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Posted

I am a beginning modder, and I have been having an issue. I made an item by the name of item.SuperDiamond.name, with a texture that shows 2 pink and 2 black squares arranged into a bigger square. I want it to be called Super Diamond and have a certain texture. I know what is happening, it simply doesn't realize that I made a .lang file or a .png file, but HOW DO I MAKE IT REALIZE IT! I already did everything that I could find, but it won't work! Check it out on GitHub https://github.com/MrabEzreb/Infinity-Diamonds. PLEASE HELP MEH!

- Bram Zerbe

Your modid you pass in at the @Mod annotation doesn't match up the modid used in your assets/<modid>/textures/* path. You need to change your modid you pass in at the @Mod annotation to "infiniteDiamonds".

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

  • Author

But I didn't say .setTextureName(MODID+"superDiamonds"). As a matter of fact, I tried that, but it said that MODID didn't exist and it didn't say that I could import it.

You did not what is said you to do. I said:

You need to change your modid you pass in at the @Mod annotation to "infiniteDiamonds".

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

I would say that this

 

public static final String MODID = "Infinite Diamonds";

 

can be temperamental, and should be named by the same protocol that packages should. Try "infiniteDiamonds" and then make sure that your directory in the resources folder matches this exactly!

I'll need help, and I'll give help. Just ask, you know I will!

AKA this:

 

Your modid you pass in at the @Mod annotation doesn't match up the modid used in your assets/<modid>/textures/* path. You need to change your modid you pass in at the @Mod annotation to "infiniteDiamonds".

I'll need help, and I'll give help. Just ask, you know I will!

  • Author

I'm about to sync the github repo (I cdid the commit, but I didn't sync it.), and in  that version I did take out the space in "Infinite Diamonds". HOWEVER, I did figure it out. Check the github and try to find the textures and language file. I put them in the wrong spot. I realized that, and it now is a super diamond, called a "Super Diamond".

Thanks for the other things, it certainly helped!

Thanks.

- Bram Zerbe

I would just like to note that capital letters are ONLY o.k. for classes and the fields/methods within. AKA, from the .java file onward, caps are o.k.. Do NOT name your packages or directories - and I would suggest anything that points to them, such as mod ids - with any caps. It can cause serious issues come publish time, as it behaves differently from eclipse than once compiled. Trust me, I learned the hard way. Even if you have no errors and it runs fine, and one or two mods work fine while published. You WILL eventually hit an issue.

I'll need help, and I'll give help. Just ask, you know I will!

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