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aliteraryhigh

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Everything posted by aliteraryhigh

  1. Interesting. The code's changed quite a bit since last time I modded, it's been years. How would I go about properly setting this? I've not been able to find any suitable tutorials or working mods for it.
  2. What method would I need to use to register block models? The itemblock models don't load either.
  3. How would I have it dynamically load based on the age value in the blockstate? I have 4 different age variants in each blockstate json.
  4. Changing the variable from "inventory" to "age" in the ModBlocks class gives me the same error as well, shown below in the log. I can't remove the String from the method, as it requires a string. I'm not sure what else to try here.
  5. I tried changing the "inventory" variable to null in ModBlocks and had the same problem, no textures. However, the error changed from to So it's the same error, with a different variable set. Does this variable need to be called in the blockstates JSONs?
  6. I'm here with an updated repo and updated logs. I was missing some close brackets in the JSON files, as well as the extra commas noted above. I removed the commas and added the brackets, so now the crops load with the proper style i.e. crop/cross like the parent BlockCrops class. I also removed the // tags from all lines in the crop Block classes, so now each crop loads with the correct number of AGE values instead of taking on the value of the BlockCrops parent class, which was 7 instead of the 3/4 I wanted. The textures still don't load properly, but the crops still work properly and have the correct number of ages registered. This line from the error log seems to be the problem: I've traced this back to the ModBlocks class, lines 67-69. It seems I don't actually have a render set up for the blocks, just the ItemBlocks? Am I interpreting that correctly? If so, how would I go about implementing the same method for blocks as I have for itemblocks but without the two conflicting? If I'm not interpreting that correctly, how would I go about altering the method so that it no longer requires the #inventory variable that seems unneeded? Thanks error log 11-08-19.txt
  7. I'll make sure to get a decent plugin tonight for it. The comma issue isn't in the blockstate json for the blackberry crop, but it still doesn't show the model for that one either. Is my formatting correct in the json file, or is there something else I'm missing? Like i said, this is a direct copy of a working blockstate json with nothing but the modid and reference changed.
  8. Between the official forge documentation and this comment, I've almost got enough information to start looking for the problem. In all seriousness, I'm not quite getting how it's invalid. I've looked at tutorials, other mods, vanilla blocks/items, and directly mimicked the structure of all of them and it's still not working.
  9. With the changes shown here, I'm getting the error listed below. I'm not sure why it's giving me variant errors on maloberry stage 4, as there is no stage 4 for maloberry and I triple checked to make sure it still shows 3 ages. Update during comment: I quadruple checked and I might be a massive moron. Forgot the @Override tag on setting the max age in the block classes. It still doesn't work, but that's one thing I need to change on all of them. error log.txt
  10. Interestingly enough, even with the case change it's not working properly. I feel like I may have called the wrong block name somewhere in here, but it's getting a bit late for me to spend a lot of time taking a look at it. I will have to check on this tomorrow night and do some further testing. If you find a problem in the meantime let me know! Thanks
  11. Huh, that's weird. On GitHub desktop it shows up properly cased, as well as in Eclipse. Same story for the actual files on my hard drive, too. I went through and renamed the subpackages and then rerenamed it back to "fruitbushes" and it's still not working properly.
  12. UPDATE: I was able to get it mostly working. The seeds register properly, and I still need to clean up the class files for the Blueberry, Maloberry, and Raspberry seeds to match the BlackberrySeeds formatting. Same goes for the block classes. As it stands, the example textures for the seeds work also. The seeds will plant, the crops will grow the appropriate amount of stages, and the crops will drop seeds and fruit. However, the textures for the crops still do not load. Additionally, the item names are not correctly displaying, the creative tab name is not correctly displaying, and the items do not show up in the creative tab. I do still have a fair bit of work to do but I feel as though I've got a much better handle on modding 1.12.2 as far as this is concerned. My next project is going to be in 1.14, so that will be interesting. Thanks all for the help!
  13. I'm not sure where you're seeing that. I've searched the entire source jar and haven't found any reference to that anywhere, are you talking about 1.12.2? The main class I've seen that seeds use is ItemSeeds.
  14. What exactly would be in the FruitSeed class? Just an extension of ItemSeeds, correct? That keeps throwing constructor errors in Eclipse. The code below is what I have so far for the class and I'm not quite sure what I'm missing. The "crops" and "soil" values can be set in the individual seed classes with an override, so I'm not too worried about that. But the "public FruitSeed" line keeps throwing the error "Implicit super constructor ItemSeeds() is undefined. Must explicitly invoke another constructor" and I'm not quite sure why, as it's a defined constructor in the ItemSeeds class that the FruitSeed class extends.
  15. So I'll try: event.getRegistry().register(BLACKBERRY_SEED = new FruitSeed(ModBlocks.BlockBlackberry, Blocks.FARMLAND)); and that should work, correct? That was one of the attempts I tried and I don't seem to have a full grasp on how forge uses object holders. I spent a solid 2 hours reading the forge documentation over the weekend and came out further confused than I already was. It's not exactly written in an understandable fashion for most people, which is one of the main complaints I've seen in other similar threads to mine.
  16. Didn't know that, I'll change that tonight after work! Not sure, that should have been taken out. I've been doing most of this work later at night after work so I know I've missed quite a lot. That and at this point I've rebuilt all the code from scratch twice. So far? That's the only way I've gotten the items to actually register. Any other way I've done the registry events, the items haven't actually registered. Several times I've had the mod crash the entire client instead of even loading. Please let me know if there's a smarter way to do that, because I've spent a collective 8-10 hours searching these forums, reddit, the official minecraft forums, stackexchange, and github trying to find ANY tutorial that has even the slightest chance of working. I'm initializing it twice in the same class? Now that you point that out, I think I see what you're talking about. You mean this section here? I see where I define them twice, that's something I'll correct tonight as well. I've been coding for a little over a decade now, but I haven't touched Java at all in the last 5 years. The last time I touched Java was making a simple mod for vanilla Minecraft. As I'm sure you're aware, Minecraft (and more specifically Forge) hasn't exactly gotten easier to work with. I was working on this just for personal use and because I'm tired of using VBS all day at work lol. I'm not discouraged by a video game's code being annoying to work with, though I must admit I got fairly frustrated at the lack of depth of the official forge documentation. Would you say the issues you listed in your comment are the main contributing factors to the seeds not planting properly/the models not loading correctly?
  17. So now that I was finally able to finish registering this account (lost my old one), here's an update on my github repo. The mod loads, finally. I can test run it in Eclipse and it does not crash. However, I'm still having issues. The textures don't load for the items, the names don't properly load, the name of the tab in Creative Mode doesn't display properly, none of the items show up in the new Creative Mode tab, and I can't actually plant the seeds on any type of soil. I'm at my wits' end and have pared down the code on almost every class so far and still nothing. But the mod loads and the recipes work, which I guess is good. Anyone have any suggestions?
  18. Here is my GitHub repo with the current stuff I have to go from. I'm having issues with the EventRegistry and cannot for the life of me get this mod to initialize properly. It either crashes on startup, or with minor changes (commenting out the registry lines in ModBlocks.java and ModItems.java) doesn't even load the items. I've tried every tutorial and have searched for the last 5 hours for answers and can't figure out what's wrong. Below are the relevant crash log lines, emphasis mine. I know that I'm not registering the blocks/items correctly but can't figure out how to get them registered properly. Anyone have any help?
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