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Everything posted by Elite_Forges
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Okay. Thanks for the pointer. Is there anything wrong with my recipe JSON?
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My apologizes, I mistakenly believed that forge stopped hosting the 1.12.x docs. But I just found them here. Sorry, I'll review that now. Sometimes there's something pretty stupid in the way like that.
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Hello, thank you for your time. For some context, I'm currently working on the recipes for my mod, and so far I'm doing pretty good figuring out how the newer versions of forge work (I'm coming from all the way back in 1.7.10). At first everything seemed far too tedious, but I've come to recognize that the forge team is doing very well with their work. The new systems seem to be much better than the old. There is something I'm struggling to understand however. And would greatly appreciate some help with learning. My goal is to simply register some of my items to the Ore Dictionary. It's come to my attention that the way this is done has greatly changed since 1.7.10. While the documentation is fairly detailed, I'm feeling a little overwhelmed. I looked all over the internet for hours trying to solve this issue on my own. Could you please help me to understand what the best way to register ores to the dictionary is? Please forgive me if this isn't the correct way to register ores anymore. But this is what I have. Upon running the game, there are no apparent errors in the console indicating that the registration is invalid. I've put together a test recipe to see if things worked out or not. Here is the JSON for that. Again, thank you for your time and patience. Just in case you want to take a deeper look, here's my Github repository. You may notice I'm working with a 1.12.2 environment. And that would be correct. However, unless something important has changed between then and 1.14/15, please do not tell me to update to receive support.
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Wow, you are a life saver. I knew it was probably something stupid like that, turns out if you move it to Init it does work. Thanks!
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I've tried it as itemstack just now OreDictionary.registerOre("oreCopper", new ItemStack(oreCopper, 1, 0)); Still crashed for some reason.. Not sure what's going on. Here's the new crash report if you want it: http://pastebin.com/ZsrZpmzw EDIT: To make things even weirder I've run one of my older 1.6.4 mods with oredictionary and it works just fine. OreDictionary.registerOre("nuggetIron", new ItemStack(ironNugget));
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My Main mod class: http://pastebin.com/KkGtV8ae My Stuff.class: http://pastebin.com/MtmWSKVQ ^ Ore Dictionary is at the bottom
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I've tried numerous times to register my items / blocks into the Ore Dictionary with no success. My game just crashes when I run it. Just to get this cleared up right away, isn't this the code you use to add an ore to the dictionary? OreDictionary.registerOre("oreCopper", oreCopper); Crash Report:
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[1.7.10] Custom In-game item name color?
Elite_Forges replied to Elite_Forges's topic in Modder Support
Thank you!! That's all I needed to know! I've got it working, sorry for the trouble guys! For anybody reading this in the future, set the encoding for the en_US.lang file to UTF-8 then use the Section Symbol ( § ) followed by a color code to change the color. An example of this is " §aCopper Ore", that will result in lime green. To set the encoding of the file (In eclipse) right-click it in the package explorer and go to "Properties" and you can find it there. Color Codes: http://minecraft.gamepedia.com/Formatting_codes -
[1.7.10] Custom In-game item name color?
Elite_Forges replied to Elite_Forges's topic in Modder Support
Could you give me an example of how I'd write it in the en_US.lang? I've tried a number of different things. I've only ever used the \u00A7 thing in servers.. -
[1.7.10] Custom In-game item name color?
Elite_Forges replied to Elite_Forges's topic in Modder Support
Ok so My en_US.lang copper ore looks like tile.oreCopper.name=§aCopper Ore§r And I've had the block name set to .setBlockName(oreCopper); And It's being registered into the game with GameRegistry.registerBlock(Stuff.oreCopper, "oreCopper"); I don't get why it isn't working. Unless I'm missing something I've done what you did. Yet shows up like this in-game. -
[1.7.10] Custom In-game item name color?
Elite_Forges replied to Elite_Forges's topic in Modder Support
I tried that as you were replying, no luck there either. -
[1.7.10] Custom In-game item name color?
Elite_Forges replied to Elite_Forges's topic in Modder Support
I've tried that and it didn't work. Am I doing something wrong? tile.copperOre.name=&aCopper Ore in en_US.lang? -
I haven't been able to find a single way to change the color of the in-game name (The text you see when you hover over an item or block). I use the en_US.lang way of naming items since that's apparently what you have to do these days in 1.7. Can somebody please at least point me to the right direction with what I should do?
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[1.6.4] Client Crashes Upon Server Join
Elite_Forges replied to Elite_Forges's topic in Support & Bug Reports
Ah I see. amm is armor movement mod, thanks LexManos -
I am having a problem I need fixed as soon as possible. I am the owner of a mod pack called "Gnomey Pack Revived" on technic. I recently updated the pack, and now I cannot join the server. I'm using all the proper configs, mods, and settings yet everyone crashes when they join, including me. Client Crash Report: https://gist.github.com/EliteForges/f9bdf35777b257967bd9
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[1.6.4] Tools are not enchantable (Please help!)
Elite_Forges replied to Elite_Forges's topic in Modder Support
Alright, thanks for the help. -
[1.6.4] Tools are not enchantable (Please help!)
Elite_Forges replied to Elite_Forges's topic in Modder Support
Oh ok, So how would I go about making it an "infinite uses" tool while keeping enchantability? -
[1.6.4] Tools are not enchantable (Please help!)
Elite_Forges replied to Elite_Forges's topic in Modder Support
The Onyx Tools are not enchantabl;e even thought the enchantability is at 22, however. Here is the console output upon starting up: https://gist.github.com/EliteForges/7ee88b508623e92927f9 -
So I've been getting frustrated lately because I have a mod that is growing very fast and it has 1 major problem: None of my tools are enchantable. I tried adding the tools to the ore dictionary to see if making it register as a vanilla pickaxe would help only to find out that tools don't use the ore dictionary, so then I tried copying and pasting my own version of EnumToolMaterial which also didn't work after I referenced and changed around everything correctly, and now I'm stuck without a working solution to any of my problems. Here is the code: (If you need more just let me know) https://gist.github.com/EliteForges/11e8415aa67f002ccdf1 I really need tools I make myself to be enchantable. I would also appreciate it if you could tell me how to make it so that when I use axes to cut down trees, TreeCapacitor recognizes it as an axe tool.
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I am going to attempt to make a mod that has to do with building computers, so I need a way to put 1 item into a "uncrafting table" to get multiple items from 1 item. can anybody point me in the right direction or provide some example code that may help me? I believe that I just need to know the steps of what to do but anything is better than nothing. Additional information: I am using Forge Gradle for minecraft version 1.6.4. (Not 1.7.x because this mod is for a modpack where an insufficient number of mods are updated to 1.7)
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So first off, the reason this is 1.6.4 is because it is for my modpack. I have made my own forge mod to go along with my modpack and I will update to 1.7.2 only when the vast majority of the current ones I have are updated. The item in question: A weapon (coded almost the same as a sword) called a "Cane" that changes into a powered up version of itself on right click (which I have achieved). But when the "powered up" Cane's durability runs out or gets to a certain level, I want it to automatically change back into the regular Cane then have a cooldown before you can power it up again. My goal: Get the Powered Cane to turn into a Cane when durability runs out. And if possible, add a cooldown to onItemRightClick or something that adds a right click cooldown function that still works with powering up the Cane. CaneGold.java is the regular cane I'm talking about CaneSword.java is the "Sword" tool that all canes extend from. CanePower.java is the "powered up" cane. You get this when right clicking the Gold Cane. (Which works) Here is my code: https://gist.github.com/EliteForges/e5067c9fceccdc039712 If you need any more info or something explained I will explain it, just ask!
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So you are suggesting I use any forge version under 954? Some of those are 1.6.4 Sorry if I am sounding like I have no idea what you are saying, I am relatively new to using forge src and developing mods and such... I just want to be able to work on my mod again I am getting rather desperate at this point.. If you could just clarify yourself explaining the details as to what to do or where to go to find out what to do one time, I might get what you are saying more