Jump to content

Budboy33

Members
  • Posts

    36
  • Joined

  • Last visited

Converted

  • Gender
    Undisclosed
  • Personal Text
    I am new!

Budboy33's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. 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
  2. Crash log:
  3. 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
  4. So I tried to make a gui with the Containers and GUIs tutorial on the wiki, but it says it's out of date...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"); } }
  5. 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"); } }
  6. Ah, it's working now, might have to reduce the mining speed though.
  7. Ah, I see, and I just replace "material" after ToolMaterial with my custom material?
  8. 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?
  9. 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
  10. 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.
  11. Yeah, is there anything that's supposed to go there that helps initialize the item code?
  12. 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.
  13. 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
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.