I did add a request in the shoutbox for this to be moved (I thought it would be more of a general thread, but it morphed into this, which then morphed into an addon :P)
Must have missed that
I did add a request in the shoutbox for this to be moved (I thought it would be more of a general thread, but it morphed into this, which then morphed into an addon :P)
Must have missed that
Must have missed that
no worries... better late than never
Also, I kinda guessed that this would be a rare request? On the TI Calc forum that I'm also on, there's ususlly an admin or two willing to do your bidding but that forum is active like 24/7
Also, I kinda guessed that this would be a rare request? On the TI Calc forum that I'm also on, there's ususlly an admin or two willing to do your bidding but that forum is active like 24/7
There's a need to move threads every so often, not normally something as drastic as going from support into addons though
(assuming those get directly integrated into the planner to determine the behaviors)
Actually, the planner has its own classes to represent the reactor components, which has a few advantages:
1. I can easily add functionality not orignally covered by the original items. (such as collecting statistics on how much hull heating or vent cooling they provide each second)
2. I don't have to worry about the overhead from things like inherited methods from net.minecraft.item.Item that handle world/player/container interactions, when said methods are completely unnecessary to the planner.
3. I don't have to figure out how to make sure certain Minecraft libraries are available for the planner to use.
There's a need to move threads every so often, not normally something as drastic as going from support into addons though
My intent was for this to be a general ic2 based thread for my modding endeavors, but this was before I realized that this could be made into an addon...
So I finally got back to this, but my filing cabinet's acting up: the textures on each side show up correctly, but the model in the hand/ inventory aren't. I added an inventory variant, but that doesn't seem to fix anything...
{ //blockstates
"variants":
{
"facing=north": { "model": "fm:filing_cabinet" },
"facing=south": { "model": "fm:filing_cabinet", "y": 180 },
"facing=west": { "model": "fm:filing_cabinet", "y": 270 },
"facing=east": { "model": "fm:filing_cabinet", "y": 90 },
"inventory":
{
"model": "fm:filing_cabinet",
"transform": "forge:default-block"
}
}
}
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Anybody know what's not working?
Anybody know what's not working?
Or is this too convoluted of an issue?
How do I add in a inventory variant, and in which files should it go?
How do I add in a inventory variant, and in which files should it go?
*bump*
*bump*
Anyone? Cause I really have no freaking idea...
Got tired of digging for docs, so I've decided to remove the filing cabinet, and prep this thing for release. But. as usual, my n00bish-ness got in the way...
I've run ./gradlew build (in PowerShell), and I've gotten these errors many times.
PS C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod> ./gradlew build To honour the JVM settings for this build a new JVM will be forked. Please consider using the daemon: https://docs.gradle.org/2.14/userguide/gradle_daemon.html.
This mapping 'snapshot_20171003' was designed for MC 1.12! Use at your own peril.
#################################################
ForgeGradle 2.3-SNAPSHOT-6084129e
https://github.com/MinecraftForge/ForgeGradle
#################################################
Powered by MCP
http://modcoderpack.com
by: Searge, ProfMobius, R4wk, ZeuX
Fesh0r, IngisKahn, bspkrs, LexManos
#################################################
:deobfCompileDummyTask
:deobfProvidedDummyTask
:sourceApiJava UP-TO-DATE
:compileApiJava UP-TO-DATE
:processApiResources UP-TO-DATE
:apiClasses UP-TO-DATE
:sourceMainJava UP-TO-DATE
:compileJava
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\core\CraftingCesium.java:3: error: cannot find symbol
import ic2.api.recipe.IBasicMachineRecipeManager;
^
symbol: class IBasicMachineRecipeManager
location: package ic2.api.recipe
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\core\CraftingCesium.java:5: error: cannot find symbol
import ic2.api.recipe.IRecipeInputFactory;
^
symbol: class IRecipeInputFactory
location: package ic2.api.recipe
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\core\CraftingCoaxium.java:3: error: cannot find symbol
import ic2.api.recipe.IBasicMachineRecipeManager;
^
symbol: class IBasicMachineRecipeManager
location: package ic2.api.recipe
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\core\CraftingCoaxium.java:5: error: cannot find symbol
import ic2.api.recipe.IRecipeInputFactory;
^
symbol: class IRecipeInputFactory
location: package ic2.api.recipe
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\core\CraftingMisc.java:3: error: cannot find symbol
import ic2.api.recipe.IBasicMachineRecipeManager;
^
symbol: class IBasicMachineRecipeManager
location: package ic2.api.recipe
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\core\CraftingMisc.java:5: error: cannot find symbol
import ic2.api.recipe.IRecipeInputFactory;
^
symbol: class IRecipeInputFactory
location: package ic2.api.recipe
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\core\CraftingOreProcessing.java:3: error: cannot find symbol
import ic2.api.recipe.IBasicMachineRecipeManager;
^
symbol: class IBasicMachineRecipeManager
location: package ic2.api.recipe
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\core\CraftingOreProcessing.java:5: error: cannot find symbol
import ic2.api.recipe.IRecipeInputFactory;
^
symbol: class IRecipeInputFactory
location: package ic2.api.recipe
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\core\Crafting_SyntaxHelper_NoWorkingCode.java:3: error: cannot find symbol
import ic2.api.recipe.IBasicMachineRecipeManager;
^
symbol: class IBasicMachineRecipeManager
location: package ic2.api.recipe
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\core\Crafting_SyntaxHelper_NoWorkingCode.java:5: error: cannot find symbol
import ic2.api.recipe.IRecipeInputFactory;
^
symbol: class IRecipeInputFactory
location: package ic2.api.recipe
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\items\ItemCoaxiumRod.java:11: error: package ic2.core does not exist
import ic2.core.IC2Potion;
^
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\items\ItemCesiumRod.java:11: error: package ic2.core does not exist
import ic2.core.IC2Potion;
^
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\items\ItemDepletedFuel.java:5: error: package ic2.core does not exist
import ic2.core.IC2Potion;
^
C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod\build\sources\main\java\com\sm\FirstMod\items\ItemRadioactive.java:6: error: package ic2.core does not exist
import ic2.core.IC2Potion;
^
14 errors
:compileJava FAILED
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':compileJava'.
> Compilation failed; see the compiler error output for details.
* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
BUILD FAILED
Total time: 9.108 secs
PS C:\Users\Sanjivan\Documents\GitHub\SM_CoaxiumMod\MC Mod Dev\FirstMod>
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I've included "industrialcraft-2-2.8.109-ex112-dev.jar" for my nuclear thingies, which made the mod run properly. Including the API along with the dev jar doesn't fix it, and having just the API breaks the nuclear fuels...
anything? I don't really think there are other forums that have knowledge on this specific problem, so you guys are basically stuck with me and my maniacal ideas
Brute force time...
Me: Copies ic2.core into mod files
Dev team: You're not supposed to do that!!
Me: You didn't see my 20ish posts in the IC2 forum... DEAL WITH IT!
OK, so it finally built, without me having to do any brute-force, so that's nice!
All that's left is testing the mod in a non-dev environment. Hopefully it'll work with version xx.2755 of forge, since that's what most of my mods work on. Also, when I upgrade, Minecraft just refuses to load completely...
How do I add a block cutter blade recipe that only accepts a *custom* blade hardness or lower?
I know there's these two "addRecipe" methods, but which one to use and where do I sepcify the required hardness?
Display Morewhile ((!heatAcceptors.isEmpty()) && (heat > 0))
{
int dheat = heat / heatAcceptors.size();
heat -= dheat;
ItemStackCoord acceptor = (ItemStackCoord)heatAcceptors.remove();
//func_77973_b() is getItem()??
IReactorComponent acceptorComp = (IReactorComponent)stack.getItem();
dheat = acceptorComp.alterHeat(stack, reactor, x, y, dheat);
heat += dheat;
}
I didn't catch this before (since I didn't have much interest in actually using the mod), but that should be (IReactorComponent)acceptor.stack.getItem() instead of (IReactorComponent)stack.getItem(), otherwise you're altering the heat on the rod itself (which has no effect). I think you'll also want to use acceptor.x and acceptor.y in the call to alterHeat, otherwise overheating an adjacent component may cause the rod to break instead of the overheated component.
Also, it seems like you left this in the code for both Coaxium rods and Cesium rods (I hope you don't mind that I peeked with jd-gui). For all I know, maybe you want coaxium rods to heat adjacent components but not directly heat the reactor, but otherwise, you might want to strip out that whole section from the Coaxium rod class.
I didn't catch this before (since I didn't have much interest in actually using the mod), but that should be (IReactorComponent)acceptor.stack.getItem() instead of (IReactorComponent)stack.getItem(), otherwise you're altering the heat on the rod itself (which has no effect). I think you'll also want to use acceptor.x and acceptor.y in the call to alterHeat, otherwise overheating an adjacent component may cause the rod to break instead of the overheated component.
Also, it seems like you left this in the code for both Coaxium rods and Cesium rods (I hope you don't mind that I peeked with jd-gui). For all I know, maybe you want coaxium rods to heat adjacent components but not directly heat the reactor, but otherwise, you might want to strip out that whole section from the Coaxium rod class.
Hmm... I'll have to double check that, thanks! And yeah, I'm fine with the jd-gui thing