Everything posted by Mango106
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Container click error: game crashes when crafting certain items (java.lang.NullPointerException: Container click)
alright thank you
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Container click error: game crashes when crafting certain items (java.lang.NullPointerException: Container click)
I have a 3GB server on shared hosting with about 40 mods, whenever me or someone else tries to craft certain items (furnace, iron pickaxe, haybale to wheat) the game crashes (no the server) what is going on?
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how do i update my mod from 1.16.1 to 1.16.4?
I haven't modded in months and am getting back into it, and i never did learn how to update my mods from one version to another. What do i have to do to update it?
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Item is functional, but texture isn't loading
ah yes, that was exactly it, thanks. I have no idea how i missed this.
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Item is functional, but texture isn't loading
here the last one
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Item is functional, but texture isn't loading
I made a soup item called beef_stew, which extends SoupBase, which extends FoodBase, which extends ItemFood. The item works and returns a bowl when eaten. The only problem I have is that the texture for the beef_stew doesn't load. I have the texture and item model in the right folder, i'm not sure what i'm doing wrong. Might have to do with the registries, I can't think of anything else.
- Why can i not write
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[1.12.2] extended class of FoodBase.java doesn't work
help
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[1.12.2] extended class of FoodBase.java doesn't work
I made a bowl food item called fruit_salad, but when eat it, it doesn't restore any hunger or saturation. I have a class that i created to add food items to my mod called FoodBase.java (code for that file below) package com.anthony.testmod.items.food; import com.anthony.testmod.Main; import com.anthony.testmod.init.ModItems; import com.anthony.testmod.util.IHasModel; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.ItemFood; public class FoodBase extends ItemFood implements IHasModel { public FoodBase(String name, int amount, float saturation, boolean isAnimalFood) /* * amount is shanks filled * saturation is saturation * isAnimalFood determines whether or not you can feed it to dogs * */ { super(amount, saturation, isAnimalFood); setUnlocalizedName(name); setRegistryName(name); setCreativeTab(CreativeTabs.FOOD); ModItems.ITEMS.add(this); } @Override public void registerModels() { Main.proxy.registerItemRenderer(this, 0, "inventory"); } } I use this class for adding normal food in my ModItems.java class in the init package. I wanted to add bowl items, that can only stack to one, and return a bowl to the player's inventory when eaten, so i made a new class that extends FoodBase called SoupBase.java (code below) package com.anthony.testmod.items.food; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.minecraftforge.items.ItemHandlerHelper; public class SoupBase extends FoodBase { private Item ReturnStack; public SoupBase(String name, int amount, float saturation, boolean isAnimalFood, Item item) { super(name, amount, saturation, isAnimalFood); this.setMaxStackSize(1); this.ReturnStack = item; } public ItemStack onItemUseFinish(ItemStack stack, World world, EntityLivingBase living) { super.onFoodEaten(stack, world, (EntityPlayer)living); return new ItemStack(ReturnStack); } } Now that i did that, i added a new SoupBase item called fruit_salad in ModItems.java public static final Item FRUIT_SALAD = new SoupBase("fruit_salad", 11, 6.6f, false, Items.BOWL); Heres the full ModItems.java class: package com.anthony.testmod.init; import java.util.ArrayList; import java.util.List; import com.anthony.testmod.items.ItemBase; import com.anthony.testmod.items.armor.ArmorBase; import com.anthony.testmod.items.food.FoodBase; import com.anthony.testmod.items.food.FoodEffectBase; import com.anthony.testmod.items.food.SoupBase; import com.anthony.testmod.items.tools.ToolAxe; import com.anthony.testmod.items.tools.ToolHoe; import com.anthony.testmod.items.tools.ToolPickaxe; import com.anthony.testmod.items.tools.ToolSpade; import com.anthony.testmod.items.tools.ToolSword; import com.anthony.testmod.util.Reference; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Items; import net.minecraft.init.MobEffects; import net.minecraft.init.SoundEvents; import net.minecraft.inventory.EntityEquipmentSlot; import net.minecraft.item.Item; import net.minecraft.item.Item.ToolMaterial; import net.minecraft.item.ItemArmor.ArmorMaterial; import net.minecraft.item.ItemAxe; import net.minecraft.item.ItemHoe; import net.minecraft.item.ItemPickaxe; import net.minecraft.item.ItemSpade; import net.minecraft.item.ItemStack; import net.minecraft.item.ItemSword; import net.minecraft.potion.PotionEffect; import net.minecraft.world.World; import net.minecraftforge.common.util.EnumHelper; public class ModItems { public static final List<Item> ITEMS = new ArrayList<Item>(); //Materials public static final ToolMaterial MATERIAL_AQUAMARINE = EnumHelper.addToolMaterial("material_aquamarine", 3, 2124, 9.0f, 4.0f, 25); public static final ArmorMaterial ARMOR_MATERIAL_SUGILITE = EnumHelper.addArmorMaterial("armo r_material_sugilite", Reference.MOD_ID + ":sugilite", 15, new int[] {3, 7, 9, 4} , 10, SoundEvents.ITEM_ARMOR_EQUIP_DIAMOND, 0.0f); //add items public static final Item SUGILITE = new ItemBase("sugilite"); public static final Item URANIUM = new ItemBase("uranium"); public static final Item URANIUM_SUGILITE_FUSION = new ItemBase("uranium_sugilite_fusion"); public static final Item AQUAMARINE = new ItemBase("aquamarine"); //food //public static final Item BLUEBERRY = new FoodBase("blueberry", 3, 4.0f, false); (60*20 is one minute of ppotion effect) public static final Item BLUEBERRY = new FoodEffectBase ("blueberry", 3, 2.0f, false, new PotionEffect(MobEffects.SPEED, /*how long its lasts(3 seconds)*/(3*20),/*potion effect lvl*/ 2, /*whether or not it comes from a beacon*/false, /*shows whether or not particles are shown*/false)); public static final Item POO = new FoodEffectBase ("poo", 3, 0.0f, false, new PotionEffect(MobEffects.HUNGER, (12*20), 100, false, true)); public static final Item FISH_AND_CHIPS = new FoodBase("fish_and_chips", 10, 12.8f, false); public static final Item FRIED_EGG = new FoodBase("fried_egg", 5, 6, false); //public static final Item FRUIT_SALAD = new SoupBase("fruit_salad", 11, 6.6f, false), onFoodEaten(ItemStack stack, World worldIn, EntityPlayer player); public static final Item FRUIT_SALAD = new SoupBase("fruit_salad", 11, 6.6f, false, Items.BOWL); //Tools public static final ItemSword AQUAMARINE_SWORD = new ToolSword("aquamarine_sword", MATERIAL_AQUAMARINE); public static final ItemSpade AQUAMARINE_SHOVEL = new ToolSpade("aquamarine_shovel", MATERIAL_AQUAMARINE); public static final ItemPickaxe AQUAMARINE_PICKAXE = new ToolPickaxe("aquamarine_pickaxe", MATERIAL_AQUAMARINE); public static final ItemAxe AQUAMARINE_AXE = new ToolAxe("aquamarine_axe", MATERIAL_AQUAMARINE); public static final ItemHoe AQUAMARINE_HOE = new ToolHoe("aquamarine_hoe", MATERIAL_AQUAMARINE); //armor public static final Item SUGILITE_HELMET = new ArmorBase("sugilite_helmet", ARMOR_MATERIAL_SUGILITE, 1, EntityEquipmentSlot.HEAD); public static final Item SUGILITE_CHESTPLATE = new ArmorBase("sugilite_chestplate", ARMOR_MATERIAL_SUGILITE, 1, EntityEquipmentSlot.CHEST); public static final Item SUGILITE_LEGGINGS = new ArmorBase("sugilite_leggings", ARMOR_MATERIAL_SUGILITE, 2, EntityEquipmentSlot.LEGS); public static final Item SUGILITE_BOOTS = new ArmorBase("sugilite_boots", ARMOR_MATERIAL_SUGILITE, 1, EntityEquipmentSlot.FEET); } When I run client and test out the mod, I can eat the fruit salad, it stacks to 1 like i wanted, and it returns a bowl when its eaten. The only problem is that no hunger or saturation is restored when i eat it, for some reason. I'm quite sure what i did wrong, but I think it has something to do with SoupBase.java, as I don't have this problem with the normal class that it extends from. Does anyone know how to fix this?
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[SOLVED] [1.12] can't use vanilla items to craft modded item
YES ok it works thanks
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[SOLVED] [1.12] can't use vanilla items to craft modded item
it still doesn't work for some reason
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[SOLVED] [1.12] can't use vanilla items to craft modded item
i know, it just stands for test mod, I don't plan on releasing it anyways. If i do release a complete mod i'm going to use a good modid. also, is this how i would format the metadata, below the item? { "type": "minecraft:crafting_shapeless", "ingredients": [ { "item": "minecraft:baked_potato" }, { "item": "minecraft:cooked_fish", "data": "0" } ], "result": { "item": "tm:fish_and_chips", "count": 1 } }
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[SOLVED] [1.12] can't use vanilla items to craft modded item
yeah, tm is the modid. I just copy and pasted your code, and it works! i tried using two cobblestone instead of one, and that also worked. That must mean the only thing i got wrong was the ID names for the baked potato and cooked fish.
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[SOLVED] [1.12] can't use vanilla items to craft modded item
i tried, it didn't work. I also forgot to mention i'm making a mod on 1.12, not 1.13.
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[SOLVED] [1.12] can't use vanilla items to craft modded item
(SOLUTION: forgot to add data tag for cooked fish) basically, i'm simply trying to create a food item that can be crafted using cooked fish, and a baked potato (which are vanilla items). whenever i make .json files for recipes that use items from my mod, i can craft them. but whenever I try using a vanilla item, i can't craft the item I want to craft. the .json for the recipe that isn't working is attached, and here is the code: { "type": "minecraft:crafting_shapeless", "ingredients": [ { "item": "minecraft:baked_potato" }, { "item": "minecraft:cooked_fish" } ], "result": { "item": "tm:fish_and_chips", "count": 1 } } i've been searching for more than an hour, i don't know what to do recipe_fish_and_chips.json
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How to add compatibility with other mods
You can also make recipes between mods compatible with craft tweaker. Its a mod that allows you to write scripts and create and delete recipes. Its useful for recipes, and changing item names, but nothing else.
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Modular Bosses - Help Loading into MC
I think you should only have one of each mod in the mods folder, so yes, delete one of them.
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What is a coremod, and what are it advantages and disadvantages?
i see, so only those with lots of modding experience under their belt should make coremods.
- what is cracked launcher?
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What is a coremod, and what are it advantages and disadvantages?
I've read around about coremods on the forums. I'm not quite sure how to feel about them, i've barely started to learn java. Some claim that they can do things that you wouldn't ordinarily be able to do if you didn't coremod, while other say coremods can things up. How do you guys feel about coremods?
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what is cracked launcher?
I guess i'm just curious. Is this a cracked launcher for forge or minecraft? I notice users getting banned for using these cracked launchers. Just curious. Take down this topic if it is irrelevant.
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[1.12] Biome Alteration Not Quite As Expected
did you ever find a fix to this?
IPS spam blocked by CleanTalk.