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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Yes, what you have there is the problem. Its against basic object oriented programming. The values you pass in to the register function aren't an instance of your Seed classes they aren't even the same instance. The code should look something like registerItems(event) event.getRegistry().register(BLACKBERRY_SEED = new FruitSeed(...)); ...
  2. Your resource file structure is incorrect. you have assets/FruitBushes/... you cannot have any capitals in your resources. Why does this method even exist? When you initialize them in the event like you are supposed to. This likely messes things up somewhere. Oh fuck...what...what is this? Let's talk a bit here...First you create your seeds and store the values in the static fields at the top of the class. Good good. Then you proceed to register completely different instances and expect them to work. You didn't even use the same classes for these items. Also this totals up to 3 initializations of those items. Once in the init method called from preInit(not the proper way to do it), secondly in the registry event, and thirdly right below the second time... I have one really important suggestion. And it will help you a long way into programming. Don't start learning with making a mod. You should learn the basics of programming(kinda looks like you have to an extent). Then you should learn the language you will be writing in; in this case Java. You can do both of those at the same time. The reason I say this is that learning to program by immediately jumping in to using an API, especially Forge is not something anyone can do and is incredibly hard. I don't want you to be discouraged by this. If you want to make a mod, or if you want to learn how to program and make your own game(s) you should start small. Watch/read some tutorials on programming. Experiment by making small programs like pong, a calculator, tic-tac-toe, etc.
  3. Well only if the Client has failed to retrieve the texture associated with that account. If you look at the method you'll notice it passes it off to AbstractClientPlayerEntity#getLocationSkin which checks to see if it has the NetworkPlayerInfo and if it does it retrieves the skin from that object. You can replicate this.
  4. You can't stay in debug mode for a long time though you should be able to extend the time out time via the server.properties file.
  5. Just look at the getEntityTexture method. That will get you the texture.
  6. Look at the vanilla files. You'll notice that they need more than "minecraft" and "creeper" Take a look at PlayerRenderer.
  7. There is this thing going on with intellij and gradle/forge. But here is a link to a comment made by diesieben.
  8. You forgot to call the super.
  9. I don't think that's a texture in vanilla minecraft. This could either point to assets/minecraft/textures/player.png Or assets/minecraft/textures/entity/player.png Both of which I dont think exist.
  10. Nothing that stands out completely there would you mind posting the entirety of your EntityItemNoDespawn and Your Register<EntityType> event method.
  11. Since both blocks and therefore item blocks have 3D models and items can also be 3D; it would make more since for your buttons to hold an ItemStack and then render the ItemStack on top of the button.
  12. Let's take a step back what exactly are you trying to do. End user perspective thing.
  13. We need to see the whole log. Also what DavidM said about your mod I'd. It's not something you should consider. It's really just an action you need to take.
  14. I believe there is an event called RenderGameOverlayEvent. Where you can render your fires texture on the screen.
  15. I'm sure it does(look in the class or use your IDE to override) if it doesn't then yes use the deprecated one.
  16. Depends on what version you are modding for. God I'm blind... Does the file appear in eclipse's package explorer? If not refresh your project in eclipse. If it is there is your resources folder considered a source folder by eclipse?
  17. Try setting it on both the client and server. Aka remove !world.isRemote
  18. That's because you are adding to the speed every tick... Instead of changing the base value with setBaseValue add a modifier to it.
  19. It sounds like you'll have to remove it via code if forge is overriding your overriden recipes.
  20. No it's not possible. You would have to change many fundamental things in minecraft in order for it to work.
  21. No it doesn't because building doesnt include the config file that is only generated when the mod runs and it isn't there. I think the only way around this is to make it an array that is there for all of your entities. Basically it cant look all fancy like it does now. Unless I'm missing something. Or of course you can always create your own system to load these.
  22. Not that I know of but you can subscribe to the ServerTickEvent and count the ticks yourself.
  23. This is not all of the code for example I don't knpw what event you are in. You've also given me no idea what enchant you are working on. This is like working on a code base that hasn't been well maintained because I can't tell what piece of code does what or even when it should be called.
  24. Please just post all of your code(the events) and the problem you are having. Use a method that isnt annotated with @SideOnly(Side.CLIENT).
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