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himan54

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  1. Hmm. You could try this = null or itemStack = null. I had heard somewhere that worked. Maybe not. Id try it anyway
  2. What exactly do you mean? Are you talking about a texture, or an animated texture for a item/block to use? Being a little less vague can help a lot.
  3. Hey, I've been in much the same place! I'm not sure if it matters but in the Withium ore class have a super of Material.Stone? I remembered that goofed up mine, but I'm no expert so.. If you need it I can provide my code.
  4. Yeah, I guess I wasn't really paying attention. Thanks though!
  5. Sure! I ask lots of questions and am always glad to help someone else. Glad it worked.
  6. So. I spotted my stoopid. should've had 'return "ryansmod:texturs/models/armor/..." where I had 'return "ryansmod:/models/armor/...". Thanks though to anyone who spotted it and was going to tell me.
  7. Hey, I remember being in the same place you are! except I didn't have my own dimension. I'm sure you can figure out how to convert this to work in your own dimension though. This is the code I used: package ryansmod; import java.util.Random; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.feature.WorldGenMinable; import net.minecraft.world.World; import cpw.mods.fml.common.IWorldGenerator; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import ryansmod.common.block.AleniumOre; import ryansmod.RyansMod; public class Generator implements IWorldGenerator { public static Block AleniumOreGen = new ryansmod.common.block.AleniumOre(); @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { switch(world.provider.dimensionId){ case -1: generateNether(world, random, chunkX * 16, chunkZ * 16); break; case 0: generateSurface(world, random, chunkX * 16, chunkZ * 16); break; case 1: generateEnd(world, random, chunkX * 16, chunkZ * 16); break; } } private void generateEnd(World world, Random random, int i, int j) {} private void generateSurface(World world, Random random, int i, int j) { // Just copy the stuff below to spawn multiple kinds of ores. I hope its not to hard for you to read! //Number of clusters of the ore in question spawned for(int k = 0; k < 10; k++) { int AleniumOreXCoord = i + random.nextInt(16); //remember +i int AleniumOreYCoord = random.nextInt(14); int AleniumOreZCoord = j + random.nextInt(16); //remember +j //WordlGenMinable([block], [Number of block per cluster(?)]) (new WorldGenMinable(RyansMod.aleniumOre, 5)).generate(world, random, AleniumOreXCoord, AleniumOreYCoord, AleniumOreZCoord); } } private void generateNether(World world, Random random, int i, int j) {} } And then in my main file I had it registered with: @EventHandler public void load(FMLInitializationEvent event) { GameRegistry.registerWorldGenerator(new Generator(), 0); proxy.registerRenderers(); } Hope this helps! Good luck on your mod!
  8. Hello all! Its me again, but this time, I have something new. In picking up making my mod again, I had decided that I would like to make armor. I got it done (mostly, and that's why I'm here), but I cant get the texture to load. I was following a wuppy29 tutorial and came up with this main armor file. package ryansmod.common.armor; import ryansmod.RyansMod; import net.minecraft.item.ItemArmor; import net.minecraft.entity.Entity; import net.minecraft.item.ItemStack; public class RefinedDiamondArmor extends ItemArmor { public RefinedDiamondArmor(ArmorMaterial material, int armortype, String name, String textureName) { super(material, 0, armortype); setUnlocalizedName(name); setCreativeTab(RyansMod.RyansTab); setTextureName("ryansmod:"+textureName); } @Override public String getArmorTexture(ItemStack stack, Entity entity, int slot, String type) { if(stack.getItem() == RyansMod.RefinedDiamondHelmet || stack.getItem() == RyansMod.RefinedDiamondChest || stack.getItem() == RyansMod.RefinedDiamondBoots) { return "ryansmod:models/armor/refined_diamond1.png"; } else if(stack.getItem() == RyansMod.RefinedDiamondLeggings) { return "ryansmod:models/armor/refined_diamond2.png"; } else { System.out.println("GG fool, you screwed it up!"); return null; } } } The problem though, is upon looking at myself in F5 the console screams about not being able to find "ryansmod:models/armor/refined_diamond1.png" and I get the purple and black squares of death. I am baffled, but perhapes someone can help me. Thanks!
  9. himan54 replied to himan54's topic in Modder Support
    Oh, my mistake. I just tried this and I can confirm it works! Thanks a lot for all the help!
  10. himan54 replied to himan54's topic in Modder Support
    Sorry, I'm starting school again and I've been busy. Its just been updated.
  11. himan54 replied to himan54's topic in Modder Support
    I take that back. I can only hit a 3x3 area twice. I even set max damage to 4000000 when it was 2000 and still it behaves strangely.
  12. himan54 replied to himan54's topic in Modder Support
    That did it! Thanks for the help I really appreciated it!
  13. himan54 replied to himan54's topic in Modder Support
    Thanks for the response ! I played around with your code and it doesn't break the 'unbreakables' now, but it still wont die when the time is up. I figured that was what the item = null was about but it just didn't work. Anymore ideas?
  14. himan54 posted a topic in Modder Support
    Hello all! I started working on my mod again, and whilst doing that I decided Id make a hammer (Note: I called it disassembler because at the time I thought it'd be less like a hammer. I was wrong so I will be changing that regardless). I've got it working mostly they way I like it except for these two problems: 1. Once the tool is used it takes 27 damage (Because it can break that many blocks at a time) and as far as I know , it does that, but it causes the durability bar to go crazy. After a couple uses the bar goes past the point where a normal tool would've broken, then goes bright red, then resets. (I can get screenshots if they are necessary) 2. I recently noticed that it is capable of breaking bedrock and other blocks that should be unbreakable so long as the block you originally struck was one of the blocks it is allowed to break. I'm really not sure why. Here is my github repo(https://github.com/rbuxton1/ryansmod), the class in question is under ryansmod/common/tool/DiamondDisassembler. Thanks! (Note: I really cant get
  15. It worked! Thanks a lot for all the help!

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