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H41V0R

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Everything posted by H41V0R

  1. What I'd like to add is worldgen that only generates in caves, like this One kind on the bottom and one kind on top
  2. What I'd like to add is worldgen that only generates in caves, like this One kind on the bottom and one kind on top
  3. title is bascially the question, but I've got tin cans basically
  4. Path? Like in filepath? \src\main\resources\assets\dchem\blockstates And in code I have this: moltenStone = register(new dchemBlocks(Material.rock, "moltenStone").setCreativeTab(CreativeTabs.tabMaterials));
  5. I added a couple of new blocks, but though they render when placed, they are purple-black when in inventory or on the ground. Here is my blockstates json { "forge_marker": 1, "defaults": { "textures": { "all": "dchem:blocks/moltenStone" } }, "variants": { "normal": { "model": "cube_all" }, "inventory": { "model": "cube_all" } } } And the json in model { "parent": "block/cube_all", "textures": { "all": "dchem:blocks/moltenStone" } }
  6. Since I'm such a noob, can you provide an example json file? and, where do I register IItemColor in the class?
  7. How do I add a item with multi-layer textures, basically like spawn eggs? Layers need to be different colors
  8. Its not the mod, I tried w/ a empty src folder and still got the same error EDIT: After trying it in eclipse, it worked. Perhaps I should've mentioned that I was using IDEA
  9. Still, error when I load a save Main mod file: package com.h41v0r.dchem; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.init.Blocks; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.SidedProxy; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.registry.GameRegistry; import java.util.logging.Logger; @Mod(modid=dchem.MODID, name=dchem.MODNAME, version=dchem.MODVER) public class dchem { @SidedProxy(clientSide = "com.h41v0r.dchem.ClientProxy", serverSide = "com.h41v0r.dchem.ServerProxy") public static CommonProxy proxy; @Mod.Instance public static dchem instance; public static Logger logger; /*@Mod.EventHandler public void preInit(FMLPreInitializationEvent event) { logger = event.getModLog(); proxy.preInit(event); }*/ @Mod.EventHandler public void init(FMLInitializationEvent event) { } }
  10. I really doubt it, the mod is just a bunch of recipes and items really
  11. When I try to port my mod, I get nullpointerException when I try to load a world. Error is here: http://pastebin.com/kSCjZRJD
  12. as the title says. I'm making a bunch of items with the similar texture but different colors. How do I code this?
  13. Hey guys I'm working on a mod that includes decomposing items. To use the block you have to add a hopper on top of it. You put items in the hopper and it disposes other items is a chest or hopper below The thing is, I don't have any idea where to start. Thanks for reading through my topic.
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