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[1.7.2] World Gen crashes game
My 1 item is loading during PreInit, so the worldgen should be loading, and also how do I fix the null thing? Edit: Whenever I try to get rid of 'null,' it gives an error that reverts it back when I fix it
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[1.7.2] World Gen crashes game
Crash log:
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[1.7.2] World Gen crashes game
I've been having some troubles with world generation, i'm trying to generate a structure in a plains biome, but whenever I generate new chunks the game crashes Init Code: World Gen Code
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[1.7.2] Want to make a book for my mod's information ingame
So I tried to make a gui with the Containers and GUIs tutorial on the wiki, but it says it's out of date... Here's the current code for my book: package com.budboy.am.item; import com.budboy.am.creativetab.CreativeTab; import com.budboy.am.gui.GuiIDs; import com.budboy.am.main.AncientMagicMain; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.item.ItemWritableBook; import net.minecraft.world.World; public class ItemMagicBook extends ItemWritableBook { @Override public boolean onItemUse(ItemStack itemStack, EntityPlayer entityPlayer, World world, int x, int y, int z, int sideHit, float hitVecX, float hitVecY, float hitVecZ) { if (world.isRemote) { entityPlayer.openGui(AncientMagicMain.instance, GuiIDs.MagicBookGui, world, x, y, z); } return true; } public ItemMagicBook() { maxStackSize = 64; setCreativeTab(CreativeTab.magicTab); setUnlocalizedName("magicBook"); setTextureName("am:magicBook"); } }
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[1.7.2] Want to make a book for my mod's information ingame
Okay, I'll try that
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[1.7.2] Want to make a book for my mod's information ingame
I need help making a book item for my mod's information, like items and recipes and such, and none of the mods that add a book item like this are open source. This is what I have so far: package com.budboy.am.item; import com.budboy.am.creativetab.CreativeTab; import net.minecraft.item.Item; public class ItemMagicBook extends ItemWritableBook { public ItemMagicBook() { maxStackSize = 1; setCreativeTab(CreativeTab.magicTab); setUnlocalizedName("magicBook"); setTextureName("am:magicBook"); } }
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[1.7.2] Custom pickaxe isn't returning stone when mined [SOLVED]
Ah, it's working now, might have to reduce the mining speed though.
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[1.7.2] Custom pickaxe isn't returning stone when mined [SOLVED]
Ah, I see, and I just replace "material" after ToolMaterial with my custom material?
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[1.7.2] Custom pickaxe isn't returning stone when mined [SOLVED]
Okay, but it's now giving me an error at public ItemEmpoweredPickaxe() { "Implicit super constructor ItemPickaxe() is undefined. Must explicitly invoke another constructor" So what would I do there? Put down a super constructor?
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[1.7.2] Custom pickaxe isn't returning stone when mined [SOLVED]
I made a custom pickaxe, and I don't want it to break, but it doesn't return stone when mined, can someone help please? Pickaxe code: package com.budboy.am.item; import com.budboy.am.creativetab.CreativeTab; import net.minecraft.item.ItemTool; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.EnumRarity; import net.minecraft.item.Item; import net.minecraft.item.ItemPickaxe; import net.minecraft.item.ItemStack; import net.minecraft.item.ItemTool; public class ItemEmpoweredPickaxe extends Item { public int getHarvestLevel (ItemStack stack, Block block, int meta){ return 3; } @Override public float getDigSpeed (ItemStack stack, Block block, int meta) { return 20.0f; } protected String getHarvestType () { return "pickaxe"; } @Override public boolean hasEffect(ItemStack par1ItemStack) { return true; } @Override @SideOnly(Side.CLIENT) public EnumRarity getRarity(ItemStack par1ItemStack){ return EnumRarity.epic; } public ItemEmpoweredPickaxe() { maxStackSize = 1; setCreativeTab(CreativeTab.magicTab); setUnlocalizedName("empoweredPickaxe"); setTextureName("am:empoweredPickaxe"); } } Sorry it's not in a spoiler, the spoiler button doesn't seem to work for me
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[1.7.2] Need help with item code [SOLVED]
Thank you! I put all the item code in ModItems and extended the CommonProxy class to include ModItems, and it seems to be working now. ModItems: public static Item portableWorkbench; and put the item registry code that occurs during preInit in the CommonProxy class public void preInit() { portableWorkbench = new Item().setUnlocalizedName("portableWorkbench").setCreativeTab(CreativeTabs.tabMisc); GameRegistry.registerItem(portableWorkbench, "portableWorkbench"); Not as neat as I had hoped but it should work until I get more of my code done.
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[1.7.2] Need help with item code [SOLVED]
Yeah, is there anything that's supposed to go there that helps initialize the item code?
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[1.7.2] Need help with item code [SOLVED]
I've started working on my mod, and am a bit new to forge, I want to know how I would reference an item class that creates the item and registers it, so that it's orderly and I can register all the items at once during preInit, my current code doesn't seem to be working. PreInit code: ModItems code: I've just posted the important code, not much else to see besides imports and basic class stuff.
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[1.7.2] How to get assets (textures and lang) working with eclipse?
It's working now, thank you!
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[1.7.2] How to get assets (textures and lang) working with eclipse?
I created a /src/main/resources folder inside my project, it's a source folder, and then I created an assets folder with lang and textures inside, and in the project folder it says assets.lang and assets.textures, and I put the en_US.lang file in the assets.lang folder and typed this inside: itemGroup.fishTab=Better Fishing tile.blockFish.name=Fish Block item.itemIronRod.name=Iron Fishing Rod and it still doesn't seem to want to work
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