Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

Hello all,

 

I am creating a small mod for my friend. All it involves are some minerals and tools and armor for them. The ores generate fine, and the textures for both the blocks (ores) and the items (ingots, shards, etc) work fine. However, when I get to creating the tool set, I come up with a missing texture. Here is my code; all the tools look the same except for some minor details (changing of the texture name, extending a different ItemXXX, etc):

 

package mineral_mod;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.EnumToolMaterial;
import net.minecraft.item.ItemPickaxe;

public class ItemEridiumPick extends ItemPickaxe {

public ItemEridiumPick(int par1, EnumToolMaterial par2) {

	super(par1, par2);
	this.setCreativeTab(CreativeTabs.tabTools);

}

@SideOnly(Side.CLIENT)
public void registerIcons(IconRegister icon) {

	itemIcon = icon.registerIcon("mineral_mod" + ":" + "eridiumPick");

}

}

 

The directory is assets>mineral_mod.textures.items/blocks. I know it is working because all the other blocks and items that I have are working just fine. My question is; is there another way to assign a texture for a tool that is different than a normal item that I should use? If not, what am I doing incorrectly at the moment?

 

Thank you all for your help,

 

June

in the class "ItemInfo" you must write:

  public static final String (itemname)_ICON = "name of the file"; you must place the texture of you mod in:

  assets."folder source".textures.items

  the name in the declaration and the file must be the same, example:

public static final String (itemname)_ICON = Taladro;

assets.Taladro.textures.items.Taladro.png

 

  • Author

I don't believe I understand. Do I have to create a new class "ItemInfo"?

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...

Important Information

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

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.