
Big_Bad_E
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Everything posted by Big_Bad_E
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Please help me beacuse i need forge jar in vr\ersion folder!
Big_Bad_E replied to PyroISNOOB's topic in Support & Bug Reports
You need to use a FORGE version, idk what your problem is or why you downloaded a chinese client. Why Hypixel China? and you know you don't need a chinese launcher to do it -
Please help me beacuse i need forge jar in vr\ersion folder!
Big_Bad_E replied to PyroISNOOB's topic in Support & Bug Reports
Yep, I figured. It was either Hacks or trying to pirating or whatever to get the game free -
Um... I believe somewhere in the forge docs I saw that you can register a villager profession. Idk if that was what you were looking for...
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Please help me beacuse i need forge jar in vr\ersion folder!
Big_Bad_E replied to PyroISNOOB's topic in Support & Bug Reports
I'm sorry, but I do not understand... If you are using the chinese version and you're not chinese, how can you not download it, or get an english launcher? -
Any other problems you notice?
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i'm not even going to try to find an excuse for forgetting to use lower cases... Also, Still not working, I think it is the registry. I don't know how it works at all. I changed the registry code a bit, here's my new classes: Registry: package Big_Bad_E; import net.minecraft.block.Block; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import Big_Bad_E.Blocks.SaltOre; public class Registery { public static final SaltOre saltore = new SaltOre(); @SubscribeEvent public void registerBlocks(RegistryEvent.Register<Block> event) { event.getRegistry().registerAll(saltore); } } Block Class: package Big_Bad_E.Blocks; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class SaltOre extends Block { public SaltOre() { super(Material.ROCK); setUnlocalizedName(getRegistryName().toString()); setRegistryName("saltore"); setCreativeTab(CreativeTabs.BUILDING_BLOCKS); } }
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I feel really nooby(Is that even a word?) asking this, but I cannot seem to get a block to register. I followed forge documentation then looked at choonster's TestMod3 and tried that method, but no luck. Main Class: @Mod(modid = "modid", version = "v1.0.0 - Mc 1.12", name = "mod") public class Mod { } Registry class: public static final SaltOre saltOre = new SaltOre(); public static void registerBlocks(final RegistryEvent.Register<Block> event) { final IForgeRegistry<Block> registry = event.getRegistry(); final Block[] blocks = { saltOre, }; registry.registerAll(blocks); } @SubscribeEvent public static void registerItemBlocks(final RegistryEvent.Register<Item> event) { final ItemBlock[] items = { new ItemBlock(saltOre), }; } Block class: super(Material.ROCK); setUnlocalizedName("saltOre"); setRegistryName("SaltOre"); setCreativeTab(CreativeTabs.BUILDING_BLOCKS); } Idk what I am forgetting, it's probably something obvious though. EDIT: I have tried it with the way in the forge Docs and without the registerItemBlocks
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um... can you at least post the FML log or the crash log or you mods list or forge version or something? Also I believe 1.8.9 is no longer supported on this form.
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Still not working... Item Class: package MoBuildingBlocks.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemSword; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.fml.common.Mod; @Mod.EventBusSubscriber public class ItemSaw extends Item { public static Item ItemSaw; public static void registerItems(RegistryEvent.Register<Item> event) { event.getRegistry().register(ItemSaw=new Item().setUnlocalizedName("saw").setRegistryName("mobuildingblocks","saw")); } public ItemSaw(ToolMaterial material) { super(); } } I removed the register thing from my proxy Item Registry: package MoBuildingBlocks.Registrys; import net.minecraftforge.fml.common.registry.GameRegistry; import MoBuildingBlocks.Items.ItemSaw; public class ItemRegistry { @GameRegistry.ObjectHolder("mbb:saw") public static ItemSaw saw; } I have no other things related to the item in my other classes, which I may need it in one .-. Also if anyone knows what to do in my event.getRegistry to put it in a creative tab
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Oh, lol I just realized that. I saw the subscribe thing when looking through examples but forgot that I registered both of them register it... darp
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So, with this new weird 1.12 API, I can't manage to get items to work. I have been messing around but can't seem to find my problem. Item Class: package MoBuildingBlocks.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemSword; import net.minecraftforge.event.RegistryEvent; public class ItemSaw extends ItemSword { public static Item ItemSaw; public static void registerItems(RegistryEvent.Register<Item> event) { event.getRegistry().register(ItemSaw=new ItemSword(Item.ToolMaterial.IRON).setUnlocalizedName("saw").setRegistryName("mobuildingblocks","saw")); } public ItemSaw(ToolMaterial material) { super(material); } } Common Proxy: package MoBuildingBlocks.Proxy; import net.minecraft.item.Item; import net.minecraft.item.Item.ToolMaterial; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import MoBuildingBlocks.Items.ItemSaw; import MoBuildingBlocks.Registrys.RegistryHandler; public class CommonProxy { public void preInit(FMLPreInitializationEvent event) { RegistryHandler.Common(); } public void Init(FMLInitializationEvent event) { } public void postInit(FMLPostInitializationEvent event) { } @SubscribeEvent public static void registerItems(RegistryEvent.Register<Item> event, ToolMaterial material) { event.getRegistry().register(new ItemSaw(material)); } } Item Registry: package MoBuildingBlocks.Registrys; import net.minecraftforge.fml.common.registry.GameRegistry; import MoBuildingBlocks.Items.ItemSaw; public class ItemRegistry { @GameRegistry.ObjectHolder("mbb:saw") public static ItemSaw saw; } That's all the classes I have to do with the item, nothing in my main class except the PreInit, Init, and PostInit, and my ClientProxy is the same. The mod name is Mo' Building Blocks, the mod ID is mbb, the item is called Saw, the texture is in a folder called Items and it is called Saw.
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[1.12] Help with registering entity into game
Big_Bad_E replied to Big_Bad_E's topic in Modder Support
Ok I am so sorry I am so confused, but I have no idea what to do, Can you give me an example of, like if a mod had a mod ID of Hi and the entity is called Smiley, the main class is called HI, and the Entity class is smiley. What would that be? Again, I'm sorry but I am have no idea, and I feel like i'm so close! -
[1.12] Help with registering entity into game
Big_Bad_E replied to Big_Bad_E's topic in Modder Support
I am trying to learn it, but no I have no prior java experience, I know it really makes it harder on everyone else, and I am sorry, and I also tried to specify it as a string but because I was in the wrong class it returned an error. I got all the variables seemingly working, but I get a crash My ClientProxy Class package Entity303.Proxy; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.util.ResourceLocation; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.registry.EntityRegistry; import Entity303.Referance; import Entity303.RegistryHandler; import Entity303.Entity.Entity303; import Entity303.Entity.ModelEntity303; import Entity303.Entity.RenderEntity303; public class ClientProxy extends CommonProxy { public void preInit(FMLPreInitializationEvent event) { super.preInit(event); ResourceLocation entity303Texture; RenderManager renderManager = Minecraft.getMinecraft().getRenderManager(); entity303Texture = new ResourceLocation(Referance.MODID+":textures/entity/entity303.png"); String Entity303 = "Entity303"; EntityRegistry.registerModEntity(entity303Texture, Entity303.class, Entity303, 200, renderManager, 0, 0, false); } public void Init(FMLInitializationEvent event) { super.Init(event); RegistryHandler.Client(); } public void postInit(FMLPostInitializationEvent event) { super.postInit(event); } } -
[1.12] Help with registering entity into game
Big_Bad_E replied to Big_Bad_E's topic in Modder Support
Ok,I get what your saying, but I get an error on my entityName and registryName, For now my code is like this: package Entity303; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.entity.Entity; import net.minecraft.util.ResourceLocation; import net.minecraftforge.fml.common.registry.EntityRegistry; import Entity303.Entity.Entity303; import Entity303.Entity.ModelEntity303; import Entity303.Entity.RenderEntity303; public class RegistryHandler { public static void Client() { RenderManager renderManager = Minecraft.getMinecraft().getRenderManager(); renderManager.entityRenderMap.put(Entity303.class, new RenderEntity303(renderManager, new ModelEntity303(), 0)); EntityRegistry.registerModEntity(entEntity303, Entity303.class, Entity303, 200, renderManager, 0, 0, false); } public static void Common() { } } I think I am supposed to put the EntityRegistry in a Public Static or something like that, or do I just put the arguments in the public static void Client()? -
[1.12] Help with registering entity into game
Big_Bad_E replied to Big_Bad_E's topic in Modder Support
Sorry if I've been annoying/stupid, I have never been on a forum, and I am generally new to Java/Forge, and newer to Forge 1.12. -
[1.12] Help with registering entity into game
Big_Bad_E replied to Big_Bad_E's topic in Modder Support
Yes, I don't know how to call upon EntityRegistry.registerModEntity! Thanks for the response, but my question is how to use it. I tried EntityRegistry.registerModEntity(null, Entity303.class,null, 200, renderManager, 0, 0, false); Into my RegistryHandler and it crashes Console Crash Log -
oh it is... there is one of those? I am so sorry I am clueless... why is there a server subform on forge? I feel so embarised right now .-. sorryyy...
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Try turning on a resource pack and turning it off. I had something like that and that fixed mine.
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If you want to do that you need to save it on server side.
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[SOLVED][1.12] Custom Biome does not show up at all.
Big_Bad_E replied to VoxelBuster's topic in Modder Support
Hmm... I wonder what is the isHighHumidity for if you don't have rain enabled? Also, do you know how to make an Entity? I need help with that rn. (If you do just msg me your entity code.) -
1.11.2 GAME CRAHSED WHILE INSTALING GAME
Big_Bad_E replied to AustinGamezYT's topic in Support & Bug Reports
You'r using PureBDCraft with a bunch of mods, hav e you tried allocating more memory to your mc? YT video on how to do it Here Just give it more memory or don't use PureBDCraft x64, if you really like it use x32 or x16 -
[SOLVED][1.12] Custom Biome does not show up at all.
Big_Bad_E replied to VoxelBuster's topic in Modder Support
I believe you don't use public static final BiomeAncientGarden ancientGarden = new BiomeAncientGarden(); In 1.12, I think you may use a different method, but I don't know what that method would be. Idk though. -
[1.12] Help with registering entity into game
Big_Bad_E replied to Big_Bad_E's topic in Modder Support
Ok, so what are you telling me, I register the Entity ID, and you tell me that's wrong, but that's how you register it. What is the proper method? -
.I came on, 5/10 from me, cool builds, deserted though.
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Sorry, that's the way I do it, and it works for me ¯\_(ツ)_/¯ but you probably know more about it.