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Big_Bad_E

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Everything posted by Big_Bad_E

  1. Um... a bit more detail helps... Maybe what version and what mods? the FML log? idk...
  2. Why can't I use NBT data? with the recipe I just get the type of the item inputted, then make a new ItemStack of the same item. I could easily add some NBT data to it. How would I use NBT data to change the texture using registered images?
  3. Ok, thats the difference. For what I am trying to do (Base the output off of the inputs) there is not a current recipe type. One quick question, is there a way to change the texture of the output item from the item's normal texture? Kind of like Tinker's Construct.
  4. Sorry to kinda jump into the thread, but a lot of the community is not updating because of PvP, I personally always use 1.8.9 when PvPing, even though I mod for and play singleplayer modded on 1.12.2. You get a huge advantidge block-hitting, making it so much easier to use 1.8.9. So, the PvP community never updates until Mojang fixes PvP. Also Washed did you try allocating MC more RAM? Also I suggest using the recommended version instead of latest, its recommended for a reason.
  5. Ok so is there any clarification on the different methods? I am guessing matches boolean is just checking if the inventory is right (like if you put a piece of dirt in the inventory). I am guessing canFit boolean is if the grid size works for the recipe what is the difference between getCraftingResult and getRecipeOutput? should I return the same item for both of them?
  6. I should of tried minecraft:, I am stupid sometimes lol I haven't ever tried making my own IRecipe implementation, but I will try
  7. The problem is definitely with your computer, maybe allocate Forge more RAM?
  8. So... I got 2 questions. First off, for some reason when I make a recipe, I use crafting_shaped or crafting_shapeless, but I get the error "Could not find type modid:crafting_shaped." I tried using forge:crafting_shaped and still had no luck. Also, how would I go about making a recipe combine item A and Item B, and return Item A with different data, if there will be multiple different items that can be used as Item A (Using OreDict). If this is possible ofc
  9. Ahhh, I find a way to mess the whole thing up... thanks for pointing that out, i'm just going to make a list and create the block and add it to the list, and register that block and set that block's model.
  10. I'm just gonna bump this because I still can't find out how to do this. Prob gonna check out some guides or something if no1 responds to see how they do it
  11. Checked it out, really cool idea. Definitely a W.I.P. with things like textures but pretty great.
  12. I don't know I am getting errors I just can't solve. My Registry Class: @EventBusSubscriber public class ModelRegistry { @SubscribeEvent public static void registerModels(ModelRegistryEvent event) { final Block saltore = new SaltOre(Material.ROCK); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(saltore), 0, new ModelResourceLocation(saltore.getRegistryName(), "normal")); final Item saltoreitem = new ItemBlock(saltore).setRegistryName("culinarycraft:salt_ore"); ModelLoader.setCustomModelResourceLocation(saltoreitem, 0, new ModelResourceLocation(saltore.getRegistryName(), "inventory")); } } My Registry Class: @EventBusSubscriber public class BlockRegistry { public static final Block saltore = new SaltOre(Material.ROCK); public static final Item saltoreitem = new ItemBlock(saltore).setRegistryName("culinarycraft:salt_ore"); @SubscribeEvent public static void registerBlocks(RegistryEvent.Register<Block> event) { event.getRegistry().registerAll(saltore); } @SubscribeEvent public static void registerBlockItems(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll(saltoreitem); } } I have the same .json files as above. The Error: [14:53:10] [Server thread/INFO] [FML]: Injecting existing registry data into this server instance [14:53:10] [Server thread/INFO] [FML]: Registry Block: Found a missing id from the world cullinarycraft:salt_ore [14:53:10] [Server thread/INFO] [FML]: Registry Item: Found a missing id from the world culinarycraft:salt_ore_item [14:53:10] [Server thread/ERROR] [FML]: Unidentified mapping from registry minecraft:items [14:53:10] [Server thread/ERROR] [FML]: culinarycraft:salt_ore_item: 4096 [14:53:17] [Server thread/INFO] [FML]: World backup created at C:\Users\Big_Bad_E\Desktop\1.12 modding\run\saves\Culinary Craft-20171231-145314.zip. [14:53:17] [Server thread/ERROR] [FML]: There are unidentified mappings in this world - we are going to attempt to process anyway [14:53:17] [Server thread/WARN] [FML]: Registry Item: Object did not get ID it asked for. Name: culinarycraft:salt_ore Expected: 4096 Got: 4097 [14:53:17] [Server thread/INFO] [FML]: Applying holder lookups [14:53:17] [Server thread/INFO] [FML]: Holder lookups applied My Block Class (salt_ore): public class SaltOre extends Block { public SaltOre(Material material) { super(material); this.setHarvestLevel("Pickaxe", 2); this.setRegistryName("culinarycraft:salt_ore"); this.setUnlocalizedName(getRegistryName().toString()); } } salt_ore_item was what my registry name for the item was but I removed it completely from my code Any1 know what i'm doing wrong?
  13. I'm just using the console errors to find my problems.
  14. Seems to be a problem with DefaultKeys. Try removing the mod and running it, also check the version.
  15. Yep, forgot to say I subscribed to ModelRegistryEvent and annotated the class with EventBusSubscriber. My problem is not setting the block's texture, that works perfectly, but the ItemBlock. I cannot find a place where that is shown. P.S. I made a class for the block's ItemBlock because if I just made a new ItemBlock I couldn't set the registry name.
  16. Bump, still can't find my problem sadly ;-;
  17. So, I ran into some trouble getting a texture/model onto an ItemBlock. What I have right now: // Registering the Block's model final Block saltore = new SaltOre(Material.ROCK); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(saltore), 0, new ModelResourceLocation(saltore.getRegistryName(), "normal")); // Registering the ItemBlock's model final ItemBlock saltoreitem = new SaltOreItem(saltore); ModelLoader.setCustomModelResourceLocation(saltoreitem, 0, new ModelResourceLocation(saltore.getRegistryName(), "inventory")); I am trying to make one BlockState, one Item model, and one Block model. BlockState (I don't know how to do this so help is appreciated): "variants": { "normal": { "model": "culinarycraft:salt_ore" } "inventory": { "model": "culinarycraft:salt_ore" } } Item Model: { "parent": "culinarycraft:block/salt_ore", "display": { "thirdperson": { "rotation": [ 10, -45, 170 ], "translation": [ 0, 1.5, -2.75 ], "scale": [ 0.375, 0.375, 0.375 ] } } } Block Model: { "parent": "block/cube_all", "textures": { "all": "culinarycraft:blocks/salt_ore" } } I looked at vanilla .Json's but I don't know, I've messed around with many things but can't manage to figure out how to make it work correctly. Any help is appreciated.
  18. A couple of things: 1. that memory bar is a feature in forge, that is the normal loading screen. 2. Allocate Minecraft Forge more memory, it takes some time to load all of the API. 3. It probably crashed and didn't realize it, giving it more memory would probably fix this. What's a "loafing screen"? is that some type of online bread?
  19. Oh... I thought I had to do the whole register event thing, but this works too. that's real cool! Thanks for the help
  20. oops lol missed that part, but two questions: 1. Do I use @SubscribeEvent like I did at first, or @EventBusSubscriber? 2. What is the suggested registry name? do I do modid:item or is it the modid: + resource location to the .png of the texture? idk
  21. Changed my code for your suggestions, new code: public class Main { @EventHandler public void PreInitializationEvent(FMLPreInitializationEvent event) { } @EventHandler public void InitializationEvent(FMLInitializationEvent event) { } @EventHandler public void PostInitializationEvent(FMLPostInitializationEvent event) { } } Block: public class MyBlcok extends Block { public MyBlock(Material material) { super(material); this.setHarvestLevel("Pickaxe", 2); this.setCreativeTab(CreativeTabs.BUILDING_BLOCKS); this.setUnlocalizedName(getRegistryName() + ":myblock"); } } Registry: @EventBusSubscriber public class BlockRegistry { public static final Block myblock = new MyBlock(Material.ROCK); public static void registerBlocks(RegistryEvent.Register<Block> event) { event.getRegistry().registerAll(myblock); } public static void registerBlockItems(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll(new ItemBlock(myblock)); } } Should I register the event? idk any ideas are appreciated.
  22. Removed the static, don't know why it was there from some random code snippet I used .-.
  23. This question is probably asked every five seconds, but I quit Forge for a while to learn basic Java and OOP principals and stuff like that, but I can't seem to figure out how to register a block. So I have my main class, no proxy (yet): @Mod(name = "Name", version = "1.0.0", modid = "modid") public class Main { @EventHandler public void PreInitializationEvent(FMLPreInitializationEvent event) { } @EventHandler public void InitializationEvent(FMLInitializationEvent event) { } @EventHandler public void PostInitializationEvent(FMLPostInitializationEvent event) { } } My Block Class: public class MyBlock extends Block { public MyBlock(Material material) { super(material); this.setHarvestLevel("Pickaxe", 2); this.setCreativeTab(CreativeTabs.BUILDING_BLOCKS); this.setUnlocalizedName("myblock"); } } Registry: public class BlockRegistry { public static final Block myblock = new MyBlock(Material.ROCK); @SubscribeEvent public void registerBlocks(RegistryEvent.Register<Block> event) { event.getRegistry().registerAll(myblock); } @SubscribeEvent public void registerBlockItems(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll(new ItemBlock(myblock)); } } I am taking an educated guess and saying I need to call my registry in my proxies (and make one ) but I don't know what methods to use. Any help is appreciated! Probably not needed but I got no errors except the one from connecting to realms.
  24. I did it already, I tried what you said, but in the end I got it myself.
  25. Ok, I looked at what you are trying to do, and you CANNOT use forge on the minecraft chinese version, also you cannot hack it, as it is a client itself. No mods, no hacks. There is no IP to get on with a hacked client Also, do not hack, it's not fun for anyone, and you will get banned almost immediately.
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