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diniboy

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  1. Yes, that's the mod's source. But You Can build a jar from that with gradle.
  2. Okay, but in that case, I have to rethink the whole conception. The check might be a lazy solution. BTW Can You please compile the mod, and test it on a 1.11.2 forge server? Is it throw that error too for You? Thanks a lot!
  3. Hi again, I have followed Shadowfact's tutorial, and now I have a working mod (here is the source) on client side. But at the server side it gives me an error: [14:14:59] [Server thread/ERROR]: Encountered an unexpected exception net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Testing mod (dtm) Caused by: java.lang.NoSuchMethodError: diniboy.TestMod2.item.ItemBase.setUnlocalizedName(Ljava/lang/String;)Lnet/minecraft/item/Item; at diniboy.TestMod2.item.ItemBase.<init>(ItemBase.java:13) ~[ItemBase.class:?] at diniboy.TestMod2.item.ItemOre.<init>(ItemOre.java:10) ~[ItemOre.class:?] at diniboy.TestMod2.item.ModItems.init(ModItems.java:14) ~[ModItems.class:?] at diniboy.TestMod2.TestMod2.preInit(TestMod2.java:31) ~[TestMod2.class:?] [...] Well, that's clear. The server hasn't got the setUnlocalizedName method. So I Cannot call that on server side. But is there a way to check if it is running now on a server or not? The world.isRemote would be nice, but I Cannot use that there (for example here), because I didn't find a method which returns the current world. Thanks!
  4. Ahh, sorry, I were silly! Now it is working So cool! Thanks for all Your help guys!
  5. In the FMLPreInitialization event. Okay, I will merge the current state with the Github repo soon!
  6. From the main class, I call my block and item initializator class, and they are call another two classes. And theese executes the ModelLoader at the ClientProxy. Anyways, why I shouldn't use the old method with the IMM? It is working perfectly for items. Just the blocks are buggy.
  7. I placed that function under the ClientProxy class.
  8. Okay, now I Can render an item (and a block too, but with a bit different way)! But just with the old ItemModelMesher method: public void registerItemRenderer(ItemBase item, int meta, String id) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, meta, new ModelResourceLocation(TestMod.MODID + ":" + id, "inventory")); } The ModelLoader gives me an untextured object: public void registerItemRenderer(ItemBase item, int meta, String id) { ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(TestMod.MODID + ":" + id, "inventory")); } BTW I've followed the linked shadowfacts tutorial. Thanks!
  9. Well, I have done a lot of testing, but the block didn't appeared... I didn't pushed that tries to the Github, it was just done on my local repository, but as I haven't reached any result up to now, I think these steps are unnecessary. If it isn't a big request, Can anybody help with some exact code parts, that must be changed? Many thanks! Other: Is there any Javadoc somewhere for the Forge API? BTW an example mod, with one custom block, one custom item, one tile entity, and so on, the basics might be very helpful for the beginners I think.
  10. Thanks for Your quick reply! I replaced the ItemModelMesher to the ModelManager, as You suggested. Thanks! Is that okay now (link)? How exactly should this be done?
  11. Hi, I am a newbie here, this is my first post, So please please be patient, give me some time to come into the mod writing. I am just started meeting with the Minecraft modding, but I hope, I will understand all the important functions/methods at the near future! I have created a 'mod' with the MDK for Forge 1.11.2, and that little 'mod' adds custom cauldron block to the game. At the Eclipse side, the code looks good, however in game, I Cannot give myself the block... So somehow it Cannot be renderred. And I don't see where is the problem exactly... I pushed the code to Github, here is the link for the repository. Any help is welcome! Many thanks!
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