So another question, Forge for SMP is there a substitute for preloadTexture Server-side, because my blocks seem to be defaulting from metadata and turning black(same color as the first tecture of that metadata set)
So im using Minecraft forge but im still getting the "No more empty terrain sprite indices left!" when i tried to install a mod (after installing a lot more before)
As stated many many times this does not make all other mods have infinite sprites. It makes mods that are built for forge have there own sprite sheets allowing them to have unlimited sprites.
Is there any chance you could add an option to eliminate the void fog? I know it's not really covered by the scope of the mod, but this mod is changing iw.class which is used by all the mods I've found that eliminate the void fog.
Is there any chance you could add an option to eliminate the void fog? I know it's not really covered by the scope of the mod, but this mod is changing iw.class which is used by all the mods I've found that eliminate the void fog.
If someone wants to port a anti-Void fog mod to forge then they will add hooks comparability but its unlikely this will be added to forge as not all of us dislike void fog.
For creative inventories the only way to add mod items with metadata is by editing the ContainerCreative class. I suggest adding a hook for this, but this would also require removing items added by default.
If I implement this myself can I post the files here?
For creative inventories the only way to add mod items with metadata is by editing the ContainerCreative class. I suggest adding a hook for this, but this would also require removing items added by default.
If I implement this myself can I post the files here?
Yeah we need this. I have already put one in for debugging, all that's needed is a hook before
func_35374_a(0.0F);
at the end of the ContainerCreative constructor that gives a ref to the ContainerCreative instance as the itemList is already public.
encase anyone else wants to use it.
ICreativeHandler
public interface ICreativeHandler {
/*Called just before func_35374_a (the function that adds all the slots on the GUI)*/
public void getCustomItems(List itemList);
}
ForgeHooks
public static void getCustomItems(List itemList) {
for(ICreativeHandler handler : CustomItemsHandlers) {
handler.getCustomItems(itemList);
}
}
static LinkedList<ICreativeHandler> CustomItemsHandlers = new LinkedList<ICreativeHandler>();
ContainerCreative
.....
public ContainerCreative(EntityPlayer entityplayer) {
.....
ForgeHooks.getCustomItems(itemList);
func_35374_a(0.0F);
......
Just a comment about the creative item list.
Would having a hook like that be the best option, or would it be better to have that interface implemented in the Block/Item classes?
CreativeContainer already loops through all the items, throwing a:
if (Item.itemsList[k1] instanceof ICreativeHandler)
((ICreativeHandler)Items.itemList[k1]).populateCreativeList(itemList);
Would be trivial, and would not require any call backs to be registered.
Just a comment about the creative item list.
Would having a hook like that be the best option, or would it be better to have that interface implemented in the Block/Item classes?
CreativeContainer already loops through all the items, throwing a:
if (Item.itemsList[k1] instanceof ICreativeHandler)
((ICreativeHandler)Items.itemList[k1]).populateCreativeList(itemList);
Would be trivial, and would not require any call backs to be registered.
but you would also lose the ability to remove items/blocks.
as an example atm i use my code to call a removeall then only add the stuff i need for easy debug.
It looks like your putting the client version of forge into the minecraft.jar then decompiling it?
get a clean minecraft.jar
install modloader and modloadermp
decompile it
now get the forge source files and use the .bat i think it was to install it into your mcp folder
I have a issue with MC Forge with Buildcraft and IC2 installed. Here is the trace:
Mods loaded: 7
ModLoader Beta 1.8.1
mod_BuildCraftCore 2.2.1
mod_BuildCraftBuilders 2.2.1
mod_BuildCraftEnergy 2.2.1
mod_BuildCraftFactory 2.2.1
mod_BuildCraftTransport 2.2.1
mod_IC2 v1.15
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 79ec472 --------
Generated 10/10/11 8:51 AM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 8600M GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NoSuchMethodError: rv.isBlockSolidOnSide(IIII)Z
at mg.a(BlockTorch.java:105)
at vy.a(Chunk.java:361)
at rv.b(World.java:416)
at fj.a(SourceFile:318)
at fj.a(SourceFile:417)
at ku.a(SourceFile:348)
at lu.a(SourceFile:28)
at zo.a(SourceFile:45)
at adp.a(SourceFile:441)
at ic.a(ic.java:125)
at vy.a(Chunk.java:856)
at ic.c(ic.java:68)
at ic.b(ic.java:76)
at rv.c(World.java:397)
at rv.a(World.java:333)
at nf.a(SourceFile:62)
at rv.f(World.java:2267)
at rv.c(World.java:2045)
at net.minecraft.client.Minecraft.k(SourceFile:1388)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 87d7ff1c ----------
Please let me know if this is not a MC Forge error and if so, if it is because of Buildcraft or IC2, so I can let the correct people know of the error and hopefully get a fix/work around/you're dumb do this =D
Really need to add a new tool type for wrenches so that we dont have fifty wrenches lying around (looks like I'm going to need one in Railcraft too). I would suggest an Interface for Blocks that handles wrench clicks on the block. Let the block decide how to handle it. That way all these mods can just register their tool as a wrench and it will work on anything that implements the interface.
but you would also lose the ability to remove items/blocks.
as an example atm i use my code to call a removeall then only add the stuff i need for easy debug.
No you wouldn't you'd be passed the same exact variable, with all the same rights to it. You can filter, remove, replace to your hearts content.
However in ether situation doing a blind 'removeAll' seems like a bad idea as you may remove items from other mods that need to be in there. For internal debugging thats fine but you should probably think of a way to remove more precisely. Something like Collections.sort(List, Comparator) or Collection.removeAll(Collection<T>)
Anyways either method would fall under how Forge works I was just proposing an alternative then having to register.
I would still like to see some way to add a tile entity to rail while still subclassing BlockRail. In Railcraft, I currently sidestep the issue by reimplementing BlockRail in a class that doesnt extend BlockRail. While I avoid base file edits, this unfortunately makes my mod incompatible with other mods that add new minecarts.
It looks like your putting the client version of forge into the minecraft.jar then decompiling it?
get a clean minecraft.jar
install modloader and modloadermp
decompile it
now get the forge source files and use the .bat i think it was to install it into your mcp folder
i think thats how i did it
never mind i screwed around and got my answer for myself
and as muitple people have stated,
we still need logs and a list of all mods and versions
if you dont give us them, we cant and wont help you
ONLY if you use a clean jar and patch last
so, clean jar
-install every mod you are going to use
-delete the backup jar patcher makes
-Patch
-Enjoy
If someone wants to port a anti-Void fog mod to forge then they will add hooks comparability but its unlikely this will be added to forge as not all of us dislike void fog.
For creative inventories the only way to add mod items with metadata is by editing the ContainerCreative class. I suggest adding a hook for this, but this would also require removing items added by default.
If I implement this myself can I post the files here?
Yeah we need this. I have already put one in for debugging, all that's needed is a hook before at the end of the ContainerCreative constructor that gives a ref to the ContainerCreative instance as the itemList is already public.
encase anyone else wants to use it.
ICreativeHandler
ForgeHooks
ContainerCreative
Would having a hook like that be the best option, or would it be better to have that interface implemented in the Block/Item classes?
CreativeContainer already loops through all the items, throwing a:
Would be trivial, and would not require any call backs to be registered.
but you would also lose the ability to remove items/blocks.
as an example atm i use my code to call a removeall then only add the stuff i need for easy debug.
It looks like your putting the client version of forge into the minecraft.jar then decompiling it?
get a clean minecraft.jar
install modloader and modloadermp
decompile it
now get the forge source files and use the .bat i think it was to install it into your mcp folder
i think thats how i did it
Please let me know if this is not a MC Forge error and if so, if it is because of Buildcraft or IC2, so I can let the correct people know of the error and hopefully get a fix/work around/you're dumb do this =D
is available in the OptiFine thread.
No you wouldn't you'd be passed the same exact variable, with all the same rights to it. You can filter, remove, replace to your hearts content.
However in ether situation doing a blind 'removeAll' seems like a bad idea as you may remove items from other mods that need to be in there. For internal debugging thats fine but you should probably think of a way to remove more precisely. Something like Collections.sort(List, Comparator) or Collection.removeAll(Collection<T>)
Anyways either method would fall under how Forge works I was just proposing an alternative then having to register.
never mind i screwed around and got my answer for myself