Cerandior
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Everything posted by Cerandior
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Fixed by re-running the project set-up procedure.
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A lot of people have recommended intelliJ over eclipse so I decided to try it out. I setup forge 1.11 for intelliJ and the example mod was working, but I deleted that package and created my own, just like I usually do in eclipse. But now java files I am writing in my new package don't recognise minecraft and forge methods, and also when i run the client, my mod is not listed under the "mods" tab. I wonder what did I mess up, considering the package is located in the same folder as the example mod was.
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[1.10] I am doing something wrong with a Tile Entity
Cerandior replied to Cerandior's topic in Modder Support
That fixed the problem. Thank you for the help. -
I was working with one of my TileEntities but it seems to me that the update() method, is not being called at all. I put a silly println in there, but there is no message in the console. I am not quite sure what i am doing wrong here. Any help would be appreciated. BlockRegistry: https://gist.github.com/Arjol27/de2b02d666f69697e65c63e62da9b50c MainClass: https://gist.github.com/Arjol27/aa23d2187b9d3d697c223543fc9a6376 Block: https://gist.github.com/Arjol27/5738b8882b352acc203cd3f9c92840b0 Tile-Entity: https://gist.github.com/Arjol27/8cb11035d61c429f3370a76bda93f0a9
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Draco, i said what i wanted to do. It's mainly for some visual effects. If this turns out to hurt the performance,( Since i would change back to the normal texture after the block is broken) i will just leave it be. But i don't think it would be nuch of a problem because the item that is supposed to have these visual effects, is only intended to be used a couple of times. EDIT: @diesieben: I am sorry for the misunderstanding at the begining of the thread. I probably didn't understand exactly what your question was. My english definetly needs more work. And thank you for the help. With my current knowledge, i figured that events would be the best way to go.
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That would be silly, but no, i actually wanted to change the texture of my pickaxe (if the player is holding it) and spawn some tiny particles around the block. EDIT: @hugo_the_dwarf: I only checked the Block events. Didn't look into player events. Thank you for suggestion. I will try that.
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You again described how you intend to code something, but you have not explained what that something is. I want to know what item is the player holding when he starts breaking a block. That's the simplest way i can think of to describe it. E.G: Steve is holding a stick and he is trying to break a dirt block. I want to know what Steve is holding when he starts to break this block, which in this case would be stick.
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Do what? I am sorry if i wasn't clear enough. Sometimes what's in my head doesn't make sense out of it. Basically i want to get what's the player's held item when he starts breaking a block (any block), and if there's any Event related to this, or if there is another way to do this.
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Since 1.10, i have considered using Events more frequently to achieve things, since it seems that it can offer some easy solutions compared to other ways. I was looking through all the Block events in hopes of finding something like onBlockStartBreak. Basaically i wanted to get what's the player's held item when he starts Breaking the Block and then work based off that. The only related event that i found was the BreakEvent , but that does no good for what i am trying to do, because from my understanding after some testing, this event is fired after the block is broken. Is there anything that can help me achieve what i want?
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Lately, after checking a bunch of people's repositories on github for forge 1.10, i have been noticing the ObjectHolder annotation. Now at first i thought it was a java thing, so i googled it but apparantely it's sonething that comes with forge. I am not a professional programmer, and my knowledge of java is very narrow and mostly consists of similarities between it and other languages that i am more experienced with. So when it comes to coding in java ,I usually guess something would work based on my knowledge of other programming languages. So that explains the reason why i don't know much about special java elements. Now back to the main point. What exactly does the ObjectHolder annotation do and why is it used?
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Thank you for your quick answers!
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Was trying to search for a list of all Events that forge has to offer, but i can't seem to find any updated list since most of what i have found are on 1.7. Is there a list of events provided by forge anywhere? If there's something in forge-src that i can find through my IDE then it would be even better. Where's the path to events?
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I would recommend having a look at github repositories of different people who create "test" mods for every version of Minecraft. I personally like to get examples from @Choonster, because he has a very "neat" way of coding. You can probably find an example for everything at his repo.
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Are you sure your model file is put under assets/"modid"/models/block/ ? Also make sure the model file is named treeTap.json It looks to me that your block isn't getting the model file at all, since the ItemBlock does have it's texture displayed.
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What happens. Post a screenshot. What do you want it to look like and how does it look like.
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What do you mean by "not textured correctly"? It doesn't get the texture at all or the texture isn't displayed the way you expecte it. I just had a "bad experience" with this case myself so i may be able to help you
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[1.10.2] Not getting any texture for the item.
Cerandior replied to Cerandior's topic in Modder Support
Okay after some revamping and learning the new stuff: I am using ModelLoader.setCustomModelResourceLocation to register Item Models and i am doing this in preInit. I am using the registryName instead of unlocalizedName for ModelResourceLocation My items unlocalizedName now includes my modId. Changed my MODID to something more meaningful. I fixed the serverSide rendering (which makes no sense). I can run the server with no errors so that leads me to believe that there are no mistakes. Everything is working fine right now. I greatly appreciate your help. Thank you for the time and have a nice day. -
[1.10.2] Not getting any texture for the item.
Cerandior replied to Cerandior's topic in Modder Support
I have a pink and black cube. Missing model. As for the points that diesieben mentioned: 1. DA shouldn't be the modid, it's lowercased in the folder. I am starting from scratch with 1.10 so changing it won't be an issue 2.I put the printlns to see if my events were being fired. It was just for testing purposes for my item so i could see if all preinit, init and postinit were being fired successfully. I never used such things and the println will be removed as soon as i resolve this issue. 3. I used the unlocalized name in 1.8 and it worked, so i thought it wouldn't really make much difference. Will try to use the registryName. 4. I didn't know that, thank you for the info. 5. .setCustomModelResourceLocation probably came out in 1.9 as i don't remember this being a thing in 1.8. Will try using this. And while it's true that the method is at ItemRegistry, it is actually being called from the ClientProxy. 6. Will try that too. -
[1.10.2] Not getting any texture for the item.
Cerandior replied to Cerandior's topic in Modder Support
While i am trying to fix my gist problem. Here's some links with pastebin: Main Class: http://pastebin.com/sw47naXE ItemRegistry: http://pastebin.com/gRMa4VHx Item Class: http://pastebin.com/z8GEdgLG Client Proxy: http://pastebin.com/z3v5piuH Item Json: http://pastebin.com/yTqSmSdR -
Assets:'ModID':lang:en_US.lang That's the route you have to follow.
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It's in your assets folder.
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[1.10.2] Not getting any texture for the item.
Cerandior replied to Cerandior's topic in Modder Support
Does that have to do with the fact that i am getting a message on my github account telling me they think am a robot? I just contacted the staff though hopefully they fix that. As for the log: -
I hate when this happens to me because it's usually because of a typo that the item isn't getting it's .json file. But i have been checking all the names for the past 15 minutes and i am sure everything is matching. I don't know where the problem is but the item is not getting the texture. Main Mod Class: https://gist.github.com/Arjol27/0226afd009a7068410fdfa44b1e7538d ItemRegistry Class: https://gist.github.com/Arjol27/fdb4726e7c5ff6817a625bf3741e4c59 The Item Class: https://gist.github.com/Arjol27/db98563fdbca7efde297fa271bbab1ae ClientProxy: https://gist.github.com/Arjol27/57fc73175a621b6a3d37c0e3f23a4e41 The item json file: https://gist.github.com/Arjol27/563b30ac23b5ae04c2eb2e63ede64d7d
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Alright thank you for helping me, both of you. And i am sorry for the inconvenience. ~Have a nice day.
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That's the download link for the mod file and is a compiled .jar file. I don't think Eclipse can read that. And if someone posts their mod for download that doesn't mean you have the right to change it. Did you get the permission from the mod author to do changes to the mod? If you didn't then i suppose you can still change stuff, only if you keep the modified version private and not give it to anyone else.