Jump to content

Recommended Posts

Posted

Hi, me and my friend are currently developing a mod called:mod

Basically it's just a framework, we have auto textures (me), and auto-ores-dusts-blocks-ingots-nuggets(by him)

So we were trying to make our version of the treetap. he idea is, you put it on our custom tree(code 70% done) and whack it with a hammer, and it starts spewing out resin, so the problem is, we can't get our model to render.

It's a fairly simple model, like 1 cuboid in techne and thats it.

If you guys could help we would be very greatfull!

If u need more files just say, we'll do anything to make it work.

 

Core

 

  Reveal hidden contents

 

 

Tile Entity

 

  Reveal hidden contents

 

 

Renderer

 

  Reveal hidden contents

 

 

Block

 

  Reveal hidden contents

 

 

Client proxy

 

  Reveal hidden contents

 

 

Model

 

  Reveal hidden contents

 

Posted

I dunno about the rest of the code but the resource location has been declared wrong

 

it needs to be a comma instead of a plus

 

like

	ResourceLocation resourceLocation = new ResourceLocation(Core.modid, ":textures/models/Model.png")

 

I just tested it on my own render and when I used the plus it gave a missing texture

changing it to what it is above gave the right texture

Posted

*facepalm* dont use tile entities for thsi kind of thing, you're just going to make your server lag a lot, use meta please

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted

I just noticed the plus in the block icon code in the block code as well, which may need changing

 

but anyway

did the tutorial tell you to put

		ClientRegistry.bindTileEntitySpecialRenderer(TileEntityTreetap.class, new TileEntityTreetapRenderer());

 

in initrendering?

 

I only ask because when I've done custom blocks I've put it in the

    public void registerRenderThings()

method

 

I'm not sure if it'll make any difference but you could try it for nothing?

Posted

And if you 'just missed' the unused methods for some reason (although I think GotoLink is right), you can use Call Hierarchy in Eclipse to track where in your program the said method is being called. <3 Eclipse

Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

Posted

call hierarchy, type hierarchy, breakpoints and your eyez are the 4 most overpowered tools when modding minecraft

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • just rewatched the tutorial and my code is exactly the same as kaupenjoe's.  the item is added into the game but like i said to start it doesnt have a texture or a proper name for whatever reason.
    • yes the name is en_us.json and it is in resources -> assests -> testmod -> lang folders.  i have checked my code and am pretty confident that the code itself is correct.  i even tried loading the project in eclipse and it has the same problems, I think i will just rewatch the whole tutorial and will give an update on the situation.
    • same error, I also tried removing Valkyrian skies as well because I noticed it coming up a lot in the debug log errors
    • Hey man,    i have only been modding Minecraft for a few days but maybe I can help you. First of all make sure to follow every step of Kaupenjoe's tutorial, I found it to been very helpful and complete. The game uses the raw translation key for the item (in your case "item.testmod.alexandrite") if it can't find the correct lang file. Make sure it's name is "en_us.json" and it is saved under "ressources" -> "assets" -> "testmod".
    • whenever I try to get this item to render into the game it appears with the not texture purple and black squares and calls itself by the lang translation file path instead of the name i gave it.   { "item.testmod.alexandrite": "Alexandrite" } this is the lang json file package net.Hurst.testmod.item; import net.Hurst.testmod.TestMod; import net.minecraft.world.item.Item; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.RegistryObject; public class ModItems { public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, TestMod.MOD_ID); public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties())); public static void register(IEventBus eventBus){ ITEMS.register(eventBus); } } this is my ModItems.java file package net.Hurst.testmod; import com.mojang.logging.LogUtils; import net.Hurst.testmod.item.ModItems; import net.minecraft.world.item.CreativeModeTabs; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.BuildCreativeModeTabContentsEvent; import net.minecraftforge.event.server.ServerStartingEvent; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.ModLoadingContext; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.config.ModConfig; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import org.slf4j.Logger; // The value here should match an entry in the META-INF/mods.toml file @Mod(TestMod.MOD_ID) public class TestMod { public static final String MOD_ID = "testmod"; private static final Logger LOGGER = LogUtils.getLogger(); public TestMod() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); modEventBus.addListener(this::commonSetup); ModItems.register(modEventBus); MinecraftForge.EVENT_BUS.register(this); modEventBus.addListener(this::addCreative); ModLoadingContext.get().registerConfig(ModConfig.Type.COMMON, Config.SPEC); } private void commonSetup(final FMLCommonSetupEvent event) { } // Add the example block item to the building blocks tab private void addCreative(BuildCreativeModeTabContentsEvent event) { if(event.getTabKey() == CreativeModeTabs.INGREDIENTS){ event.accept(ModItems.ALEXANDRITE); } } // You can use SubscribeEvent and let the Event Bus discover methods to call @SubscribeEvent public void onServerStarting(ServerStartingEvent event) { } // You can use EventBusSubscriber to automatically register all static methods in the class annotated with @SubscribeEvent @Mod.EventBusSubscriber(modid = MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT) public static class ClientModEvents { @SubscribeEvent public static void onClientSetup(FMLClientSetupEvent event) { } } } this is my TestMod.java file { "parent": "minecraft:item/generated", "textures": { "layer0": "testmod:item/generated" } } this is my model file for the item. I am using intellij 2025.1.2 with fdk 1.21 and java 21 I would appreciate the help.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.