
iLegendx98
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Machine doesn't save inventory contents when reloaded [1.7.10]
iLegendx98 replied to iLegendx98's topic in Modder Support
Ahaha..... Right. Well that was in fact the issue. It works fine now! I feel like such an idiot! Thanks everyone for the help -
Machine doesn't save inventory contents when reloaded [1.7.10]
iLegendx98 replied to iLegendx98's topic in Modder Support
I have added these three methods to my tile entity class : @Override public Packet getDescriptionPacket() { NBTTagCompound tag = new NBTTagCompound(); writeToNBT(tag); return new S35PacketUpdateTileEntity(xCoord, yCoord, zCoord, 0, tag); } @Override public void onDataPacket(NetworkManager net, S35PacketUpdateTileEntity pkt) { readFromNBT(pkt.func_148857_g()); } public void markForUpdate() { worldObj.markBlockForUpdate(xCoord, yCoord, zCoord); } This still doesn't work and I now crash when ever I place my blast furnace down. This is the crash report: I am so confused!!! -
Machine doesn't save inventory contents when reloaded [1.7.10]
iLegendx98 replied to iLegendx98's topic in Modder Support
Even after I run the machine, it doesn't save the inventory contents upon reloging. I also tested moving out of the loaded area (tp 1000 blocks away) and then going back, but this also didnt save. You could be right about #markDirty(). How would I fix this? Im not sure. -
As the title explains, I have a machine (Blast Furnace) that takes three inputs and two outputs. I can put items in these input slots but when I reload the game the items are gone. I assume this is an issue with NBT data on the block, although I cant see what the issue is. TileBlastFurnace.class Thanks for any help
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[1.7.10] Build of my mod crashes the game but not in eclipse
iLegendx98 replied to iLegendx98's topic in Modder Support
Ok, I fixed it. A lot of stuff was missing form the build folder and was named incorrectly. I fixed it by changing the names and directories. -
[1.7.10] Build of my mod crashes the game but not in eclipse
iLegendx98 replied to iLegendx98's topic in Modder Support
No, I dont think thats the case. Everything referring to the package is spelled with a lower case. In the crash report it points towards line 394 in my main class, RunicScrolls.java. This is the item registry for the shard. itemEnergizedShardSpeed = new ItemEnergizedShardSpeed().setUnlocalizedName("itemEnergizedShardSpeed").setCreativeTab(scrollTab).setTextureName(modid + ":" + "itemEnergizedShardSpeed"); GameRegistry.registerItem(itemEnergizedShardSpeed, "itemEnergizedShardSpeed"); This is the full main class: http://pastebin.com/xmMnyzd1 This is also everything inside the class for ItemEnergizedShardSpeed; package items; import java.util.List; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; public class ItemEnergizedShardSpeed extends Item { public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4) { par3List.add("Made in an Endite Reactor"); } } This is a download for this crashing version of my mod : http://www.fileswap.com/dl/X3nVhTLQA5/modid-1.0.jar.html I cant see anything wrong with it. -
I have been developing my mod over the past few weeks for forge build 1180 for 1.7.10. In eclipse everything works perfectly but when I build the mod and load it with forge (build 1180) it crashes! This is the crash report: At line 20 and 50 it says that it is caused by java.lang.NoClassDefFoundError: items/ItemEnergizedShardSpeed and java.lang.ClassNotFoundException: items.ItemEnergizedShardSpeed. Im not sure what this means but the classe ItemEnergizedShardSpeed is in the items package. Im not sure what the issue is. Thanks in advance
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[1.7.10] Block Model Render in Inventory [SOLVED]
iLegendx98 replied to iLegendx98's topic in Modder Support
The client proxy is definately being called at some point otherwise the block wouldn't have a model. I just removed the line ClientRegistry.bindTileEntitySpecialRenderer(TileEntityEnditeReactor.class, render); from the registerRenderThings() method and the block didn't render. I then added some print lines to the registerRenderThings() method in the client proxy and the preInit method in my main. As shown by the console, the proxy is being called first. [13:34:05] [Client thread/INFO] [FML]: Processing ObjectHolder annotations [13:34:05] [Client thread/INFO] [FML]: Found 341 ObjectHolder annotations [13:34:05] [Client thread/INFO] [FML]: Configured a dormant chunk cache size of 0 ClientProxy preInit [13:34:05] [Client thread/INFO] [FML]: Applying holder lookups [13:34:05] [Client thread/INFO] [FML]: Holder lookups applied I moved the initialization to the init method in my main. IT WORKED!!! Thank you so much! I can finally release version 2.2 of my mod. Thanks! :) :) :) -
[1.7.10] Block Model Render in Inventory [SOLVED]
iLegendx98 replied to iLegendx98's topic in Modder Support
Thanks for the response. I looked and the shouldUseRenderHelper method isnt being called at all. In my main class, RunicScrolls.java, I have blockEnditeReactor registered like so: blockEnditeReactor = new BlockEnditeReactor(false).setBlockName("blockEnditeReactor").setCreativeTab(scrollTab).setHardness(5.0F).setResistance(6000000.0F); This is how I have registered my other blocks, excluding the false. This is only because the block has an active state and an unactive state. This is a Boolean in the constructor, so false is necessary. How would I register the IItemRenderer? I dont think im not sure if I have done this and that could be the issue. -
I have made a block using techne that I would like to have modeled in my inventory/hand as well as the world. For some reason, I cant get it to work. It just displays as an Item with a missing texture. Here is all the code that is related to the block. Note: The block is a machine as well so there is a lot of code unrelated to the render. The block is named enditeReactor. BlockEnditeReactor RenderEnditeReactor RenderItemEnditeReactor TileEntityEnditeReactor ClientProxy ModelBlockEnditeReactor If any other classes are necessary, I can paste them here. Thanks
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SOLVED - Machine model wont face player [1.7.10]
iLegendx98 replied to iLegendx98's topic in Modder Support
Thank you so much! This is my updated block class and it works perfectly! Thanks! -
The title kind of describes the issue. I have a machine that has a custom block model. For some reason, when I place it, it will not face the player. Im pretty sure ive just missed something but I cant seem to figure it out. Any help would be greatly appreciated. BlockEnditeReactor ModelBlockEnditeReactor RenderEnditeReactor TileEntityEnditeReactor I think thats everything needed. If you need any other classes, i can post them
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Is there a way to do this without using an event? I haven't learnt how to use them yet. If there isn't a method or anything, then I could learn it
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I am making a mod in which I have some tools. Without over-complicating things, I don't want them enchantable because I have a different upgrading mechanic and enchanting would ruin this. I have made it so that these tools cant be enchanted in an enchanting table by setting the enchantablility in the tool material to 0. Players can still use books in an anvil though. How can I remove this anvil enchanting on my tools only? I have tried this but it doesn't work : @Override public boolean getIsRepairable(ItemStack stack, ItemStack stack2) { return false; }
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Thanks! Urg, feel like an idiot now It works now so yay! Thanks again!