Posted April 10, 20178 yr ItemHandler ModItem ItemNeedleItem I've tried using my own tab and have resorted to using just the materials tab but nothing seems to work. It won't show up at all. Any ideas?
April 10, 20178 yr 1) Make sure you initialize the CreativeTabs before your Items. 2) Make sure your Items get register in preInit, not init. 3) Use the ModelLoader instead of ItemModelMesher. 4) Only register the models on the client side (client proxy). 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/
April 10, 20178 yr Author 1 hour ago, larsgerrits said: 1) Make sure you initialize the CreativeTabs before your Items. 2) Make sure your Items get register in preInit, not init. 3) Use the ModelLoader instead of ItemModelMesher. 4) Only register the models on the client side (client proxy). I've gotten it showing in the tab but now it won't accept my item texture. ItemHandler itemNeedle.json Thank you!
April 10, 20178 yr "foundationsmod/items/itemNeedle" 1) Domains are followed by a colon, so it should be "foundationsmod:items/itemNeedle" 2) Resources should not have any capitalizations. This is enforced in 1.11, and has been heavily urged since before 1.7. If following the naming conventions, the file should be called "item_needle" instead Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
April 10, 20178 yr Author 14 minutes ago, Matryoshika said: "foundationsmod/items/itemNeedle" 1) Domains are followed by a colon, so it should be "foundationsmod:items/itemNeedle" 2) Resources should not have any capitalizations. This is enforced in 1.11, and has been heavily urged since before 1.7. If following the naming conventions, the file should be called "item_needle" instead I changed the resources and I also changed it to foundationsmod:items/item_needle and it still doesn't give it the texture. I'm using this for model location. Would this make it not work? Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Foundations.MODID + ":" + item.getUnlocalizedName().substring(5), "inventory"));
April 10, 20178 yr 16 minutes ago, brandonk said: new ModelResourceLocation(Foundations.MODID + ":" + item.getUnlocalizedName().substring(5) Do not use this. Unlocalized names have nothing to do with unique identifiers, and are more prone to change over time. Use item#getRegistryname instead. It formats modid:name for you, so that is all you need. Minecraft::register is also very hard to use. The only reason Vanilla rendering works, is because of the extensive knowledge of the system, that the workers of Mojang have.ModelLoader is the Forge-alternative, which has had some "fool-proofing" done. With ModelLoader, register your items/blocks in preInit, or better yet, during the ModelRegistryEvent Edited April 10, 20178 yr by Matryoshika Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
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