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Draco18s

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Everything posted by Draco18s

  1. Two things: 1) I can't solve the problem as I have the problem and you don't 2) Right back at you. Stop telling people they named their functions wrong when it's completely and utterly irrelevant.
  2. You don't seem like it: Him: "This is my preinit function" You: "It's named wrong!!!!" i don't think FMLPreInitializationEvent is the load method... the FMLInitialization is!
  3. Please sir, inform me as to what I'm doing wrong. https://dl.dropboxusercontent.com/u/7950499/src.zip
  4. You would be correct. But guess what, we're talking PRE init, not init. he called his preInit method load, that's all i meant! jeez. He can call his preInit method Ooh_Eeh_Ooh_Ah_Aah_Ting_Tang_Walla_Walla_Bing_Bang and have absolutely ZERO impact on the outcome. As I mentioned before: Function names and variable names are entirely irrelevant.
  5. Which is, sadly, no more helpful than this thread.
  6. You would be correct. But guess what, we're talking PRE init, not init.
  7. Finally. Took a look. No dice. I put my textures where Lex has said to and changed EVERYTHING to go in pre init. No luck. What's this "update to registerIcon function" change?
  8. You also haven't told me: 1) where I need to put this function 2) spelled it right (deobfuscated function names are func_[number] not func[number]) 3) told me what class it is a part of 4) where to find an example
  9. Duh. Par1iconRegister isn't defined. It shouldn't even compile. However, it is defined here: public void registerIcons(IconRegister par1IconRegister) { this.blockIcon = par1IconRegister.registerIcon("traps:iron_spikes"); } PRO-TIP: changing your variable names doesn't effect jack didly squat!
  10. Good sir, this function has not been mentioned in any thread related to this topic. How have you come to this conclusion and why has it not been mentioned heretofore?
  11. Funny. Because I updated that tutorial for 1.5 and I can't get my existing code to work with 1.6 Make sure the names for your image's folder is lowercase in the directory and code. Worked for me Did. No dice. 2013-07-03 10:08:21 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: traps:textures/blocks/iron_spikes.png File is at: mcp\src\minecraft\assets\traps\textures\blocks\iron_spikes.png Register function: public void registerIcons(IconRegister par1IconRegister) { this.blockIcon = par1IconRegister.registerIcon("traps:iron_spikes"); }
  12. Apparently this: { "pack": 1, "description": "Forge Mod Defaults" } } Not that adding it to my project made any difference what so ever.
  13. Funny. Because I updated that tutorial for 1.5 and I can't get my existing code to work with 1.6
  14. This stems from either not installing something correctly (delete everything and reinstall) or you've seriously messed up your render/model code (which it doesn't look like). ResourceLocation rl = new ResourceLocation(es.getModelTexture()); FMLClientHandler.instance().getClient().renderEngine.func_110577_a(rl); func_110577_a is the one you're looking for.
  15. Replace all three with @EventHandler. Leave everything else alone.
  16. Doesn't fix the problem for me.
  17. Its also possible that I need to get a newer version of Forge, as I've got...756 right now (from early yesterday trying to puzzle this stuff out).
  18. Step 1: get a reference to the player (object type EntityPlayer) Step 2: get a reference to the player's NBT data: player.getEntityData() Step 3: write an integer to it: nbt.setInteger("MiningLevel",lv); Step 4: anywhere you need to reference the mining level, read it from the NBT: nbt.getInteger("MiningLevel"); Step 5: if it changes, go to step 3.
  19. Sorry bub, I think its a coincidence. I've got all my code in preInit right now and no dice. Code for one block: @EventHandler public void preInit(FMLPreInitializationEvent event) { //System.out.println("Loadnig Redstone Mod"); Configuration config = new Configuration(event.getSuggestedConfigurationFile()); config.load(); //load configs fakeID = config.getBlock("FakeBlock", 2000).getInt(); config.save(); fakeBlock = new FakeBlock(fakeID); System.out.println("Registering Fake Block"); GameRegistry.registerBlock(fakeBlock, "Illusionary Block"); LanguageRegistry.addName(fakeBlock, "Illusionary Block"); GameRegistry.addShapelessRecipe(new ItemStack(fakeBlock), painting, stone); int r = RenderingRegistry.getNextAvailableRenderId(); ISimpleBlockRenderingHandler handler = new RenderFakeBlock(r); RenderingRegistry.registerBlockHandler(handler); ((FakeBlock)fakeBlock).renderType = r; System.out.println(" - " + fakeBlock.getUnlocalizedName()); LanguageRegistry.instance().addStringLocalization("tile.Illusionary Block.name", "Illusionary Block");
  20. Don't know.
  21. Try... protected BlockDeconstructionTable(int par1) { super(par1, Material.wood); this.setCreativeTab(CreativeTabs.tabDecorations); this.setUnlocalizedName("Deconstruction Table"); }
  22. GameRegistry.addShapedRecipe(new ItemStack(BlockLoader.blockWriter, 1, 0), "xyx", "y y", "xyx", 'x', dirtStack, 'y', gravelStack); GameRegistry.addShapedRecipe(new ItemStack(BlockLoader.blockWriter, 1, 3), "yxy", "y y", "xyx", 'x', dirtStack, 'y', gravelStack); GameRegistry.addShapedRecipe(new ItemStack(BlockLoader.blockWriter, 1, 7), "yyy", "y y", "xyx", 'x', dirtStack, 'y', gravelStack); GameRegistry.addShapedRecipe(new ItemStack(BlockLoader.blockWriter, 1, 11), "xxx", "y y", "xyx", 'x', dirtStack, 'y', gravelStack); So the first one is for metadata's 0, 1, 2...wait, that's only three! In your onBlockPlacedBy function, you might want to debug-log the initial metadata number and the resulting one to see what's going on.
  23. And how does one do that? Forge calls registerIcons, not [my main mod file].
  24. Same error, different error?
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