
Everything posted by Cadiboo
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Forge Universal.jar won't launch. "The Java JAR file could not be launched"
Try launching it with arguments from the command line what java version are you using, post any logs as described in my signature
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NetworkDispatcher exception
Post the entire debug log as described in my signature
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Eclipse Client Minecraft stuck on Loading World, Building Terrain.
Also no logs
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[1.12.2] I can't enchant my item??
Try setting it to a lower value like 8 or something
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Damaging Item in Event consumes it
Yep, worked with every primitive except them TIL
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Damaging Item in Event consumes it
I don’t understand the difference (or what a short is I assume it’s a java number), I’ll look it up
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Damaging Item in Event consumes it
So between −32,768 and 32,767
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Damaging Item in Event consumes it
it’s a signed small int (values between -(2^15) and (2^15)-1) it’s a 2 byte value
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Issue with java
You can also just modify your /gradle/wrapper/gradle-wrapper.properties file change the distributionUrl line to distributionUrl=https\://services.gradle.org/distributions/gradle-4.8.1-bin.zip You will still need java 8 for writing the mod though, this only allows gradle to use java 10
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How make custom furnace?
Oh all good aha I was just confused
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Forge Build failed
You've started 3 threads all the same, I recommend seeing if your ISP or country blocks access to those resources, and see about downloading them from mirrors. It isn't as simple as downloading a full build from somewhere else due to Minecraft's Propriety & how forge sets itself up
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Could not resolve all dependencies for configuration ':classpath'.
Start a new thread with your java version, computer specs & logs. We'll help you on the new thread
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How make custom furnace?
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[1.12.2] Problems with ToolAxe Class
then add the n parameter?
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[1.12.2] Problems with ToolAxe Class
why not just pass n in the constructor? public ToolAxe(String name, ToolMaterial material, int n) { super(material, 6.0F + n, -3.0F + n); setUnlocalizedName(name); setRegistryName(name); setCreativeTab(CreativeTabs.TOOLS); ModItems.ITEMS.add(this); }
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[1.12.2] Problems with ToolAxe Class
I think so, whats wrong with that code?
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[1.12.2] Problems with ToolAxe Class
So a random number?
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[1.12.2] Problems with ToolAxe Class
In this, what is n?
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Items Texture issue
Its not the code thats the problem the code is perfectly correct. Its your JSON models pointing to locations that don't exist. { "parent": "item/generated", "textures": { "layer0": "rc:items/broken_heart" } } You do notice that layer0 points to /textures/items/broken_heart.png but the file is in /texures/item/broken_heart.png
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Items Texture issue
Currently in 1.12.2 Vanilla uses "/models/item" for models and "/textures/items" for textures However in 1.13 Vanilla with be using "/models/item" and "/textures/item" The texture folder can be called whatever you want. you just have to reference it correctly from code & JSON
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Items Texture issue
This is good practice, but unnecessary. Forge's Mod Loader system knows that it is currently processing this mod and that this mod is registering the item & will add the Mod's ID to the domain of the resourceLocation
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Items Texture issue
- Items Texture issue
Either rename them in the JSON files to /items/ OR rename the folder to textures/item (this is the naming that 1.13+ will use so I recommend you do this)- Items Texture issue
YOUR STILL LOOKING IN textures/items when your files are in textures/item- Items Texture issue
Taken from your GitHub - Items Texture issue
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