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artdude543

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Everything posted by artdude543

  1. I would agree with this being added, so many people don't use the dictionary properly and you get childish people who break other people's code to make there wrongly defined ores work. *Cough* Tinkers. If normal users don't want to see the "spam" then a config option could be added to not show it. Otherwise people should deal with it, and who even watches there console when loading/playing minecraft? If not then something should be added for developers to see when adding to the dictionary to check whether they are using the correct name structure for the item/block/ore they are trying to register simple.
  2. Okay I sorta understand the code now. But please don't kill me for asking but is this correct then? (This is for an item btw) public class StoneMallet extends ItemAxe { public StoneMallet(int par1, EnumToolMaterial par2EnumToolMaterial) { super((par1-256), par2EnumToolMaterial); this.setCreativeTab(BlocksNMore.BlocksNMoreTab); this.setUnlocalizedName(Strings.STONEMALLET); this.setMaxStackSize(1); this.func_111206_d("blocksnmore:stonemallet"); } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon(this.func_111208_A()); } Im setting the "func_111022_d" with my modname/item name and when I run it loads the texture no problem, but the console is still saying that it can't find it. Im using forge 9.10.0.786 if thats anything. But I think im calling it correctly now
  3. Not sure if I'm doing this right but im using this line now: this.itemIcon = iconRegister.registerIcon("blocksnmore:" + this.func_111208_A()); And now im getting this error in the console [sEVERE] [Minecraft-Client] Using missing texture, unable to load: blocksnmore:textures/items/MISSING_ICON_ITEM_31742_StoneMallet.png What is the way to register textures, which won't give out console spam?
  4. So what are we supposed to use to call textures now, as im using: itemIcon = iconRegister.registerIcon(Reference.MOD_ID.toLowerCase() + ":" + "stonemallet"); And when I start Eclipse up the only error flagging is: [sEVERE] [Minecraft-Client] Using missing texture, unable to load: blocksnmore:textures/items/stonemallet.png But when I am in game the texture is loaded O_o so im confused if I have done something wrong or using an old code to call textures and my item is being loaded during the "preInit" phaze which I believe is the right area to load items/blocks.
  5. If this helps (Unless this is solved) I am not having any issues with my mod im using this code for textures: https://github.com/DiamentiumUK/BlocksNMore/commit/901eca77c1dec1b8ff09cec307d1106f423d26f8 And for laugauges im using: https://github.com/DiamentiumUK/BlocksNMore/commit/0b2d4cb61cdabe953f8147cc2f2e716a2daa3be2 My mod is compiling using Forge: 760 What I have found is that having "Uppercase" for the {ModName} forge seems to not like that so using all lowercase all of my Textures/Lang are working Hope this helps anyone
  6. How would I create a recipe for making a wood block from my mod use a tool for the middle but only takes away durability from the tool. This being Wood/Stone/Iron/Gold/Diamond Axe's as I can make the recipe but it takes away the tool, which I don't want to happen I only want the tool to be depleted on making the blocks.
  7. Thank you so much! I had all the correct functions but the one called "getMetadata" I had on my code as "getMeta" so renamed that and it's all working Thank you guys!
  8. I never saw that function on the tutorials I watched Is there an example showing those functions? The wiki one does not show that function either.
  9. I have looked around on the net and got MetaData working but there is an issue when I place the blocks in game there not getting the right texture only the default "Meta" blocks one, you can see them in the GUI. Also when breaking the blocks the default block is the one which is being dropped. Have I got a buggy code or done something wrong? GitHub Commit: https://github.com/DiamentiumUK/BlocksNMore/commit/5d4919e1ceded93be55f658e91405d2e192baae0
  10. Okay, here is a link to the source of the mod: https://github.com/DiamentiumUK/BlocksNMore/tree/Dev What im trying to do is have my first block "CheckeredPlanks" and have 4 versions of that block but with different textures. But to have all the same properties as the each other. I am going to make a few blocks which have variant versions but hence wanting to learn how to use "metadata" to save on ids Does that explain enough?
  11. Okay now im confused The code makes no sence to me, ive only started modding and now im stuck on this one.
  12. Okay now I know what im looking for, so how would one implement "metadata" for a block. I see on the tutorials but as im using a config file to pull the IDs im not sure where and who to add the code
  13. Hello Im making a mod which adds decorated blocks and im wondering how i set 1 id for a range of the same block. Like on BOP they have there planks "1947" for the first block then after the others are "1947:{number}" how do I set this sub id (I think thats what its called) I have my config files set up and have a default id for the first one but need some help on how to add the code to add the ":" then the id so I don't take up a load of ID for no reason. Any help would be appreciated also if you need some more information please ask for it Thanks artdude543
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