Cadiboo Posted March 3, 2019 Posted March 3, 2019 ObjectHolder can be used 2 ways (it says so in the documentation). Either put it above a class with your modid and have your field names match up with the resource path of your registry name, or put it on each field with the full registry name in string form. Quote About Me Reveal hidden contents My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
Drachenbauer Posted March 3, 2019 Author Posted March 3, 2019 i have it in this ways. And im sure, it´s the right registy name of this entity. Quote
Cadiboo Posted March 3, 2019 Posted March 3, 2019 (edited) No you don’t. You have it on your main class with your modid, and you have it in fields with only resource paths in an inner class. I’m not sure how entity entry registry names are dealt with, but as a general rule a resource location without a domain is interpreted to have the domain “minecraft”. You need to have all your registry names in the proper format. Edited March 3, 2019 by Cadiboo Quote About Me Reveal hidden contents My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
Drachenbauer Posted March 3, 2019 Author Posted March 3, 2019 (edited) Do i need to put theese five lines directly into the curly braces ofthe class it self? but why the error log shows only the last of the five? What exactly is the right format for my entity-registrynames? actually they are just the names of the birds in all lower case and the same i wrote into the objectholders. Edited March 3, 2019 by Drachenbauer Quote
Cadiboo Posted March 3, 2019 Posted March 3, 2019 On 3/3/2019 at 3:36 PM, Drachenbauer said: Do i need to put theese five lines directly into the curly braces ofthe class it self? Expand Not sure what you mean. You can 1) have objectholder on your class and name your fields after the registry path of your object 2) have objectholder on your fields with the full registry name of the object On 3/3/2019 at 3:36 PM, Drachenbauer said: but why the error log shows only the last of the five? Expand I’m not sure, debugging would probably be helpful. You can find where objectholder annotation lookups are applied by searching for “Holder lookups” with your IDE (text containing those words is logged every time objectholder is refreshed). On 3/3/2019 at 3:36 PM, Drachenbauer said: What exactly is the right format for my entity-registrynames? Expand I assume it would be <modid>:<name>, but avoid constructing Strings instead of ResourceLocations wherever possible. Quote About Me Reveal hidden contents My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
Drachenbauer Posted March 3, 2019 Author Posted March 3, 2019 (edited) for the registry names i need a sample, the best with one of my bird names and the path of my resources, because i don´t know exavtly, what signs i need to separate them. Do i neet theese pointy braces, jou wrote in your answer? Should it look like this: "<angrybirdsmod> <red>" inside the objectholder? Edited March 3, 2019 by Drachenbauer Quote
Cadiboo Posted March 3, 2019 Posted March 3, 2019 ResourceLocations as strings are in the from domain:path, <domain>:<path>, modid:name. The <> indicate that you need to replace them with actual values Quote About Me Reveal hidden contents My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
Drachenbauer Posted March 3, 2019 Author Posted March 3, 2019 (edited) In the BlockInit i have the object-holders the same way, like i actually have in the Main-class. one with the modid on top and ones with the registry-names of the blocks aat their lines. And i did this there, because someone has shown me that as a sample, how they enter the blocks. Must it be the path to the entity-class of my eitity? The only thing about my entitys in the resource-location are the textures. And they already are written in the renders of my entities. al other stuff about them are java-files in the java-location. Edited March 3, 2019 by Drachenbauer Quote
Drachenbauer Posted March 3, 2019 Author Posted March 3, 2019 (edited) Can anyone just show me a 1.13.2 mod with working entities in github? Than i can setup my entity-registrations the same way. Edited March 6, 2019 by Drachenbauer Quote
Drachenbauer Posted March 18, 2019 Author Posted March 18, 2019 Can anyone tell me exactly, how how to register the renders of my entity-models correctly? Quote
DaemonUmbra Posted March 18, 2019 Posted March 18, 2019 On 3/3/2019 at 8:56 PM, Drachenbauer said: Than i can setup my entity-registrations the same way. Expand This is not how the forum works, we're here to help you learn, not give you copy-paste material. Quote This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy. As the most common issue I feel I should put this outside the main bulk: The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge. If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan. For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety. Reveal hidden contents Logs (Most issues require logs to diagnose): Reveal hidden contents Please post logs using one of the following sites (Thank you Lumber Wizard for the list): https://gist.github.com/: 100MB Requires member (Free) https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$) https://hastebin.com/: 400KB Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads. What to provide: ...for Crashes and Runtime issues: Minecraft 1.14.4 and newer: Post debug.log Older versions: Please update... ...for Installer Issues: Post your installer log, found in the same place you ran the installer This log will be called either installer.log or named the same as the installer but with .log on the end Note for Windows users: Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension Where to get it: Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs. Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch: Reveal hidden contents Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it). Now launch the pack through that profile and follow the "Mojang Launcher" instructions above. Video: Reveal hidden contents or alternately, Fallback ("No logs are generated"): If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft Server Not Starting: Reveal hidden contents If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output. Reporting Illegal/Inappropriate Adfocus Ads: Reveal hidden contents Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad. Lex will need the Ad ID contained in that URL to report it to Adfocus' support team. Posting your mod as a GitHub Repo: Reveal hidden contents When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub. When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init git remote add origin [Your Repository's URL] In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push Navigate to GitHub and you should now see most of the files. note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore]
Drachenbauer Posted March 18, 2019 Author Posted March 18, 2019 (edited) but it does not work in the spot, the vanilla-code-source told me, so i think, i have to place that call any where else, but i i don´t know, how to find out where. I already tested it in all event-methodes, my main-class actually includes. Just tell me, if i have to add another event-methode to my main-class for this, and if yes, wich one. Edited March 18, 2019 by Drachenbauer Quote
Drachenbauer Posted March 19, 2019 Author Posted March 19, 2019 (edited) In my RenderHandler class i see the names of my Entity classes anf the Render classes of my entities in the methods there. But now i think, do i need to change something there to get connections to the entity registrations in the Main-class? Edited March 19, 2019 by Drachenbauer Quote
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