Posted October 11, 20159 yr Hey, So, I have an Item class I use that looks like this (except this is significantly more simplified): public class MNItem extends Item { private String name; public MNItem(String name, CreativeTabs tab) { this.name = name; setUnlocalizedName(name); setCreativeTab(tab); setTextureName("modid:" + name); setMaxStackSize(64); } public String getName() { return this.name; } public MNItem(String name, CreativeTabs tab, int stackSize) { this(name, tab); setMaxStackSize(stackSize); } } And I create an item in my main class like this: @EventHandler public void preinit(FMLPreInitializationEvent event) { GameRegistry.registerItem(new MNItem("SteelIngot", myCustomCreativeTab), "SteelIngot"); } Here is my folder layout: src main java .... resources assets modid textures items SteelIngot.png Here is the error report: [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: domain modid is missing 1 texture [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: domain modid is missing a resource manager - it is probably a side-effect of automatic texture processing [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: ------------------------- [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: The missing resources for domain modid are: [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: textures/items/SteelIngot.png [20:49:46] [Client thread/ERROR] [TEXTURE ERRORS]: ------------------------- Why is this? Thanks for your help! Sup bruh.
October 11, 20159 yr If you're using IntelliJ IDEA and none of your resources are working in the development environment (but they are working in the release/obfuscated environment), you need to add the following code to your build.gradle (source): idea.module.inheritOutputDirs = true If this isn't the case, I'm not sure what your issue is. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
October 11, 20159 yr Author Yeah, I'm using Eclipse, so that won't work. Thanks for your answer though. Sup bruh.
October 11, 20159 yr Is your mod ID actually "modid"? Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
October 11, 20159 yr Author No, it's actually "mekanismnuclear". I'm creating a mod using the Mekanism API- everywhere it says "modid" is actually "mekanismnuclear". Sup bruh.
October 12, 20159 yr I had a similar issue, but was able to resolve it by making sure my resource location was done properly. I'd check to make sure where you are telling it to find the texture that it says "modid:path/to/asset" instead of just "path/to/asset". The bit before the colon is the domain that it looks for the texture in, and your log says it's looking in the domain 'modid' so I think you just have a typo for the texture path.
October 13, 20159 yr Author It's all correct. Here is my ENTIRE project: https://www.dropbox.com/s/e17jjavnzj3fdtk/MekanismNuclear.zip?dl=0 Sup bruh.
October 13, 20159 yr 9 times out of 10 the issue is that you renamed the texture file, To fix a casing issue. You may of first created it with the name "Steelingot.png" and 1/2 a second later changed it to "SteelIngot.png" What you need to do is do a full clean in your project. It should wipe out the mis-capitolized name in your bin directory. I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
October 14, 20159 yr Author Alright, I just renamed SteelIngot.png just in case. The name was correct. I then did a Project -> Clean. Still didn't help. The problem remains unfixed Sup bruh.
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