Jump to content

dontrell94

Forge Modder
  • Posts

    86
  • Joined

  • Last visited

Everything posted by dontrell94

  1. Name kind of explains it. I implemented metadata for some blocks but all the names are the same. Info can be given if requested.
  2. just glancing at your base class file, where is pocket sundial? on another note, the model renderer is crashing it. knock out the method starting on line 20
  3. recode textures for 1.5.2, blocks should be loaded in preinit/init, setup your config correctly, you don't need harvest level, client and common proxies really aren't needed; btw the block doesn't need hardness, resistance, or step sound by default. read the tnt code for the block "damaging block".
  4. go and read the open source mods for how they handle their network
  5. copy the log from eclipse and post it here
  6. right click on the project and click refresh
  7. your error lies in "dirt_tools.common.dirt_tools_Main.register" line 44
  8. send me a link when you publish it.
  9. If I created a basic template for mod development, how would I be able to let others have access? github?
  10. I agree with draco, all i do is hand code the icon registration or reference it from a texture location file
  11. hard code a default id into your mod then make the config read the hard code. unless someone has changed their ids that might fix your error. it all depends on the root of your issue that is not evident on the crash log.
  12. But I write 90% of the information into other files such as: here: and here:
  13. so it's erroring in init.......change the method name and re-reference it to other files
  14. On another note, error appears to be a packet handling issue, which is strange because you have a packet handler....but its strange cuz i can't find a regular block id for what is in your creative tab....
  15. errors from code at those 2 locations.
  16. https://github.com/pahimar/Equivalent-Exchange-3/blob/master/ee3_common/com/pahimar/ee3/lib/Textures.java
  17. Why don't you just reference the textures in a seperate file then have your blocks reference that files
  18. yes but you still need to reference them in you classes
  19. what class are you referencing your textures in? (pahimar code i see:P)
  20. Would writing a method similar to what the filler from buildcraft does?
  21. is it possible to get a copy of the non working zip?
  22. this is the code i use, difference is that my image renders all face to have the same texture.... Don't know if this helps
  23. send me a link with the tutorial that you used for the textures
  24. draco and mew,pm me your emails and i can send you a bitbucket read only invite
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.