Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

  • Days Won


Ommina last won the day on October 4 2019

Ommina had the most liked content!

Community Reputation

6 Neutral

About Ommina

  • Rank
    Stone Miner


  • Gender
  • Personal Text
    I am new!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I need to make sure my understanding is correct. Within a mod, I appreciate that 'things' (whatever that thing might be) are registered in order of Block, Item, <rest of the stuff in whatever order it happen>. However, between mods, if one mod B is dependent on mod A, and is specified as such in mods.toml via ordering="AFTER", can I be confident that blocks from mod A will be registered before mod B registration begins? That is, can mod B fetch mod A blocks and be confident they are registered? I feel that's the whole point of indicating an order, but
  2. I know it doesn't, and you don't need a sources jar. And not a flatDir repository. url "file:..."
  3. OK. In the build.gradle for the library, at the bottom, there is a section for 'publishing'. Within that section is: repositories { maven { url "file:///${project.projectDir}/mcmodsrepo" } } Make note of the location. Or change it to something you like better. Or change it AND make note of it. I have to do a bit of hand-waving here, as I understand you are using Eclipse, and I don't know the Eclipse way of doing things. In IntelliJ there is a Gradle panel with a publishing section, command named 'publish'. Publish the library using this c
  4. If you've added JEI via gradle, you do NOT need to also add it via other means. Remove the JEI jar from ./run/mods
  5. I'm going to back up here a little bit, to ensure that I'm understanding the goal correctly. You want to add your own library as a dependency of your mod. But you don't necessarily want to be able to edit both the library and the mod at the same time. Building the library, and adding it in via gradle so it is available to the mod is sufficient?
  6. The JEI Getting Started guide includes instructions on editing your build.gradle to add JEI integration. See their Github wiki.
  7. Excellent - I'm glad you were able to get it working there. Minecraft modding is often an exercise in frustration and perseverance. But normally not this soon. I note there is a difference in the two Eclipse screenshots. In the original, the resources tree was displayed with a series of folder icons. In the latter, working version, it's a set of white squares with a cross-hatch. Presumably this is relevant but I couldn't tell you how.
  8. Thanks for the updated repository. I was able to load it up with no fuss. There IS some wobbly bits in mods.toml (you have the mod set as a dependent of itself), but I'm willing to bet those were changes you made in a desperate attempt to figure out why the rest wasn't working. As for the item texture itself... it worked. Just fine. Localization also. No errors, no warnings. Not even a hint of disapproval. So at this point I'm hoping somebody with more experience with Eclipse than I will join in. As far as code and layout and filenames and all that non
  9. Don't worry about the version differences. So it's simply not finding /models/item/wither_bone.json --- which takes us back to the structure of the project overall. The screenshot looks correct enough at first and second glance, but something clearly isn't. I see you have a lang folder. Have you created a translation for item.jaylicraft.wither_bone ? Since it isn't showing as translated in game, that would also suggest the structure is confused. I'm kinda concerned by the icons Eclipse is using for the resources. If you're willing to update the repositor
  10. You have not included all the build bits when you created you repository, so I'm making guesses that the structure is correct. However, you do have a directory named /textures/items instead of textures/item which will certainly prevent it from finding the texture.
  11. It is? Even in 1.16.1, there's no indication anywhere that LootTableLoad event is deprecated. It's not that I disbelieve you, I just can't help but think that if there is a preference for modders to use one method over another, 'telling them' might be useful. But now I'm veering off-topic, and as @Salthin seems content, I'll step away.
  12. There is the LootTableLoad event, in which you can add itemstacks to dungeon loot tables. Perhaps that would be less fussy?
  13. What version of Forge? I believe this was fixed in, uhm, 32.0.55.
  14. I'm going mostly by memory here. If the colour is wrong (it is), then you're not applying the color attribute of the fluid (fluid.getAttributes().getColor()). Apply the colour to GlStateManager.color4f before the blit. Reset after! For the scaling, the .bindTexture call looks wrong for reasons I don't remember. I want to say it takes a TextureAtlas ResourceLocation, instead of that of a particular sprite. The getUV methods inside the blit then pull the correct texture from the atlas.
  15. So, anybody have a good tutorial / documented example / hint guide on creating a Carver for 1.15.2 ? My goal is to create a 'simple' underground fluid sphere; pretty much the same thing that Buildcraft has been doing for years. Needs to be able to cross chunk boundaries. (I could fit it into one chunk, but it's not as dramatic.) Vanilla's UnderwaterCaveWorldCarver has an encouraging name, but I'm getting lost in a sea of obfuscation. My experiments with registering my own have been less than successful. The entry function is being called multiple times (5
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.