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Esmerald1no

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Everything posted by Esmerald1no

  1. Hi, fellow modders, Just a heads up, new to modding and still learning things out. So I grew tired of writing Json files, and that was when I learned that Forge can now handle Recipies/loot Table providers so I tried my best to understand how it works, I am also following McJity's tutorial along. I know that they are strongly recommended but not required. Whenever I run the getData the exit code is 0 and no error messages are displayed nut no , I also am aware that the providers require arguments that are passed from build.gradle . Here is my modified take on the providers. One important note, one of the base providers has a capability named "Potential", I have not implemented it yet, but there are no blocks that currently implement that, so to my understanding that should not matter. If anyone has a working example I would love to take a look and figure it out myself but if there is a clear mistake in my code please do correct me. Repository: Sincerely, Esmerald1no
  2. I am not positive, as I have not checked the code itself. But it might be as simple as making your custom effect set the same flag that the nausea effect triggers.
  3. User Mcjty has a really nice modding tutorial for multiple versions with videos to guide along, here is a link to his webpage: https://wiki.mcjty.eu/modding/index.php?title=Main_Page There are also several forums such as this one, that can help on a case basis, discord can also be a powerful tool for asking questions.
  4. Thank you for pointing that out to me diesieben07, but as I have pointed out to Draco18s the file is not present. You are free to assume that I have a vision impairment and just am overlooking the file that is staring at me, but I ask you at least to believe in Powershell's capability of searching through directories. I have used the Get-Childitem command to search through both of my drives for any file with the sounds word on its filename: and here are the output files for each unit: search_for_sounds_on_D.txt Mind you that the mod is on this Unit so the file should be here search_for_sounds_on_C.txt But if you do not care to go through them I can assure you that the file mentioned on the crash is nonexistent on the mod directory. Please, I do not mean any bad connotation in this post, implying that I am trying to confront you or think that you are incapable of understanding my situation, but I do ask that the same respect I have for your programming capabilities to be put on mine. I am aware that I am new to the Minecraft programming scene and I have much to learn, as it is very intricate and has its quirks and all help is much welcome, but I think that I am capable of searching for a file. Esmerald1no
  5. Mr/Mrs. Draco, I am well aware of the reason for the crash, I have read the crash report thoroughly, If you had read my post carefully, you would have realized that such file does not exist, so it is impossible for it to not have incorrect characters on its namespace. But I do appreciate the suggestion, I hope that in the future you will also be more attentive to other texts. Esmerald1no
  6. First, I am aware of the DS_Store issue that happens on macOS, but I am on a Windows machine, so it should not be the problem. Now onto the crash, I implemented a custom block and it was working properly, it was lacking textures so I wanted to add them. I created an assets folder on the resources folder as follows: The block state class for the block is: The model for the block is: All faces of the block will be the same, this is just me learning how to do textures, I am aware that you can specify a model for each side. And this is the model of the items: The textures are found under the textures folder. I would like to point out that these have been all of the modifications that were made to the mod after the functional implementation of the block/item. Ever since these modifications whenever I run the client forge crashes due a "Rendering Overlay" with an invalid character on the namespace of the sounds.json file. crash-2019-11-24_00.30.52-client.txt The problem is that this file does not exist in my assets folder(or anywhere in my mod path at all), including the hidden folders. I am not sure what is causing it if I remove the assets folder it still does not work(I have reverted from a previous version from Github)
  7. Can you explain it better? I am having the same problem, but I'm on windows, maybe your solution is still valid
  8. Beforehand, I would like to mention that I am a first-time modder and the mistake that I am committing is probably a rookie one, and I promise to improve from now on. Okay now to the crash, I discovered the issue when I tried to give myself the item, depending on how I interacted with the item I would either get a null.pointer exception: Unexpected Error (when scrolling over/holding), or null.pointer exception: Render screen(moused over the item in inventory). Initially, I believed the problem was in the BlockItem conversion, as the block possessed all the attributes that I had envisioned, minus the item, so I placed a logger event on the bus subscriber and this came up right after the event fired: [Client thread/DEBUG] [ne.mi.re.ObjectHolderRef/]: Unable to lookup technomagical_advancements:firstblock for public static com.Esmerald1no.technomagical_advancements.Blocks.FirstBlock com.Esmerald1no.technomagical_advancements.Blocks.ModBlocks.FIRSTBLOCK. This means the object wasn't registered. It's likely just mod options. I believe it is most likely a problem with the naming conventions, but I have been staring at my code for so long I can't see any difference. I have attached the event bus subscriber class; a class to ensure that the name of the block will be assigned to the instance and the class that contains the information of the block itself. I have reviewed the post about the FAQ, on the section about the registering of classes onto the bus, but it was not helpful for me at least, so I would appreciate if the responses were not just a link to that page.
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