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MarkSill

Forge Modder
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Everything posted by MarkSill

  1. Okay, I pinpointed the bug! It lies in the way that IDs are loaded from world files. It seems that if they get out of order, then the textures shift and get assigned to empty IDs that have no items associated with them. I fixed my problem by creating a new world. I guess this must have happened when I rewrote my render-registering code.
  2. I honestly have no idea where the other IDs are going. I don't have anything else loaded, and the items that are registered apart from vanilla items are only registered there as far as I can tell.
  3. Hey! Didn't think anyone would recognize me, haha! Anyways, I went and reorganized their definitions by ID, but they still don't work. Most still don't have textures, and the texture shift is still a bit different. If it makes a difference though, the IDs jump from 4098 to 4104, which seems odd to me.
  4. Okay, so I have some custom classes (BaseItem, BasePickaxe, BaseSword, and BaseAxe) that I use to create new items pretty easily. They will automatically run some basic functions and register themselves to the GameRegistry, as well as adding themselves to an ArrayList<Item>. I have a class by the name of RSItems that is called during the preInit and init methods of my main class. The preInit method creates the items. Currently that's all that it does. The init method loops through the ArrayList and registers them for rendering. Now, for whatever reason, after the BaseItem with the argument of "cord" is created, nothing really works anymore. None of the items after that have their correct textures, and most don't even have a texture anymore. Am I doing something wrong? I haven't the slightest idea as to what's happening.
  5. Could we also get your JSON file? Sometimes the problem is in there too.
  6. It'd still be nice to see the code though.
  7. Thanks for telling me how to get the player's gamemode, but which getIcon method are you referring to? Also, I'm not sure if this is clear, but I need it to render dynamically, in case the gamemode changes during gameplay.
  8. As the title suggests, I am making a block that is invisible whilst in survival, but visible while in creative. Does anyone have a solution to that? Thanks in advance!
  9. I've been trying to do this for a while now, I have code in place to detect what side the block is placed on, it's metadata and the actual rotation of the bounding box that have me confused. Here's my code: Thanks in advance!
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