Everything posted by Animefan8888
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Assets/Lang Localization Not Working
Post your lang file.
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Assets/Lang Localization Not Working
It will be in 1.11, but is not now My suspicion was this was your @Mod(modid="modparadox"...) but your path was assets.modParadox... and you were naming the path after your class name (your Main Class file should be ModParadox if you follow naming convention).
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Assets/Lang Localization Not Working
Make your modid all lower case and change the modid in the path to all lower case.
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Assets/Lang Localization Not Working
In eclipse it should have a little package icon inside the folder.
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Assets/Lang Localization Not Working
Is resources a src folder in eclipse?
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Assets/Lang Localization Not Working
Can I assume <mod> = to your modid in the @Mod annotation?
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Assets/Lang Localization Not Working
Where did you put en_us.lang?
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[1.10.2] Adding item from belt in chest
You never kill the entity when the itemstack is null also instead of attacking the EntityItem with a damage source just call setDead().
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[1.10.2] Adding item from belt in chest
Try wrapping it in a !world.isRemote
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[1.10.2] Adding item from belt in chest
// A check if there is an Item if (container.getStackInSlot(i) != null) { } else // Check if there is not an item.
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[1.10.2] Adding item from belt in chest
setInventorySlotContents(...)
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[1.10.2] Adding item from belt in chest
You never do something it the itemstack is null...
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[1.10.2] Ore dropping itself, not the item intended
It is crtl + space in eclipse i beleive.
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[1.10.2] New End WorldProvider affects Ender Dragon Fight Manager
You mean making a new class that extends EntityDragon with an @Override replacing the data on the EntityDragon's main body? It's that simple? No i meant the WorldProvider, but you could do the dragon files...
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[1.10.2] New End WorldProvider affects Ender Dragon Fight Manager
Why not extend them?
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[1.10.2] Get Tab List HELP!!! :(
You can fetch an array of all the player's usernames via the PlayerList like so: FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList().getAllUsernames() . He wants it to be client side only...
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Shapeless Recipes Not Working How I Thought They Would...
Yeah, I know that, obviously I took the quotations out and put GameRegistry.addShapelessRecipe(new ItemStack(ModItems.copper_coin, 5), new ItemStack(ModItems.silver_coin)); I didn't just copy what you wrote I know a moderate amount of Java, I've taken two HS Computer Science Courses and going to college for Software Development in 3 days, on top of this I've made several Java applications and mods before. I'm using Eclipse. I'm sorry you wouldn't believe how many people get on here and ask how to do something really "simple" and it turns out that they don't know Java or even any O-O Language.
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Shapeless Recipes Not Working How I Thought They Would...
Tried changing it, doesn't change anything. That would have thrown all of the Errors the "" were there to highlight the object... How much Java do you know?/What IDE are you using?
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Shapeless Recipes Not Working How I Thought They Would...
Nope, as mentioned before, the Silver Coin works perfectly, it's the copper coin that's the problem. GameRegistry.addShapelessRecipe(new ItemStack(ModItems.copper_coin, 5), "ModItems.silver_coin"); // An Item and not an ItemStack GameRegistry.addShapelessRecipe(new ItemStack(ModItems.silver_coin , 5), "ModItems.gold_coin"); // Also an Item and not an ItemStack
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Shapeless Recipes Not Working How I Thought They Would...
I add the Recipes in my ModRecipes Class: package com.currencymod.init; import net.minecraft.init.Blocks; import net.minecraft.item.ItemStack; import net.minecraftforge.fml.common.registry.GameRegistry; public class ModRecipes { public static void registerRecipes() { addCraftingRecipes(); } private static void addCraftingRecipes() { //Shapeless recipes GameRegistry.addShapelessRecipe(new ItemStack(ModItems.copper_coin, 5), ModItems.silver_coin); GameRegistry.addShapelessRecipe(new ItemStack(ModItems.silver_coin, 1), new ItemStack(ModItems.copper_coin, 5)); GameRegistry.addShapelessRecipe(new ItemStack(ModItems.silver_coin , 5), ModItems.gold_coin); GameRegistry.addShapelessRecipe(new ItemStack(ModItems.gold_coin), new ItemStack(ModItems.silver_coin, 5)); } } And I initialize the items in my ModItems class: package com.currencymod.init; import com.currencymod.item.ItemCurrency; import net.minecraft.item.Item; import net.minecraftforge.fml.common.registry.GameRegistry; public class ModItems { //Items public static ItemCurrency copper_coin; public static ItemCurrency silver_coin; public static ItemCurrency gold_coin; static { copper_coin = registerItem(new ItemCurrency("copper_coin")); silver_coin = registerItem(new ItemCurrency("silver_coin")); gold_coin = registerItem(new ItemCurrency("gold_coin")); } private static <T extends Item> T registerItem(T item) { GameRegistry.register(item); return item; } } And here's my Main class, although I don't think it'll be too helpful: package com.currencymod.main; import com.currencymod.proxy.CommonProxy; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.Mod.Instance; import net.minecraftforge.fml.common.SidedProxy; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; @Mod(modid = Main.MOD_ID, name = Main.MOD_NAME, version = Main.MOD_VERSION) public class Main { public static final String MOD_ID = "currencymod"; public static final String MOD_NAME = "Lars's Currency Mod"; public static final String MOD_VERSION = "1.0.0"; @SidedProxy(clientSide = "com.currencymod.proxy.ClientProxy", serverSide = "com.currencymod.proxy.ServerProxy") public static CommonProxy proxy; @Instance(MOD_ID) public static Main instance; @EventHandler public void preInit(FMLPreInitializationEvent event) { proxy.preInit(event); } @EventHandler public void init(FMLInitializationEvent event) { proxy.init(event); } @EventHandler public void postInit(FMLPostInitializationEvent event) { proxy.postInit(event); } } Ah the reason it doesn't work is because you already added a recipe that is bound to the Item silver_coin. And it will not override that. Which is why you need to do it the way I mentioned earlier.
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Shapeless Recipes Not Working How I Thought They Would...
Sure, Which class? Where you add the recipes and initialize the Items aka your main mod class.
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Shapeless Recipes Not Working How I Thought They Would...
Yessir. That's why I'm confused When I take away GameRegistry.addShapelessRecipe(new ItemStack(ModItems.copper_coin, 5), ModItems.silver_coin); The Silver Coins do the exact same thing as the Copper Could you post the whole class for me?
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[1.10] Adding a new entity to the game
Create an AI and make the Entity move towards the BlockPos, or hardcode it into the Entity.
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Shapeless Recipes Not Working How I Thought They Would...
The Silver Coins work as I expected, when I add one it outputs a Copper Coin, same for if I put in 2, 3, and 4 in a stack, and then when I add a fifth to the stack and put it in the crafting table, the stack of 5 Silver Coins outputs one Gold Coin. It's just the Copper Coin that isn't working. So what you are saying is that you put a stack of 5 silver coins into the crafting slots and it outputs 1 gold coin and takes all 5 silver coins? But it doesn't for copper?
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Shapeless Recipes Not Working How I Thought They Would...
I tried that but what happens is the 5 coins then need to be spread out in the crafting area, instead of being able to be used in a stack of 5. This way, it can be used in the player's inventory. Like I said the Crafting System doesn't work that way. If you notice all vanilla recipes are in stacks of 1. If you want it to be done that way, you will need to make your own crafting. And override the vanilla one, meaning you need to override the players inventory or edit it in some way. What? What works?
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