag" for individual save files for whether or not "Biosphere" is used on that map to make switching a bit easier. :smile.gif:
Sorry if these issues were already addressed, but there's no WAY I can read through all 700-some-odd pages of posts. XDDD
Im a fresh mc modder and have zero experience with the mods and their dependencies. But I do have professional experience with java and coding in general. I see you guys mentioning MCP, but not enough pointers for me to get started.
So...
1. Eclipse
2. MCP
3. Forge
Did I miss something? should I put something inside MCP? I would be grateful for a clean description on how to get this setup. Thanks :smile.gif:
Item Render Bug
I posted this once already but noticed it didnt get added to 1.2.2.
In the RenderItem.drawItemIntoGui() function, around line 200, the new zLevel parameter is not be taken into account. The result being that items using custom item renderers render behind normal items in all inventories.
Item Render Bug
I posted this once already but noticed it didnt get added to 1.2.2.
In the RenderItem.drawItemIntoGui() function, around line 204, the new zLevel parameter is not be taken into account. The result being that items using custom item renderers render behind normal items in all inventories.
I've got a request: People keep asking me to port to forge because of excess item IDs. the fact that porting to forge would solve this seems to indicate that forge uses up the normal IDs before moving on to its infinite ones.
is this correct?
If so, I seriously, SERIOUSLY request that you change this.
Minecraft Forge doesn't change anything regarding Item IDs themselves.. (the ItemIDs go up to what, 32k or so?)
I think what you are thinking of is its ability to bypass Sprite Indices. Of which, no it will not use the original ones first. Items that correctly implemented via Forge don't use the default Sprite Index at all, of which there is a very limited amount.
Minecraft Forge doesn't change anything regarding Item IDs themselves.. (the ItemIDs go up to what, 32k or so?)
I think what you are thinking of is its ability to bypass Sprite Indices. Of which, no it will not use the original ones first. Items that correctly implemented via Forge don't use the default Sprite Index at all, of which there is a very limited amount.
@Pak: Good to hear!
So why would adapting to forge make mods suddenly work if there's an Item ID overload? or were the people who told me this mistaken?
Take this for example. At one point my non-forge mods consisted of..
Archeaology
Mo'Creatres
Contron's NPCs
Kingdom
Millenare
Recipie Book
After 'just' these mods my Minecraft around 2 Sprite Indexes left.
At this point I would be unable to add any non-forge mod whatsoever that added blocks or items to my game.
When Archaeoloy started using Minecraft Forge, I had 42 Sprite Indexes left.
Mods use 1 sprite index for each item and block they implement if they use the modloader default. Blocks that have different textures for the sides would use one for each of those.
Its far easier to hit the Sprite Index limit. It'd be very, very difficult to run out of ItemIDs unless your items/blocks all uses the same textures multiple times.
Take this for example. At one point my non-forge mods consisted of..
Archeaology
Mo'Creatres
Contron's NPCs
Kingdom
Millenare
Recipie Book
After 'just' these mods my Minecraft around 2 Sprite Indexes left.
At this point I would be unable to add any non-forge mod whatsoever that added blocks or items to my game.
When Archaeoloy started using Minecraft Forge, I had 42 Sprite Indexes left.
Mods use 1 sprite index for each item and block they implement if they use the modloader default. Blocks that have different textures for the sides would use one for each of those.
Its far easier to hit the Sprite Index limit. It'd be very, very difficult to run out of ItemIDs unless your items/blocks all uses the same textures multiple times.
I see. I'll consider making a forge version, but my mod is fairly simple and doesn't justify switching over to forge entirely.
Forge isn't easy to use either as there is very little documentation to it. You have to either figure it out from the code or ask others how to use it. Or find one of the few guides on it.
But if you need help just ask me.
(also on the plus side if you use Minecraft Forge you can ask Space Toad to put your mod up on the list on the first post of this thread. More advertisement for your mod.)
Item Render Bug
I posted this once already but noticed it didnt get added to 1.2.2.
In the RenderItem.drawItemIntoGui() function, around line 200, the new zLevel parameter is not be taken into account. The result being that items using custom item renderers render behind normal items in all inventories.
I see. I'll consider making a forge version, but my mod is fairly simple and doesn't justify switching over to forge entirely.
Actully your mod would be insainly easy to support both a Forge, and non-forge version.
Create a new item class that extends Item, and Implements ITextureProvider
Something like:
public class DogTalentItem extends Item Implements ITextureProvider {
//Add all the needed constructor bouncers:
public DogTalentItem(int id){
super(id);
}
//Add the Texture
public String getTextureFile(){
return "/DoggyTalents/items.png";
}
}
Then make all your items extend that, instead of Item itself (and for those items that are Directly items, make them this class)
Then you can check if forge is installed by seeing if you can get one of it's classes:
boolean forgeInstalled = false;
try {
if (this.getClass().getName().startsWith("net.minecraft"))
{
Class.forName("net.minecraft.src.forge.ForgeHooks"); //Unobfusicated name
} else {
Class.forName("forge.ForgeHooks"); //Obfuscated name
}
forgeInstalled = true;
} catch (Exception e) {}
And when you are setting up your icons, just do a check if forgeInstalled {use idexes from your items.png} else {use overrides}
And just ship your mod with a copy of ITextureProvider's compiled/obfuscated class, and it'll all run fine wither or not forge is installed
So, I'm having a huge problem with forge, it's really ruining my minecrafting experience, and I can't figure out what I'm doing wrong. Any assistance people could give would be much appreciated.
So, I start off with a fresh .bin file, run MC patcher, add modloader, audio mod, modloadermp, and CJB Mods, guiapi, run it, works fine. I add forge and it doesn't work.
Try Optifine instead, do same set up, add optifine, then forge, and I get pixels missing and such. Add forge first and it doesn't start up.
So... Did I grossly overlook something or am I forge cursed? I've never had any success using it, and everything seems to be going over to it, so I reallllllllllllllly need help.
So, I'm having a huge problem with forge, it's really ruining my minecrafting experience, and I can't figure out what I'm doing wrong. Any assistance people could give would be much appreciated.
So, I start off with a fresh .bin file, run MC patcher, add modloader, audio mod, modloadermp, and CJB Mods, guiapi, run it, works fine. I add forge and it doesn't work.
Try Optifine instead, do same set up, add optifine, then forge, and I get pixels missing and such. Add forge first and it doesn't start up.
So... Did I grossly overlook something or am I forge cursed? I've never had any success using it, and everything seems to be going over to it, so I reallllllllllllllly need help.
Thanks. :smile.gif:
The MC Patcher HD Patch must be added after Forge, and Optifine should be installed after Forge I believe.
true
its bugged for ee and rp2
So...
1. Eclipse
2. MCP
3. Forge
Did I miss something? should I put something inside MCP? I would be grateful for a clean description on how to get this setup. Thanks :smile.gif:
I am asking on this topic because of this:
Mod Archive
http://www.minecraftforum.net/topic/854952-creating-mods-minecraft-forge-101211/
if you have any questions ask away
I posted this once already but noticed it didnt get added to 1.2.2.
In the RenderItem.drawItemIntoGui() function, around line 200, the new zLevel parameter is not be taken into account. The result being that items using custom item renderers render behind normal items in all inventories.
Bugged Code:
Should be:
So what does this mean? and SpaceToad, Lexamos & Eloraam..Love & Thanks!
is this correct?
If so, I seriously, SERIOUSLY request that you change this.
Minecraft Forge doesn't change anything regarding Item IDs themselves.. (the ItemIDs go up to what, 32k or so?)
I think what you are thinking of is its ability to bypass Sprite Indices. Of which, no it will not use the original ones first. Items that correctly implemented via Forge don't use the default Sprite Index at all, of which there is a very limited amount.
@Pak: Good to hear!
So why would adapting to forge make mods suddenly work if there's an Item ID overload? or were the people who told me this mistaken?
Take this for example. At one point my non-forge mods consisted of..
Archeaology
Mo'Creatres
Contron's NPCs
Kingdom
Millenare
Recipie Book
After 'just' these mods my Minecraft around 2 Sprite Indexes left.
At this point I would be unable to add any non-forge mod whatsoever that added blocks or items to my game.
When Archaeoloy started using Minecraft Forge, I had 42 Sprite Indexes left.
Mods use 1 sprite index for each item and block they implement if they use the modloader default. Blocks that have different textures for the sides would use one for each of those.
Its far easier to hit the Sprite Index limit. It'd be very, very difficult to run out of ItemIDs unless your items/blocks all uses the same textures multiple times.
I see. I'll consider making a forge version, but my mod is fairly simple and doesn't justify switching over to forge entirely.
But if you need help just ask me.
(also on the plus side if you use Minecraft Forge you can ask Space Toad to put your mod up on the list on the first post of this thread. More advertisement for your mod.)
Actully your mod would be insainly easy to support both a Forge, and non-forge version.
Create a new item class that extends Item, and Implements ITextureProvider
Something like:
Then make all your items extend that, instead of Item itself (and for those items that are Directly items, make them this class)
Then you can check if forge is installed by seeing if you can get one of it's classes:
And when you are setting up your icons, just do a check if forgeInstalled {use idexes from your items.png} else {use overrides}
And just ship your mod with a copy of ITextureProvider's compiled/obfuscated class, and it'll all run fine wither or not forge is installed
So, I'm having a huge problem with forge, it's really ruining my minecrafting experience, and I can't figure out what I'm doing wrong. Any assistance people could give would be much appreciated.
So, I start off with a fresh .bin file, run MC patcher, add modloader, audio mod, modloadermp, and CJB Mods, guiapi, run it, works fine. I add forge and it doesn't work.
Try Optifine instead, do same set up, add optifine, then forge, and I get pixels missing and such. Add forge first and it doesn't start up.
So... Did I grossly overlook something or am I forge cursed? I've never had any success using it, and everything seems to be going over to it, so I reallllllllllllllly need help.
Thanks. :smile.gif:
Probably something that is editing the same files that forge is editing.
The MC Patcher HD Patch must be added after Forge, and Optifine should be installed after Forge I believe.