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larsgerrits

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Everything posted by larsgerrits

  1. 1) Make sure you initialize the CreativeTabs before your Items. 2) Make sure your Items get register in preInit, not init. 3) Use the ModelLoader instead of ItemModelMesher. 4) Only register the models on the client side (client proxy).
  2. Nice addition to a post almost a year old... Not! And no, 1.10.2 or 1.11.2 is not harder, just different.
  3. 1.7.10 is no longer supported on this forum. This will get locked once a moderator sees this.
  4. 1.7.10 is no longer supported on this forum. This will get locked once a moderator sees this.
  5. 1.7.10 is no longer supported on this forum. This will get locked once a moderator sees this.
  6. 1.7.10 is no longer supported by Forge. This will get locked once a moderator sees this.
  7. With each loop, you are constantly overwriting the ItemBase fields, thus resulting in the field only containing the latest iteration of each loop. This is because a field can only hold 1 instance at a time. I recommend you use metadata to store each different nugget in 1 Item, each different nugget in 1 Item etc. You can also add every nugget and ingot to a single Item, but that would clutter your code a lot. Also, as you've stated, you currently don't have any experience in Java or another OOP language. While you may be able to pull it off, a lot of people couldn't and came to the forums with non-Minecraft, pure Java related questions, which sometimes is a PITA. So I, and a lot of other people on the forums, really recommend you to get a basic grasp of Java by any means other than Minecraft, just to get a better understanding of OOP in general.
  8. net.minecraft.item.IItemPropertyGetter. But this shouldn't be an issue to find, as you should be using 1.9+ already.
  9. Your package declaration and String of your ClientProxy don't match up.
  10. 1.7.10 is no longer supported by Forge. This will get locked once a moderator gets online.
  11. You'd have to change Minecraft's source files, which you can't edit unless you use ASM which you are not going to get support for on here. And you are most likely going to have complications, so be prepared to deal with those on your own.
  12. Don't use IInventory, use the IItemHandler capability.
  13. 1.7.10 is no longer supported by Forge. Feel free to come back once you've updated.
  14. I'm pretty sure there should be an error if you get the black/purple texture. Can you post the logs/fml-client-latest.log for us?
  15. Make sure the server uses the latest/same version of the addon as you do.
  16. Read the EAQ. You won't get support here for old versions of Minecraft. Especially not for a version of Minecraft released in 2013...
  17. Are all your mods correctly loaded? Are you sure the mods you installed add creative tabs?
  18. Well, you don't have the latest Forge. At the time of writing this, the latest version of Forge is 13.20.0.2259, which you can download from http://files.minecraftforge.net/ .
  19. You may be able to send that config data from the server to the client, and then make a custom TextureAtlasSprite to use. Take a look at how the clock does its dynamic textures.
  20. Item registering can only be done at startup. So it isn't possible to register them when a client connects to a server. You may be able to make a custom recipe which only works when you are connected to a server, but that may not be what you want.
  21. Explanation of capabilities: http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/ Replace everything you've read with the energy API equivalent, and you've got a TileEntity capable of handling energy.
  22. 1.7.10 is outdated and is not supported by Forge anymore. They won't add/update/remove old versions as it's pointless and unnecessary work. Maintaining 2 versions is enough for work for them. I don't think there was an "extremely vital API" removed if it was that important. If it was removed, they most likely added a replacement, if didn't exist already. My guess: the author is just lazy.
  23. Well, you are never actually drawing the texture to the screen... use Gui#drawTexturedModalRect or a method close to that to draw it to the screen.
  24. @clowcadia Please explain in detail what you want to do, how everything works right now and why you think you should do what you're thinking of and how you think of doing that.
  25. Things that could be null down the line: the player variable, which is highly unlikely if you are the one opening the GUI, or the IGuiHandler on the client side. If you override CommonProxy#init in the ClientProxy, be sure to call the super method so it actually registers on the client side.
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