
Dambob
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Everything posted by Dambob
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3 problems with this with your return "armour path" You need to use this format return "modID:textures/models/armor/armorName_layer_(1 or 2).png" So that would be something like return "lmp:textures/models/armor/titanium_layer_1.png"
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I've fixed the problem...sort of. I did have the folders linked in that way, and I have no idea why it wasn't working. I bit the bullet and started clean, redownloading forge solved the issue. Edit: I've solved the GUI issue, turns out I wasn't using the ResourceLocation type properly. However I still can't get my armour to render. It just seems to keep the iron armour texture rather than using my own.
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Hey there. First off, I'm using an eclipse structure similar to methods displayed by Pahimar (modified to 'work' with 1.6). The definition of this is having the default Minecraft project in eclipse, and then creating separate projects for each mod installed. These mods are all setup in a run configuration in Eclipse and seem to load, mostly. My problem is that my textures are not being found. I have looked up many 1.6.2 texture tutorials and discovered that the texture location has changed (being in the mcp/src/minecraft/assets/modid/textures/[type: block, item etc.] directory). I have therefore moved my textures to this location. The way that code loads textures was also changed on my end, slightly. Instead of using (modID : file location) it's now (modID : file name). This seems to be correct as it attempts to load the correct files, however, it cannot find the files in question. I get the following error. 2013-07-15 15:21:17 [iNFO] [lmp] Activating mod lmp 2013-07-15 15:21:17 [iNFO] [ForgeModLoader] Registering Forge Packet Handler 2013-07-15 15:21:17 [iNFO] [ForgeModLoader] Succeeded registering Forge Packet Handler 2013-07-15 15:21:18 [iNFO] [ForgeModLoader] Configured a dormant chunk cache size of 0 2013-07-15 15:21:18 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/blocks/tinyChest.png 2013-07-15 15:21:18 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/blocks/tinyChestSides.png 2013-07-15 15:21:18 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/blocks/smelterSides.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/blocks/titaniumOre.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumIngot.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumBoots.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumPickaxe.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumHelmet.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumAxe.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumHammer.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumHoe.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumLegs.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumPlate.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumShovel.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumSword.png 2013-07-15 15:21:19 [iNFO] [ForgeModLoader] Forge Mod Loader has successfully loaded 4 mods 2013-07-15 15:21:19 [WARNING] [Let's Mod Project] Mod Let's Mod Project is missing a pack.mcmeta file, things may not work well 2013-07-15 15:21:19 [iNFO] [Minecraft-Client] Reloading ResourceManager: Default, FMLFileResourcePack:Let's Mod Project 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumIngot.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumBoots.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumPickaxe.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumHelmet.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumAxe.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumHammer.png 2013-07-15 15:21:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumHoe.png 2013-07-15 15:21:20 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumLegs.png 2013-07-15 15:21:20 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumPlate.png 2013-07-15 15:21:20 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumShovel.png 2013-07-15 15:21:20 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/items/titaniumSword.png 2013-07-15 15:21:20 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/blocks/tinyChest.png 2013-07-15 15:21:20 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/blocks/tinyChestSides.png 2013-07-15 15:21:20 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/blocks/smelterSides.png 2013-07-15 15:21:20 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: lmp:textures/blocks/titaniumOre.png Does anyone have any advice or insight as to what I'm doing wrong? Thanks.
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I've manually removed then re-added the jars into the build path and that seems to have done the trick. It's strange though as I could definitely see them all in the build path.
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That's what I would believe too, however I can see guava-14.0.jar in the referenced libraries as well as in the jars folder (in the Minecraft project, the one that is running fine) I'm using a secondary project as the modded version (in the same workspace) which has the Minecraft Project as a dependency, getting built first.
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This is the exact same error I have. (I must have missed it before posting my thread) It seems to be included in the ItemSword class, and since my vanilla version of MC (with Forge, MCP and FML) loads fine, it must be there.
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Hey there. I've just updated my dev environment for 1.6.2 but I've hit a bump. Caused by: java.lang.Error: Unresolved compilation problem: The type com.google.common.collect.Multimap cannot be resolved. It is indirectly referenced from required .class files My previous code (altering a few lines to the updated version) is causing the issue. The class(es) giving the error all extend itemSword, which happens to import the multimap class. I'd be fairly okay with this however running the vanilla version (with just forge, FML and MCP installed) works fine, so in theory the class exists. This leads me to believe that it's building in the wrong order, using eclipse I forced the Minecraft project (vanilla, Forge, MCP & FML) to build first, then the second project. This is still causing a problem. Could anyone help here? Thanks.
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Pahimar stated that CPW wants it this way. (Blocks, items etc. in the pre-init). So yeah. That's good enough for me. (:
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Pahimar stated that CPW wants it this way. (Blocks, items etc. in the pre-init). So yeah. That's good enough for me. (:
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Regarding the new Icon system, came across a problem.
Dambob replied to 0xC6607Eo1's topic in Modder Support
Since the new individual texture thing, this is how textures are found. You'll see it load vanilla textures in a similar way if you read the output window. Rather than mods/textures/block, items etc. It would be something like /gui/chest.png and stuff. -
Regarding the new Icon system, came across a problem.
Dambob replied to 0xC6607Eo1's topic in Modder Support
Since the new individual texture thing, this is how textures are found. You'll see it load vanilla textures in a similar way if you read the output window. Rather than mods/textures/block, items etc. It would be something like /gui/chest.png and stuff. -
Regarding the new Icon system, came across a problem.
Dambob replied to 0xC6607Eo1's topic in Modder Support
Put your mods folder into: <Your MCP folder>/src/minecraft/ -
Regarding the new Icon system, came across a problem.
Dambob replied to 0xC6607Eo1's topic in Modder Support
Put your mods folder into: <Your MCP folder>/src/minecraft/ -
Yes, Pahimar is one of the modder's I have been looking at. However, apart from saying 'different things need loaded at different times' (which is true) he doesn't give any reason why the blocks should be loaded there. I say should, as other modders load them in init and it works perfectly fine.
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Yes, Pahimar is one of the modder's I have been looking at. However, apart from saying 'different things need loaded at different times' (which is true) he doesn't give any reason why the blocks should be loaded there. I say should, as other modders load them in init and it works perfectly fine.
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Hey there. I have been reading a few different modders' code and I can see some differences in style. One thing that occurred to me is the different uses of the pre-init and init functions. Some modders use pre-init to load configuration files, blocks, items etc, and use init just for registering network GUI handlers. Others use pre-init just for config files and load everything else in init. I was wondering what the norm is and what differences (if any) there are in these implementations?
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Hey there. I have been reading a few different modders' code and I can see some differences in style. One thing that occurred to me is the different uses of the pre-init and init functions. Some modders use pre-init to load configuration files, blocks, items etc, and use init just for registering network GUI handlers. Others use pre-init just for config files and load everything else in init. I was wondering what the norm is and what differences (if any) there are in these implementations?
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Problem solved! It was actually a problem with my tile entity, although I also made my custom slot for my furnace output as it caused some problems with XP. Details are below in the comment. public void smeltItem() { if (this.canSmelt()) { ItemStack outputItem = SmelterRecipes.smelting().getSmeltingResult(this.inventory[0].getItem().itemID); if (this.inventory[2] == null) { this.inventory[2] = outputItem.copy(); } else if (this.inventory[2].itemID == outputItem.itemID) { //This line was set to ++ //Obviously this caused it to increment by one, however the statement above copies, that's why it worked for the first stack this.inventory[2].stackSize += outputItem.stackSize; } this.inventory[0].stackSize--; if (this.inventory[0].stackSize == 0) { Item var2 = this.inventory[0].getItem().getContainerItem(); this.inventory[0] = var2 == null ? null : new ItemStack(var2); } } }
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That's basically what I've explained. This is standard code. It seems like you need to learn how to program first. class foo { foo(int par1, int par2) { } }; class bar extends foo { bar(float par1, int p1, int p2) { super(p1, p2); } };
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Super calls the constructor for the base class. If you have extended blockGlass then Super() MUST have the same number and type of parameters as the BlockGlass() function.
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Try looking at the default glass block. net.minecraft.block.BlockGlass
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Hey there. I've followed a guide on making my own custom furnace style block with it's own recipe list, separate from the vanilla one. The block works in that it will smelt the item. However, I have it returning an itemstack of size 2. If the output slot is empty, it will output 2 of the item. If it already has a number of these items in it, it will only output one. The output slot is of slotFurnace type. Below is an example of the code I'm using to define my recipes. //List of recipies private SmelterRecipes() { addSmelting(ModBlocks.TitaniumOreBlock.blockID, new ItemStack(ModItems.TitaniumIngot, 2), 0.7F); addSmelting(Block.oreIron.blockID, new ItemStack(Item.ingotIron, 2), 0.7F); } /** * Adds a smelting recipe. */ public void addSmelting(int id, ItemStack itemStack, float experience) { smelterList.put(Integer.valueOf(id), itemStack); this.smelterExperience.put(Integer.valueOf(itemStack.itemID), Float.valueOf(experience)); } Does anyone know where I'm going wrong? I think it may be a default function of the slotFurnace, however I'm not sure. Thanks in advance to anyone who replies.