
TheGoldCrayon
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Everything posted by TheGoldCrayon
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I'm working on using different colored chalks to write a run on the ground. Each color of chalk has it's own symbol. When making the chalk, I made one ItemChalk class so I could keep them all together. However, I'm having a little trouble on the onItemUse. I got it to work with only one color at a time, but I was hoping that I could get it to work with all 16. Is there any way that I can check to see which color chalk is being held/used, and then use the onItemUse to place the correct rune? Included are the DaemonologyItems class where the chalks are init/registered, and the ItemChalk class. Thank you for any help. DaemonologyItems: http://pastebin.com/VhvkaYbU ItemChalk: http://pastebin.com/Cew8weqE
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[1.8.9] Tile Entity Missing a Mapping
TheGoldCrayon replied to TheGoldCrayon's topic in Modder Support
Thank you. That was my problem. I never actually called that method. -
I was recently able to make a tile entity, but I seem to be having a problem with getting its contents to save. The problem seems to lie with the writeToNBT method. I am able to put items into my tile entity using a hopper, but whenever I save and quit, and then re-enter the world, they never get saved into the tile entity. Also, the console throws this out to me: I have seen several issues similar to this online, but each one says that the solution is that someone forgot to register the tile entity. However, I have my tile entity registered. I register them in here, my TileEntities class: http://pastebin.com/NHX3peFw And then I call that method in my CommonProxy class: http://pastebin.com/ygaHFLmY I'm sure it's something simple that I'm overlooking, but any help would be appreciated.
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I changed it to the preInit, and I added in the IRenderFactory parameter. Now when I try to spawn in a Djinn, my game crashes. Here's the updated ClientProxy: http://pastebin.com/yUsGPxqT Here's the crashlog: http://pastebin.com/kSuy2Eb0
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Which method is it? I saw it was deprecated when I did my first entity, but it still had worked, so I never changed it.
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I register them in here: http://pastebin.com/yUsGPxqT
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[1.9]Spawn Eggs and Entities acting strange.
TheGoldCrayon replied to Alexthe666's topic in Modder Support
Look at these linesof code right here from your printout: at com.github.alexthe666.iceandfire.entity.EntityDragonBase.onUpdate(EntityDragonBase.java:594) [EntityDragonBase.class:?] at com.github.alexthe666.iceandfire.entity.EntityDragonBase.onLivingUpdate(EntityDragonBase.java:339) [EntityDragonBase.class:?] Go into those classes and look at the lines it specifies. Things like that happen to me often, and I just look through the console output to see where it's not fully working. Check that line and see if anything might be wrong with it. -
So I finally got around to adding in a second entity into my mod, and I basically copied everything over form my previous entity except for making it a monster rather than an animal. However, when I spawn both of them in game, the newest entity doesn't render, but it does have a shadow, and the first entity renders, but it's in the model of the newest entity with the original textures. Any idea what I did wrong? I went through my classes to see if I forgot to change names form the first entity to the second one, but nothing I've done has been able to fix it. Here are the classes regarding my entities. Let me know if you need more. The Imp is the first entity I made and the Djinn is the latest one. RenderImp: http://pastebin.com/V9ejeFDG RenderDjinn: http://pastebin.com/1DB3Pywn ModelImp: http://pastebin.com/GkbS42Wk ModelDjinn: http://pastebin.com/zEzQQRCf EntityImp: http://pastebin.com/VfnxvL55 EntityDjinn: http://pastebin.com/bwQH9QTA Thank you for any help.
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[Solved] [1.8.9] Custom Entity Help?
TheGoldCrayon replied to TheGoldCrayon's topic in Modder Support
I did end up getting it. Now I'm just finishing up on the rotation angles as a couple body parts weren't rotated how I want them. -
[Solved] [1.8.9] Custom Entity Help?
TheGoldCrayon replied to TheGoldCrayon's topic in Modder Support
Okay, I will do that in the future. I ended up fixing that piece of code, and my entity registers in game now. But when I see it in game, it's just a white box. Do you have any idea what I did wrong to make this happen? -
[Solved] [1.8.9] Custom Entity Help?
TheGoldCrayon replied to TheGoldCrayon's topic in Modder Support
I do have that under my DaemonologyMod.java file. EntityRegistry.registerModEntity(EntityImp.class, "Imp", 1, 1, 80, 3, true, 0, 0); Leaving my code the way it is, when I run the client, it crashes. I looked in the console and the only code that it mentioned form my mod was this exact line. EDIT: I looked at the code again and then another video and saw that I was missing the instance. I hadn't seen it in use before so I didn't know that I needed it. Thank you very much. I ran the client and my entity showed up. Except for the fact that it's now a white box. Do you have any idea what I did wrong this time? -
I recently started working on a new mod, and right now I'm stuck with trying to get an entity to register. I've watched and read some tutorials to try and help me through, but I haven't been able to fully figure out how to get my entity in game, especially with a lack of 1.8.9 tutorials on mobs. As I've said, I've used tutorials from different people, so I apologize if my coding looks jumbled up and mismatched. Any help with this would be greatly appreciated EntityImp.java ModelImp.java RenderImp.java ClientProxy.java DaemonologyMod.java (My main mod file)
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[1.7.10] Multiple Ore Generations problem
TheGoldCrayon replied to TheGoldCrayon's topic in Modder Support
I honestly don't know. I watched a tutorial on Ore Gen and he only made one ore, so I didn't know how else to go about it other than this. -
So I just started working on ore generation, and I have everything set up for my 5 custom ores. The only problem I seem to have lies within the "modGenerationWeight." I've tried setting them all to the same value, but only one of them will actually generate. I've also tried doing five different values, but the lowest value is the only one that spawns. Here's the code from my main file that registers the ore generations: And this is the code from one of the Ore's generation class. All 5 are exactly alike except for changes to the names because they're different ores:
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I put the .setContainerItem(A) in C's class, but that didn't do anything. How would I set up the #doesContainerItemLeaveCraftingGrid?
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I'm working on my first mod, and I'm trying to make it so that when you craft item A with item B, you get item C, but you also get item A back, such as the bucket back from the milk bucket in the cake recipe. I'm using the this.setContainerItem, but it doesn't work. This is the code from my item A, Gemcutter's Knife, class: package thegoldcrayon.thegoldcrayonsgemstonesmod; import net.minecraft.item.Item; public class ItemGemcuttersKnife extends Item { public ItemGemcuttersKnife(){ this.setFull3D(); this.setMaxStackSize(1); this.setContainerItem(TheGoldCrayonsGemstonesMod.itemGemcuttersKnife); } } I can't seem to figure this out. Any help?