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Everything posted by Choonster
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EntityLivingBase#swingItem has been replaced by EntityLivingBase#swingArm. PlayerControllerMP#sendUseItem has been replaced by PlayerControllerMP#processRightClick.
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You need to set the registry name of an IForgeRegistryEntry before registering it. I do this in the constructors of my Items/Blocks.
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[1.11.2](UNSOLVED) Right click on entity detection.
Choonster replied to BlockExpert's topic in Modder Support
Your title is a bit vague, what exactly are you trying to do? If it's your own Entity and it doesn't extend EntityLiving, override Entity#processInitialInteract. If it does extend EntityLiving, override EntityLiving#processInteract instead. If it's not your Entity, subscribe to PlayerInteractEvent.EntityInteract or PlayerInteractEvent.EntityInteractSpecific. -
[1.12] How to register models for items with meta?
Choonster replied to WildHeart's topic in Modder Support
So it's working now? -
[1.12] How to register models for items with meta?
Choonster replied to WildHeart's topic in Modder Support
If you missed it, please see the edit to my previous post. You're registering models for multiple instances of ItemGreen instead of the single instance you registered. -
[1.12] How to register models for items with meta?
Choonster replied to WildHeart's topic in Modder Support
That's strange. I'm not sure why the FML log wouldn't be created. If you use ModelLoader.setCustomModelResourceLocation in ModelRegistryEvent, do you get any model errors in the log? Do your items render as the missing model (pink and black cube with the model location string overlayed) or as the desired model with the missing texture (pink and black squares)? Edit: I just noticed you're creating multiple new ItemGreen instances in the renderRegister method, don't do this. Items (like other IForgeRegistryEntry singletons) need to be created once and registered in RegistryEvent.Register<Item>. You need to use the same Item instance that you registered when registering models. This is probably the source of your problems. -
Gist and Pastebin are simply websites that allow you to upload text files for other people to view. You need to link the uploaded file here so we can read it and tell you what the problem is.
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[1.12] How to register models for items with meta?
Choonster replied to WildHeart's topic in Modder Support
The FML log is fml-client-latest.log, not latest.log. ModelLoader methods need to be called in ModelRegistryEvent (or preInit, but that's not recommended). They won't work if called in init or later. If you want help, post more of your code. We need to see when you're registering your models. -
(SOLVED) [1.12] Registering a fuel handler is not working
Choonster replied to xyz's topic in Modder Support
Forge explicitly excludes vanilla Items from having their burn time determined by IFuelHandlers, so it's not currently possible to modify the burn time of a vanilla Item. If this PR is merged, you'll be able to modify vanilla burn times using an event. -
I explained how to bypass the 3 GB requirement here. It's likely that 1.5 GB won't be enough to decompile Minecraft, though following the instructions in the post I linked will let you try.
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[1.12] GameRegistry.register() not working
Choonster replied to ShoarmaKarma's topic in Modder Support
The registry system has been overhauled in 1.12, you need to use registry events. Forge's documentation explains them here. You can see some examples in my mod's init classes. Unlocalised names should not be used for anything except display/translation purposes, use the Item's registry name (IForgeRegistryEntry#getRegistryName) as the default model location (since it's the default model that vanilla loads for every Item). Use ModelLoader.setCustomModelResourceLocation/setCustomMeshDefinition rather than ItemModelMesher#register to register Item models. Do this in ModelRegistryEvent. The tutorial you followed is outdated and poorly written. None of this is new to 1.12; ModelLoader was introduced in 1.8, registry names were introduced in 1.8.9, IForgeRegistryEntry was introduced in 1.9, registry events were introduced towards the end of 1.10.2.- 1 reply
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[1.12] How to register models for items with meta?
Choonster replied to WildHeart's topic in Modder Support
This hasn't changed. If it's not working, there should be an error in the FML log telling you what went wrong. If you can't figure it out, post your code and the FML log. One thing that has changed is the order of events: Registry events are now fired after preInit instead of before preInit. If you register everything in the appropriate registry event, you shouldn't need to worry about this. Side note: ModelLoader.setCustomModelResourceLocation automatically calls ModelBakery.registerItemVariants, you don't need to call it yourself. -
You already did it before. The FML log is the logs/fml-client-latest.log file, I'm asking you to upload it to Gist and link it here.
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Post the FML log (logs/fml-client-latest.log in the game directory) using Gist.
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Post the FML log from a session without OptiFine installed.
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One of your mods hasn't been updated to use the new registry system introduced in Forge 1.12-14.21.0.2348. Unfortunately the crash report doesn't say which one, so you'll need to remove mods until this error no longer occurs.
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[1.12] Smelting recipe for only certain fuel?
Choonster replied to IceMetalPunk's topic in Modder Support
I don't think this is possible, you'd need to use a regular crafting recipe or create your own crafting process (e.g. a machine). -
You'll need to create a class that extends StateMapperBase and implements StateMapperBase#getModelResourceLocation to do something similar to StateMap#getModelResourceLocation. Instead of using the Block's registry name as the domain/path of the ModelResourceLocation directly, it should prefix the path with the name of the subdirectory. Register an instance of this for your Block(s) with ModelLoader.setCustomStateMapper in ModelRegistryEvent.
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Some people still offer support for 1.7.10 on the Minecraft Forum Modification Development section. I browse that section, but I don't help people with 1.7.10 problems. I strongly recommend updating to 1.11.2/1.12.
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Minecraft uses PascalCase for its NBT tag names.
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Download the Installer file for the Forge version you want.
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Cannot get //set function to work
Choonster replied to HawkeyeFever91's topic in Support & Bug Reports
//set isn't a Vanilla or Forge command, it's provided by WorldEdit. WorldEdit hasn't been updated to 1.12 yet. -
I'm not sure why it's not working, that class definitely exists. All I can suggest is deleting the Gradle cache with the cleanCache task, deleting the build directory with the clean task and deleting your IDE project with the cleanEclipse/cleanIdea task before setting up the project again by following these instructions exactly.
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net.minecraftforge.registries.IForgeRegistryEntry only exists in Forge 1.12-14.21.0.2348 and later (with the overhaul of the registry system), before that it was net.minecraftforge.fml.common.registry.IForgeRegistryEntry. I'm not sure why your IDE let you compile and run your project while referencing a class that doesn't exist. Update to the latest version of Forge.