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Mitchellbrine

Forge Modder
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Everything posted by Mitchellbrine

  1. Um... (*cough, cough*) Look at the BlockCactus class (*cough, cough*), reference it (*cough, cough*), and use methods from it (*cough, cough*). At least, that's how I made my cactus mod that made 15 new cacti... (that got deleted on PMC by a moderator with no modding experience who thought it "was too simple").
  2. Awesome, glad I could help!
  3. Well... um... to be perfectly honest with you... None. After modding my first time (which was a failed mod using ModLoader), I started to take a look at code to see how things could be done (and of course used Forge, which I found way easier and efficient) and started to learn bits and pieces of Java from there.
  4. Hmm... where to start? First, where IS your file? Second, if you're putting it in any of the following: - Straight into the project folder - (default package) You have the wrong file structure! And Third: Are you putting them in 1.6.4.jar? Option A) If 2 or 3 apply to you, you're putting them in the wrong place! Make a new package called "assets.minecraft.textures.items" and put the texture in there. Option B) If you want them in a folder of just YOUR mod's textures, put change: this.itemIcon = par1IconRegister.registerIcon("IronClaymore"); to this.itemIcon = par1IconRegister.registerIcon("(insertModId):IronClaymore");
  5. Thank you for the reply and I'll look into TickType. Regarding the "Learn java!", when I started modding, I knew jack squat about Java. I've learned it over my time of modding and have learned QUITE A BIT of Java. Enough to mod, that is.
  6. I have at least one sense of what it may be... You need .setUnlocalizedName("insertNameHere") but... i don't believe that would throw an error. Do you have any more items that may be in effect?
  7. java.lang.IllegalArgumentException: Illegal object for naming null at cpw.mods.fml.common.registry.LanguageRegistry.addNameForObject(LanguageRegistry.java:114) at cpw.mods.fml.common.registry.LanguageRegistry.addName(LanguageRegistry.java:122) There's your issue right there. Are you making anything null in your class that is referencing language? Are you setting any items to public static Item insertItemNameHere = null;
  8. Being the insightful Google-er I am, I researched how to save NBT due to the various answers. After coming across this topic, I followed the final post... to find that there was an unresolved issue. He was casting World to Object[]. I was just wondering if there was a way to cast a class to Object[]. I researched why this error was occurring and only found people trying to cast Object[] to classes. BEFORE you start saying "LEARN JAVA!", I really don't want to take months of learning everything to learn the answer to this simple issue. (I don't feel the need to post the stack trace because it is only talking about the lines that about World and tickData.) (P.S. I hope I was clear enough for people to understand.)
  9. If I am not mistaken, if you want it to be a player: public boolean onEntitySwing(EntityLivingBase entityLiving, ItemStack stack) { if (entityLiving instanceof EntityPlayer) { // Insert Damage Code Here (I'm trying to remember on the spot) It's obvious if you look through the ItemSword class. The damage is getDamageVsEntity, I believe } }
  10. There are a couple changes, but it's really simple. You need to register a villager using registerVillagerType(id, texture) Id is your villager id number. Texture is a resource location you need to specify in your main mod file. I prefer the preinitialization method to register the villager. That's basically all. You'd need to setup a trade handler to make custom trades with them.
  11. BTW, what is the TileEntity fix? I made a fuser for my mod and am upgrading the recipes. I need to know what the fix is.
  12. I have the same problem Chibill
  13. Lex, I tried that but it wouldn't work. I tried outside of a /mcp/src/minecraft/assets/{modname}/textures and inside. Neither work. Where do I put the textures? EDIT: I finally got to a live version of files.minecraftforge.net. I'm going to update and see what happens! EDIT: Still didn't work.
  14. Same thing happens to me. I get the same error!
  15. Doesn't work. I put my stuff in mcp/src/minecraft/assets/{modid}/textures/{block|item}/{name}.png and still got a texture not found error. Thank you. Someone who agrees.
  16. Mine is weird too, but I also tested my Buildcraft addon once and since the textures weren't there, it seemed to not register the language.
  17. BTW, I get no errors if I just changed the name and params of the getArmorTextureFile to getArmorTexture. Is there something I'm missing?
  18. Unfortunately, it probably is. This probably "respawn{0.0.0} [Respawn] (bin) Unloaded->Errored" proves it. It could also not be you. Read the full error log and if there's anything about your mod's classes, it's probably your fault.
  19. If you want it to build the portal in like a placer class, instead of putting in a bunch of your mod portal blocks, put in your fire block. But I see what you mean. You want your custom fire to ignite it, right? So in your fire class, replace what's there with the following: public void onBlockAdded(World par1World, int par2, int par3, int par4) { if (par1World.provider.dimensionId > 0 || par1World.getBlockId(par2, par3 - 1, par4) != BLOCKUSED4PORTALFRAME.blockID || !CUSTOMPORTALBLOCK.tryToCreatePortal(par1World, par2, par3, par4)) if (!par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) && !this.canNeighborBurn(par1World, par2, par3, par4)) { par1World.setBlockToAir(par2, par3, par4); } else { par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World) + par1World.rand.nextInt(10)); } } If you want it to spawn in a frame, replace whatever this is in your portal class with: public boolean tryToCreatePortal(World par1World, int par2, int par3, int par4) { byte b0 = 0; byte b1 = 0; if (par1World.getBlockId(par2 - 1, par3, par4) == BLOCK4PORTAL.blockID || par1World.getBlockId(par2 + 1, par3, par4) == BLOCK4PORTAL.blockID) { b0 = 1; } if (par1World.getBlockId(par2, par3, par4 - 1) == BLOCK4PORTAL.blockID || par1World.getBlockId(par2, par3, par4 + 1) == BLOCK4PORTAL.blockID) { b1 = 1; } if (b0 == b1) { return false; } else { if (par1World.getBlockId(par2 - b0, par3, par4 - b1) == 0) { par2 -= b0; par4 -= b1; } int l; int i1; for (l = -1; l <= 2; ++l) { for (i1 = -1; i1 <= 3; ++i1) { boolean flag = l == -1 || l == 2 || i1 == -1 || i1 == 3; if (l != -1 && l != 2 || i1 != -1 && i1 != 3) { int j1 = par1World.getBlockId(par2 + b0 * l, par3 + i1, par4 + b1 * l); if (flag) { if (j1 != BLOCK4PORTAL.blockID) { return false; } } else if (j1 != 0 && j1 != YOURMODNAME.YOURMODFIRE.blockID) { return false; } } } } for (l = 0; l < 2; ++l) { for (i1 = 0; i1 < 3; ++i1) { par1World.setBlock(par2 + b0 * l, par3 + i1, par4 + b1 * l, mod_OtherWorld.NewPortal.blockID, 0, 2); } } return true; } } If that doesn't help, PM me!
  20. THANK YOU SO MUCH!!!!!!!!!!!!! BTW, is there any way to do this without ModLoader methods? If so, I'd like to be informed so I can make my mod SMP compatible.
  21. opssemnik, I meant when a player leaves the game. I see your code and I think that's a great idea! Thank you!
  22. You don't know what I'm saying. I want to know how to SAVE the integer for relogging. It sets the Stamina back to 0 after logging out. The method for setting the int seems like a good idea for setting the int, but I need to know how I can save it.
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