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TheDogePwner

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  1. I'm writing a mod for an older modpack, it isn't really my choice.
  2. So, you want to not spam commands without freezing your Minecraft (if I understand correctly)? AFAIK, you could put your loop in a new thread, but Minecraft might not allow it. Worth a try anyways.
  3. Hi, Is it possible to get the modid of an item if you know the item's unlocalized name? For example, I might know that I have an item with an unlocalized name of tile.oreIron, is there some method I can use to tell me that this item was registered by a "mod" with a modid of "minecraft"?
  4. Thanks for your reply, Major Squirrel. It guided me in the right direction and I have now found out my problem: When I was registering the item I was using the wrong name. Thanks for your help, though!
  5. Hey, I have a lang file in my assets (assets/<modid>/lang/en_US.lang). It looks like this: language.name=English language.region=US language.code=en_US item.RubyGem.name=Ruby Gem Where RubyGem is the localized name of the item. But in-game, its name appears as "item.RubyGem.name". Why is this? Thanks, TDP
  6. Hello, Although I'm a mod programmer myself, this exception has got me stumped. You can go to the pastebin with the crash report here: http://pastebin.com/gQ70nNR5 I can tell it's something with Waila, but I don't know what it is. Thanks for your help!
  7. Alright, I just renamed SteelIngot.png just in case. The name was correct. I then did a Project -> Clean. Still didn't help. The problem remains unfixed
  8. It's all correct. Here is my ENTIRE project: https://www.dropbox.com/s/e17jjavnzj3fdtk/MekanismNuclear.zip?dl=0
  9. No, it's actually "mekanismnuclear". I'm creating a mod using the Mekanism API- everywhere it says "modid" is actually "mekanismnuclear".
  10. In the source folder of your project, there's a folder called logs. Please send us the text file called "fml-client-latest". Preferably on pastebin.com.
  11. Yeah, I'm using Eclipse, so that won't work. Thanks for your answer though.
  12. Hey, So, I have an Item class I use that looks like this (except this is significantly more simplified): public class MNItem extends Item { private String name; public MNItem(String name, CreativeTabs tab) { this.name = name; setUnlocalizedName(name); setCreativeTab(tab); setTextureName("modid:" + name); setMaxStackSize(64); } public String getName() { return this.name; } public MNItem(String name, CreativeTabs tab, int stackSize) { this(name, tab); setMaxStackSize(stackSize); } } And I create an item in my main class like this: @EventHandler public void preinit(FMLPreInitializationEvent event) { GameRegistry.registerItem(new MNItem("SteelIngot", myCustomCreativeTab), "SteelIngot"); } Here is my folder layout: src main java .... resources assets modid textures items SteelIngot.png Here is the error report: [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: domain modid is missing 1 texture [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: domain modid is missing a resource manager - it is probably a side-effect of automatic texture processing [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: ------------------------- [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: The missing resources for domain modid are: [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: textures/items/SteelIngot.png [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: ------------------------- Why is this? Thanks for your help!
  13. These ideas worked. Thanks! EDIT: The second answer is incorrect, this returns ".". I went through every element in that array and none of them gave me the path to the folder. The first answer doesn't give me what I need. I need a String/java.io.File of the path to the .minecraft or mods directory dynamically.

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