Jump to content

Recommended Posts

Posted

If you have a custom class for your item, make it extend

ItemSimpleFoiled

instead of

Item

. If you don't have a custom class for it, use

ItemSimpleFoiled

instead of

Item

when creating the item.

 

The key here is making

public boolean hasEffect(ItemStack stack)

return true with your item.

  • Like 1
Posted

As mentioned above, but you don't need to bother with ItemSimpleFoiled or anything else, just override #hasEffect in your Item class and return true. If you don't have a custom class, instantiate your Item using an anonymous class and override it from there.

 

While it doesn't make any difference right now, I think it's good practice to extend

ItemSimpleFoiled

. That way, if

ItemSimpleFoiled

gets changed in the future, the mod is more likely to continue to work as intended.

Posted

While it doesn't make any difference right now, I think it's good practice to extend

ItemSimpleFoiled

. That way, if

ItemSimpleFoiled

gets changed in the future, the mod is more likely to continue to work as intended.

Except the OP's item probably isn't an ItemSimpleFoiled - you should only extend a class when your object is specifically related to that class. One wouldn't extend ItemSword to make a chair just because one wanted an attack damage attribute modifier.

 

If ItemSimpleFoiled were a class that only dealt with the enchanted item glow and that was its sole purpose, and everyone understood that anything that glows should extend from that class, then I would agree with you.

Posted

Thanks guys, I made a few changes to my mod to get it to work, I did use that "extends ItemSimpleFoiled" and made a new class for enchanted items themselves, may not have been the best way but it seems to work, so thanks again. :)

Posted

Except the OP's item probably isn't an ItemSimpleFoiled - you should only extend a class when your object is specifically related to that class. One wouldn't extend ItemSword to make a chair just because one wanted an attack damage attribute modifier.

 

If ItemSimpleFoiled were a class that only dealt with the enchanted item glow and that was its sole purpose, and everyone understood that anything that glows should extend from that class, then I would agree with you.

 

Sorry, you are correct. I thought that

SimpleItemFoiled

was a generic class for items that had the enchantment effect, but it appears that other such items (

ItemExpBottle

,

ItemEnchantedBook

, etc.) merely override

hasEffect()

.

 

Thanks guys, I made a few changes to my mod to get it to work, I did use that "extends ItemSimpleFoiled" and made a new class for enchanted items themselves, may not have been the best way but it seems to work, so thanks again. :)

 

As mentioned by coolAlias above, don't extend

ItemSimpleFoiled

, just insert this into your class:

 

    @SideOnly(Side.CLIENT)
    @Override
    public boolean hasEffect(ItemStack stack)
    {
        return true;
    }

Posted

How would I specify what items to have the glow on though, without making a new class?

If your glowing items would normally be extending Item anyway, you can make one class e.g. ItemGlowing that the only thing it does is override #hasEffect to return true. Then any item you want to glow, you use that class.

 

If you have multiple glowing items that would all be different classes, e.g. one that is an ItemTool, one an ItemFood, etc., then you either have to make separate classes for each of them (which you'd probably be doing anyway), or use an anonymous class.

 

If you have some glowing items and some not using the same class, then you can use a final class field e.g. 'boolean glows' that is set via the constructor, and return that field from #hasEffect. That way, each item can specify whether or not it glows.

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

    • I need to know what mod is doing this crash, i mean the mod xenon is doing the crash but i want to know who mod is incompatible with xenon, but please i need to know a solution if i need to replace xenon, i cant use optifine anymore and all the other mods i tried(sodium, lithium, vulkan, etc) doesn't work, it crash the game.
    • I have been trying to solve a consistent crashing issue on my brother's computer where it will crash during the "Scanning Mod Candidates" phase of the loading process that starts when you click the play button on the Minecraft launcher. The issue seems to stem from a missing library that it mentions in the log file I provide below. I might I'm missing the bigger issue here for a smaller one but hopefully someone can find what I'm missing. Here's all of the stuff that I've been able to figure out so far: 1. It has nothing to do with mods, the crash happened with a real modpack, and even when I made a custom modpack and launched it without putting ANY mods into it (That is where the log file comes from by the way). 2. I have tried to find this class like a file in the Minecraft folders, but I've had no luck finding it (I don't think it works like that, but since I really don't understand how it works, I just figured I'd try). 3. I haven't seen anyone else have this issue before. 4. I know that my modpack (with mods) does work since I've run it on my computer, and it works fantastic. For some reason my brother's computer can't seem to run anything through curseforge. 5. This is for Minecraft version 1.20.1, Minecraft launcher version 3.4.50-2.1.3, forge 47.3.0, and curseforge app version 1.256.0.21056 6. My brother is using a Dell laptop from 6 years ago running Windows 10 (If you think more info on this would help, please ask as I do have it. I'm just choosing not to put it here for now). 7. I have reinstalled the curseforge app and installed Minecraft version 1.20.1. I have not reinstalled Minecraft or forge 47.3.0 but I didn't know if that would help. 8. I had an error code of 1 Please let me know if there is anything else that I am missing that you would like me to add to this post/add in a comment! Lastly, many thanks in advance to whoever can help! ------------- LOG FILE (latest.log) ------------- (from /Users/<NAME OF USER>/cursforge/minecraft/Instances/<THE NAME OF MY EMPTY MODPACK>/logs/latest.log) (This was made after running an empty modpack with same versions for all apps) ("[REDACTED]" is not the actual text from the log, it is me replacing text I figured wouldn't be necessary for fixing and would hurt my privacy) https://pastebin.com/hxXvGGEK ------------- DEBUG.LOG (I realized that I should have put this here first after I had done all of the work on putting latest.log in) -------------------- (again, "[REDACTED]" is not the actual text from the log, it is me replacing text I figured wouldn't be necessary for fixing and would hurt my privacy) https://pastebin.com/Fmh8GHYs
    • Pastebin... https://pastebin.com/Y3iZ85L5   Brand new profile, does not point to a mod as far as I can tell, my fatal message just has something about mixins. Don't know much about reading logs like this, but am genuinely stuck, please help. Java updated, pc restarted.
    • I was playing minecraft, forge 47.3.0 and 1.20.1, but when i tried to play minecraft now only crashes, i need help please. here is the crash report: https://securelogger.net/files/e6640a4f-9ed0-4acc-8d06-2e500c77aaaf.txt
  • Topics

×
×
  • Create New...

Important Information

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