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SirJoseph

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About SirJoseph

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    I am new!
  1. The MDK seems to run my mod just fine, but after running the Forge installer, I cannot load Minecraft, with or without mods in the mods folder. At least I can start working on converting some of my mods to the new version.
  2. Hey! I know this is old, but it looks like you never got help and I think all you needed was a colon in this line, private static final ResourceLocation DREK_TEXTURES = new ResourceLocation(References.MOD_ID, "textures/entity/entitydrek.png"); You needed it before textures, so it should look like ":textures/entity/entitydrek.png"
  3. I may just be going about this all wrong, but I am trying to get a reference to the name of the world so that I can write a text file that loads with each world. I can get the coordinates.txt file to appear in the directory above the 'saves' folder, but I need it to be different for each world. Each new map I make loads the same coordinates file created from the last world. Here is the java file im using the code in. package com.exline.dbzmod; import java.io.BufferedReader; import java.io.File; import java.io.FileReader; import java.io.FileWriter; import java.io.IOException; import
  4. Thank you. I am try to get the blocks to generate in the world right now, so I will add the coordinates to each one and make another file to keep track of the ones I've found. I'll use a simple distance formula to find the nearest one. I'll share my results when I'm finished or if I run into a problem. Thanks again Draco!
  5. Well, i wanted a certain number of blocks to pop up in certain locations. Maybe I can find a way to set all the spawn locations for the blocks in the beginning and point towards the nearest of them until I've destroyed all of the blocks. Does this sound do-able?
  6. So I have a custom compass in my mod and have got it working and pointing to x=0, z=0, but I wanted to have it point to a custom block's coordinates from my mod, if it exists in the world, if not point to x=0, z=0, or better yet the players location. Here is the class file, I took out the lines with the package and imports because its not needed. Everything works fine as far as it points to x = 0, z = 0, and the custom images are working. What I don't know is, how to do I change the x and z coordinates to the nearest block of a certain type if it exists. I figure if I
  7. Hey! Thanks for the help, sorry i didnt reply earlier. I updated forge and all is well! Also thanks again for the advice. I dont know why i was using all those references to FoodBase instead of just Item. I simplified my code a bit and it works perfect now. I was also thinking of posting the complete source code somewhere on the forum sometime. Thanks again! Oh, and I got rid of the setCreativeTabs for the food items. I should have figured it would be there since it expands the FoodItem anyway, I was just used to setting it for other items. I was following a few different tutorials and th
  8. Thank you for the help! I will work on my code and see what happens.
  9. here is my ModItems class package com.exline.sushimod; import com.exline.sushimod.items.FoodBase; import com.exline.sushimod.items.ItemBase; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraftforge.fml.common.registry.GameRegistry; public class ModItems { //declare item here public static FoodBase cucumber; public static FoodBase rice; public static FoodBase riceball; public static FoodBase nori; public static FoodBase fishroll; public static FoodBase salmonroll; public static FoodBase pufferfishroll; public static FoodBase cucumberroll
  10. I think i might just stick to 1.10.2 for now, but if i can get this to work ill post how i did it!
  11. Also here is the new class for the ItemStack class, i was thinking this may help solve the problem. Im looking at it now. package net.minecraft.item; import com.google.common.collect.HashMultimap; import com.google.common.collect.Lists; import com.google.common.collect.Multimap; import java.text.DecimalFormat; import java.util.List; import java.util.Random; import java.util.Map.Entry; import javax.annotation.Nullable; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentDu
  12. here is the main class, package com.exline.sushimod; import com.exline.sushimod.block.ModBlocks; import com.exline.sushimod.proxy.CommonProxy; import net.minecraft.init.Blocks; import net.minecraft.init.Items; import net.minecraft.item.ItemStack; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.SidedProxy; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.m
  13. Hey guys! I just updated my mod and realized that whenever I craft an item the game crashes. It happens to all my 1.11 mods and it was all working on 1.10.2. If anyone else has this problem I hope we can figure out whats wrong. Here is the crash report, I tried this with all my custom recipes and it doesn't even work for vanilla items. It crashes every time I try to make an item with a custom recipe. It crashes with shaped recipes and shapeless recipes. Here is one of my recipes, it is in the init() method of my main mod class. GameRegistry.addShapelessRecipe(new Ite
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