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sorash67

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Everything posted by sorash67

  1. i'm looking for a way to add custom sounds as well! if you figure anything out, PLEASE tell me! thanks! -sorash67 || Skorpio
  2. try making your tickHandler look like this: package yourMod; public class TickHandlerYourMod implements ITickHandler { private void onPlayerTick(EntityPlayer player) { if(player.getCurrentItemOrArmor(2) != null){ ItemStack leggings = player.getCurrentItemOrArmor(1); if(leggings.getItem() == yourMod.yourLeggings){ player.addPotionEffect((new PotionEffect(Potion.moveSpeed.getId(), 60, 0))); } } } @Override public void tickStart(EnumSet<TickType> type, Object... tickData) { if (type.equals(EnumSet.of(TickType.PLAYER))) { onPlayerTick((EntityPlayer)tickData[0]); } } @Override public void tickEnd(EnumSet<TickType> type, Object... tickData) { } @Override public EnumSet<TickType> ticks() { return EnumSet.of(TickType.PLAYER, TickType.SERVER); } @Override public String getLabel() { return null; } } and then tweak it for the enchantment part hope this helped! -sorash67 || Skorpio
  3. i thought you had said you were using the latest version... -sorash67 || Skorpio
  4. LOOOOL its ok dude, chillax, take a joke! no need to be so grumpy all the time! x) -sorash67 || Skorpio
  5. you may have to change EntityLiving to EntityLivingBase now! it seems to be solving many of my problems! -sorash67 || Skorpio
  6. if you look at his assets folder, you can see he already did that... -sorash67 || Skorpio
  7. seems like this is what's happening! but we've kinda figured that out since a while ago! x) -sorash67 || Skorpio
  8. he's right, he showed me his code, nothing seems to budge for him... i dont understand why either... -sorash67 || Skorpio
  9. "back at you"... we sound so childish, we can stop now! anyways, i have been trying to help even though my problem has been fixed. -sorash67 || Skorpio
  10. having the same problem, looking for a fix! 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! it would be really nice if you stopped talking about irrelevant topics and helped solve the problems that we all have instead. -sorash67 || Skorpio
  11. 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. if i have to mention this again, i will! i am COMPLETELY AWARE of this. the reason for me saying that is to reduce confusion. -sorash67 || Skorpio
  12. again, youre putting the name registry before you actually declare your block or item! -sorash67 || Skorpio
  13. yes i did explain that i declared my blocks and items in preInit and also put their names in the preInit as well! i don't think that explanation needs any code to show what it means... -sorash67 || Skorpio
  14. 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. What do you mean before I declared the block. Shouldn't block declaration still be in Init? the block should always be registered before its name, and now that the name is in preInit, then the block goes in preInit as well! anyways, the textures seem to be only working when the block is declared in preInit! -sorash67 || Skorpio
  15. i don't think FMLPreInitializationEvent is the load method... the FMLInitialization is! -sorash67 || Skorpio
  16. you're probably putting languageregistry before you declare your block! this topic was made to gather help and find the right code to solve the problem, not provide you with it. -sorash67 || Skorpio
  17. pretty much what i did! but i didnt have to change anything in the icon registering! -sorash67 || Skorpio
  18. try looking in Block.class and you can find as many examples as you want! however Lex never said that this function is needed to put in for the textures to work! and yes, people make mistakes, i forgot the "_". -sorash67 || Skorpio
  19. 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? i mentioned this because this is what minecraft uses to get the textures. and maybe if you looked at the changelog, you'd see that Lex made this function public rather than protected. -sorash67 || Skorpio
  20. 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"); } are you putting the .func111022_d() when you declare your block as well as this? -sorash67 || Skorpio
  21. Who is this directed to? my bad, it was directed to the ones with texture problems! -sorash67 || Skorpio
  22. that is odd! pm me and explain exactly what you did and how your files and the code look like and i will try to help you! -sorash67 || Skorpio
  23. your texture folder should now be: assets/yourModName/textures/blocks|items/###.png rather than: mods/yourModName/textures/blocks|items/###.png -sorash67 || Skorpio
  24. yes yes, we should keep reading and researching more to understand better! and updating to the latest might be a good idea! x) -sorash67 || Skorpio
  25. i was also wondering if that may be true! -sorash67 || Skorpio

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