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Choonster

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Everything posted by Choonster

  1. The override models are specified in your item model, so that's where the mistake is.
  2. In 1.9, you have to register the ItemBlock yourself. You don't need to create your own class though, ItemBlock can still be used if you don't need any custom behaviour.
  3. The exception's stacktrace shows where the second call to setRegistryName is coming from. In your original code, registerItem also calls setRegistryName . Edit: This wasn't entirely accurate, see Draco's post below.
  4. The exception is pretty clear about what you did wrong: You tried to set the registry name of an Item twice.
  5. Minecraft#getRenderViewEntity is returning null for some reason. Does your mod mess with the render view entity at all?
  6. Post a new log now that you've commented out most of the items.
  7. You need to modify the body of the registerItemModel method. This shouldn't be that hard to understand.
  8. There are two additional errors being suppressed because it already logged the maximum number of errors for your domain. The default is 5, you can increase this by setting the forge.verboseMissingModelLoggingCount system property. The log does say this about void_ingot : So the error is still that it can't find the item model you've specified.
  9. The model file doesn't exist at the location you've specified.
  10. It's not an event, but you can implement IResourceManagerReloadListener and register it by calling IReloadableResourceManager#registerReloadListener on the return value of Minecraft#getResourceManager .
  11. There isn't one. It's been suggested and rejected at least once before (see here).
  12. Why not have the content JSON be locale-independent and use translation keys for the text?
  13. There's always a log, regardless of whether you're in the development or release environment. It's written to logs/fml-client-latest.log in the game directory. Mods will work in the development environment if you're using development/deobfuscated versions.
  14. The override models you've specified don't exist, this is because you've used models/items/... instead of models/item/... (where the models are actually located). If you're using override models, you don't need a blockstates file. ItemBow 's "pull" property getter only works for Items.BOW , so you need to register a custom getter that works for your bow. You can see an example of this here. If you're going to use my code, please credit me somewhere.
  15. Are there any errors in the log? Have you registered your TileEntity class?
  16. There should be an error in the log telling you why the model/texture wasn't loaded. If you don't know what to make of it, upload the FML log (logs/fml-client-latest.log) to Gist and link it here.
  17. Assuming you have an EnergyStorage field in your TileEntity , call its readFromNBT and writeToNBT methods in your overrides of the corresponding TileEntity methods. You can also extend [url=https://github.com/CoFH/RedstoneFlux-API/blob/10e10af21489e351624813120ed6474c44b09ff6/src/main/java/cofh/api/energy/TileEnergyHandler.java]TileEnergyHandler[/url] and let it handle the NBT reading/writing for you.
  18. Change the registerItemModel method to do what I said and change the code that calls it.
  19. Did you have a question or problem?
  20. registerItemModel should pass its Item and ModelResourceLocation arguments directly to ModelLoader.setCustomModelResourceLocation . It shouldn't be referencing any other Item or creating its own ModelResourceLocation . You should call registerItemModel with the Item to register a model for and a ModelResourceLocation pointing to the model.
  21. I made a mistake in the first paragraph of post #69, I suggest re-reading the post now that I've corrected it. Each call to ModelLoader.setCustomModelResourceLocation with the same Item and metadata is overwriting the previous ModelResouceLocation . You only need to call this method for the standby model, the pulling models are handled through Item#getModel . I explained this in post #60.
  22. registerItemModel should pass its arguments directly to ModelLoader.setCustomModelResourceLocation . Call registerItemModel with the item and model location for each item. To use the assets/ma/models/item/ObsidianBow_pulling_0.json model, pass new ModelResourceLocation("ma:ObsidianBow_pulling_0", "inventory") as the second argument of registerItemModel . I explained the mapping between ModelResourceLocation s and model files in my previous post. You need to have a solid understanding of Java and OO programming in general before you can make a mod. Edit: The first paragraph is about registerItemModel not MAItems.ObsidianBow

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