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TheThorneCorporation

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About TheThorneCorporation

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  1. RESOLVED by importing using the Gradle wizard. Maybe that should be mentioned in the docs... Hello, After opening a fresh MDK and running genEclipseRuns, I open the project in Eclipse only to find that the decompiled Minecraft code is missing. Is there something I have to do?
  2. You were supposed to do that? Edit: And it still doesn't work.
  3. I did that, but it still doesn't work, giving the same error.
  4. Here you go. (I should probably get to cleaning up the files – I changed the minimum amount required from the defaults to make the mod work.) The mod class: package com.thornecorporation.elementalmagic; import net.minecraft.item.ItemGroup; import net.minecraft.item.ItemStack; import net.minecraft.item.Items; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.InterModComms; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.event.lifecy
  5. Whenever I try to run runClient, I get past the Minecraft loading screen, only to be met by this error message: "Users/neoskater/Desktop/ComputerScience/Java/MinecraftModding/1.15.2/ElementalMagic/bin/main has mods that were not found." I went into the mods.toml file in main and it does appear to be set up correctly with the correct modid, but nothing is loading. Any idea what's going on? (Note: For some reason the bin/main in this mod only contains a pack.mcmeta and a META-INF folder containing only mods.toml, while the one for the only mod I have successfu
  6. Hello, I'm creating an elemental magic mod, and am creating a class Element to represent the elements. I want each instance of Element to be associated with a color. Text relating to this element will show up in this color. However, I don't know what class I should use to represent this color. Does anyone have any suggestions on this matter? Also, I'm creating a registry for Elements using RegistryBuilder. What methods should I call on it, in what order, and with what parameters?
  7. Hey guys, So I have a biome, and I want it to be of type forest. However, I also want the grass and leaves in the biome to be orange, which is not the default for forest biomes. is there any way I can override the natural grass color of a biome type? In addition, I have written this method for class DrillItem that will allow it to perform a function similar to stripping wood for ores, that also spawns an item at the player using the block: protected static final Map<Block, Block> ORE_DEPLETION_MAP = (new Builder<Block, Block>()) .put(Blocks.COAL_ORE,
  8. Hey, So I'm overriding onRightClick in a custom item class called DrillItem to spawn a certain ItemStack at the using player's head whenever certain particular blocks are right-clicked. However, I don't know how to spawn an ItemStack entity in the world, much less at the player's head. Could someone please give me some pointers?
  9. Heya, So, I have a class of tool called DrillItem, and I want to add a feature called "ore depletion." It's like stripping wood, except it's for ores. Depleting an ore spawns that ore's specific ItemStack at the player and replaces the ore with the next less depleted form. For example, if I right-clicked with a Diamond Drill on Coal Ore, it would turn into Depleted Coal Ore and give me 1 coal. If I right-clicked on the Depleted Coal Ore, it would turn to Twice Depleted Coal Ore and give me 1 more coal. If I right-clicked on the Twice Depleted Coal Ore, it would turn to Thrice Deple
  10. Overriding a vanilla block class...? Most vanilla blocks are instances of Block, and those with special functionality use a subclass of Block with the required methods. Do you mean changing the functionality of a vanilla block? I know nothing about this. Maybe the "reflection" I've been hearing so much about may be useful to you.
  11. Heya, So, I'm adding "depleted," "twice depleted," and "thrice depleted" counterparts to all the vanilla ores, for my own reasons. I want to decrease the amount each ore is affected by increasing levels of Fortune. For example, for depleted lapis ore mining it with a Fortune III pickaxe is the same as mining it with a Fortune II pickaxe, and Fortune II is equivalent to Fortune I, and you might as well not waste your Fortune I pickaxe. For twice depleted lapis ore, mining it with a Fortune II pickaxe gets the same results as a Fortune I pickaxe, and thrice depleted lapis just isn't affecte
  12. Your next line is, "1.10.2 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support"!
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