Everything posted by Delupara
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I would like to create a countdown on tnt
Je parle français et Il ta demander si tu connaissais la programmation.
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[1.12] Purple skin/ Missing texture
This post is an aftemath/same issue than my old post here since then my laptop died so I decided to invest in my first pc. regardless, I took advice from choonster in that thread and use the event buss to register my items, but I have the same issue as last time here is a Gist of the latest log, and a github link of my mod. I only have 1 block in there so it'll be easy . Literally, the only difference is the mdk version. edit: I pushed the gradle configs to that everyone can clone it and build it. edit 2: I also tried on windows, the issue is the same, here is the gist for windows I'd really appreciate if anyone could help me
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[1.11.2] Texture Problems
I still dont get it, How cant it find the files??? ffs this path system is so annoying please help me
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[1.11.2] Texture Problems
Hmmm, Still doesn't work, and I'm not too familiar with the error I picked up no, MODID isn't my actuall mod id Edited only 1 file on main post: registry utilities
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[1.11.2] Texture Problems
Yeah I kind of realised that mate, just showed him because, well for one there were no errors and then maybe I could of missed something. Never hurt! Well Idk what log it is because it came straight from the path you specified. Named lastest.log EDIT: I took the wrong file, my bad. EDIT: here is the real log Also Im not entire sure I understood you, but I changed back the registration and modified my JSON files in the main post. The error is persisting probably because like I said I missunderstood you.
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[1.11.2] Texture Problems
Its memeblock but for example sake I did that. I edited main post registry utilities to include Mod ID Same issue now the text on the block reads MODID:MODID:fooblock#inventory. as for my log I dont think I can see it, here is the link to it and tell me what you think
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[1.11.2] Texture Problems
Hi, Like usual im having problems with paths and models/textures..... All my code: all my files seem to match but what I get is a black purple block with this written on it: texture, model & blockstate paths src\main\resources\assets\MODID\blockstates\fooblock.json src\main\resources\assets\MODID\models\block\fooblock.json src\main\resources\assets\MODID\textures\block\fooblock.jpg
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CustomCrops 1.11.2
Ew, kale.... Good video though!
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SidedProxy cannot be resolved to a type
yep, I imported the package and eclise "decided it was ok" and now its fixed. thanks
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SidedProxy cannot be resolved to a type
I missread sorry. edited main post, same issue. same error.
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SidedProxy cannot be resolved to a type
Edited in the main post, yes.
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SidedProxy cannot be resolved to a type
im high as sh*t thanks.... EDIT: still doesn't work.
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SidedProxy cannot be resolved to a type
Hello! I just started to mod again and this time I have a better PC But anyway... I already have an issue... I get the error seen in the title. Here are my files... the reason Im not detailing my error is because I seriously have no idea wether forge changed the sides annotation or im being a dunce again... All the files
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Animating Item Actions? Gui on Model?
I want to do 2 things that I've seen in many mods, Botania to mention one. I tried looking the github up but the mod is fractured into dozens and dozens of classes. Anyway here they are: A custom Item animation onItemRightClick A gui rendered on top of a model. (AKA a gui on a 3d model)
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Mod Missing Signatures
- forge and optifine, natural born enemies? a peace treaty is required!
I remember a while ago, back when playing mod packs was more fun than modding Minecraft, someone (many people actually) mentioned that forge doesn't support optifine. Now as a modder I start to understand why; it's pretty wild and random how optifine is going to render items. But I think there should a compromise between one of the most useful mods and the forge itself, don't you think? Someone like a bystander plugin to forge that detects optifine and boots up a bunch of sanity checks before doing any renders, hell make optifine into forge itself, allowing the mod creators to use APIs to detect selected optifine option and do different rendering based on it, anything in that general sense would be crazy cool! Now I'm almost sure I'm not the first one to propose something like that but I digress, has anyone ever thought of that? Any opinions about it? TL;DR : Forge, optifine, stop fighting already and make babies- [1.9.4] ASM how to get a private value from a class
Are we talking about assembly here? Or ASM stands for something else? Also I'm pretty sure you are doing reflection.- [any version] how do i get a shared ide with my friend for minecraft modding?
The easiest way in my opinion is trough a source code control software a popular one with forge modders is Git using GitHub as a remote repository. There's thousands of videos on youtube explaining how it works.- [SOLVED][1.9] Grass Slab coloring
That would be a terrible idea. I'm honestly curious to see how. Please expand! Why?- custom tool damage bar
How do I get access to those baked quads? Where are they from?- custom tool damage bar
- custom tool damage bar
Also I see how to use the interface however that raises another issue. How do I make 1 model from 2 separate models?- custom tool damage bar
Do I put all the textures in one file or I need 1 file for each different state?- custom tool damage bar
1.9 I might update if not too much has changed- custom tool damage bar
I've seen a few mods do this and wanted to explore it a little. I want my item two have 2 damage bars. One that fills based on an nbt value and the original minecraft damage bar. Anyone knows where to start? - forge and optifine, natural born enemies? a peace treaty is required!
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