TheDogePwner Posted October 11, 2015 Posted October 11, 2015 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! Quote Sup bruh.
Choonster Posted October 11, 2015 Posted October 11, 2015 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. Quote 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.
TheDogePwner Posted October 11, 2015 Author Posted October 11, 2015 Yeah, I'm using Eclipse, so that won't work. Thanks for your answer though. Quote Sup bruh.
Draco18s Posted October 11, 2015 Posted October 11, 2015 Is your mod ID actually "modid"? Quote 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.
TheDogePwner Posted October 11, 2015 Author Posted October 11, 2015 No, it's actually "mekanismnuclear". I'm creating a mod using the Mekanism API- everywhere it says "modid" is actually "mekanismnuclear". Quote Sup bruh.
TheDogePwner Posted October 12, 2015 Author Posted October 12, 2015 The question still remains unsolved. Quote Sup bruh.
hibikutek Posted October 12, 2015 Posted October 12, 2015 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. Quote
TheDogePwner Posted October 13, 2015 Author Posted October 13, 2015 It's all correct. Here is my ENTIRE project: https://www.dropbox.com/s/e17jjavnzj3fdtk/MekanismNuclear.zip?dl=0 Quote Sup bruh.
LexManos Posted October 13, 2015 Posted October 13, 2015 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. Quote I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
TheDogePwner Posted October 14, 2015 Author Posted October 14, 2015 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 Quote Sup bruh.
Recommended Posts
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.