Posted June 5, 201312 yr I have a mod that's ported to FML from ModLoader. Everything's working okay as of now except that when I use both ModLoader.addName and LanguageRegistry.addName, all items in the mod resort to being named the last one applied. public class mod_Tools extends BaseMod { public static lx texToolSword; public static lx texToolPickaxe; public static lx texToolHelmet; public static lx texToolPlate; //Ignore the addTool/ArmorMaterial stuff. public static final wk ToolSword = new ItemToolSword(160, LinkseyiForgeAdapter.addToolMaterial("Rod", 1, 64, 7.0F, 2, 2)).c("ToolSword"); public static final wk ToolPickaxe = new ItemToolPickaxe(161, LinkseyiForgeAdapter.addToolMaterial("Rod", 1, 64, 7.0F, 2, 2)).c("ToolPickaxe"); public static final wk ToolHelmet = new ItemToolHelmet(162, LinkseyiForgeAdapter.addArmorMaterial("DiamondTwo", 7, new int[] { 6, 6, 7, 6 }, , ModLoader.addArmor("DiamondTwo"), 0).c("ToolHelmet"); public static final wk ToolPlate = new ItemToolPlate(163, LinkseyiForgeAdapter.addArmorMaterial("DiamondTwo", 7, new int[] { 6, 6, 7, 6 }, , ModLoader.addArmor("DiamondTwo"), 1).c("ToolPlate"); public void load() { // I've tried using LanguageRegistry too; same results. ModLoader.addName(ToolSword, "Tool Sword"); ModLoader.addName(ToolPickaxe, "Tool Pickaxe"); ModLoader.addName(ToolHelmet, "Tool Helmet"); ModLoader.addName(ToolPlate, "Tool Plate"); } } In this case all items end up being named "Tool Plate".
June 5, 201312 yr do you have diffrent unlocolized item name? if you have the same,that is you problem!
June 5, 201312 yr Author do you have diffrent unlocolized item name? if you have the same,that is you problem! Sorry about the obfuscated code, 'c("ToolSword")' is setUnlocalizedName.
June 5, 201312 yr Author Could the problem be that the code is in load() and not Init(FMLInitializationEvent e)?
June 5, 201312 yr Could the problem be that the code is in load() and not Init(FMLInitializationEvent e)? Not if load() is getting called from the init(event) function. BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech.
June 5, 201312 yr First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
June 5, 201312 yr First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. lol, hipster BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech.
June 5, 201312 yr First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. lol, hipster Hipster? What do you mean by that sir? I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
June 5, 201312 yr First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. lol, hipster Hipster? What do you mean by that sir? I mean that I was into Minecraft before it was cool. BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech.
June 5, 201312 yr Author First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. Thank you, but as this is part of an interactive compiler (http://www.minecraftforum.net/topic/1361604-152-windows-linkseyis-modmaker-create-unique-blocks-items-recipes-mobs-and-models-structures-and-biomes-with-a-simple-gui/#entry16594112), changing around large amounts of code is not practical unless ultimately necessary. Also, I have tried using the Forge equivalent to addName (LanguageRegsitry.addName) and got the same results.
June 5, 201312 yr First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. Thank you, but as this is part of an interactive compiler (http://www.minecraftforum.net/topic/1361604-152-windows-linkseyis-modmaker-create-unique-blocks-items-recipes-mobs-and-models-structures-and-biomes-with-a-simple-gui/#entry16594112), changing around large amounts of code is not practical unless ultimately necessary. Also, I have tried using the Forge equivalent to addName (LanguageRegsitry.addName) and got the same results. If you don't want to use Forge, don't come complaining to Forge when your mod doesn't work. BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech.
June 5, 201312 yr Author First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. Thank you, but as this is part of an interactive compiler (http://www.minecraftforum.net/topic/1361604-152-windows-linkseyis-modmaker-create-unique-blocks-items-recipes-mobs-and-models-structures-and-biomes-with-a-simple-gui/#entry16594112), changing around large amounts of code is not practical unless ultimately necessary. Also, I have tried using the Forge equivalent to addName (LanguageRegsitry.addName) and got the same results. If you don't want to use Forge, don't come complaining to Forge when your mod doesn't work. I don't think you understand. I am using the ModLoader class in Forge, which should work fine (it's designed to be ModLoader-compatible).
June 6, 201312 yr First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. Thank you, but as this is part of an interactive compiler (http://www.minecraftforum.net/topic/1361604-152-windows-linkseyis-modmaker-create-unique-blocks-items-recipes-mobs-and-models-structures-and-biomes-with-a-simple-gui/#entry16594112), changing around large amounts of code is not practical unless ultimately necessary. Also, I have tried using the Forge equivalent to addName (LanguageRegsitry.addName) and got the same results. If you don't want to use Forge, don't come complaining to Forge when your mod doesn't work. I don't think you understand. I am using the ModLoader class in Forge, which should work fine (it's designed to be ModLoader-compatible). No, I don't think you understand. YOUR PROBLEM IS COMING FROM MAKING THE MOD IN A MOD MAKER!!!! Since you have done that, it cannot read properly, and editing it is just pointless. So you need to decompile MCP with forge, REWRITE your mod (yes, the whole damn thing because it is already recompiled/reobfuscated) and then recompile/reobfuscate it the normal way. And ObsequiousNewt is right, don't come complaining about forge related problems if you are making a mod using another API. First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. lol, hipster Hipster? What do you mean by that sir? I mean that I was into Minecraft before it was cool. What does that have to do with me? I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
June 6, 201312 yr Author First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. Thank you, but as this is part of an interactive compiler (http://www.minecraftforum.net/topic/1361604-152-windows-linkseyis-modmaker-create-unique-blocks-items-recipes-mobs-and-models-structures-and-biomes-with-a-simple-gui/#entry16594112), changing around large amounts of code is not practical unless ultimately necessary. Also, I have tried using the Forge equivalent to addName (LanguageRegsitry.addName) and got the same results. If you don't want to use Forge, don't come complaining to Forge when your mod doesn't work. I don't think you understand. I am using the ModLoader class in Forge, which should work fine (it's designed to be ModLoader-compatible). No, I don't think you understand. YOUR PROBLEM IS COMING FROM MAKING THE MOD IN A MOD MAKER!!!! Since you have done that, it cannot read properly, and editing it is just pointless. So you need to decompile MCP with forge, REWRITE your mod (yes, the whole damn thing because it is already recompiled/reobfuscated) and then recompile/reobfuscate it the normal way. And ObsequiousNewt is right, don't come complaining about forge related problems if you are making a mod using another API. No, I made the ModMaker. I'm trying to update it to be Forge-compatible (sorry for the misunderstanding). I can rewrite things to be "completely Forge", but I'd rather know what the immediate problem is before I do that.
June 6, 201312 yr Author Wheres the src that in the OP is just the decompiled .class files. Well the source is the same as the decompiled class. lx = Icon wk = Item .c(S) = setUnlocalizedName(S)
June 6, 201312 yr First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. Thank you, but as this is part of an interactive compiler (http://www.minecraftforum.net/topic/1361604-152-windows-linkseyis-modmaker-create-unique-blocks-items-recipes-mobs-and-models-structures-and-biomes-with-a-simple-gui/#entry16594112), changing around large amounts of code is not practical unless ultimately necessary. Also, I have tried using the Forge equivalent to addName (LanguageRegsitry.addName) and got the same results. If you don't want to use Forge, don't come complaining to Forge when your mod doesn't work. I don't think you understand. I am using the ModLoader class in Forge, which should work fine (it's designed to be ModLoader-compatible). No, I don't think you understand. YOUR PROBLEM IS COMING FROM MAKING THE MOD IN A MOD MAKER!!!! Since you have done that, it cannot read properly, and editing it is just pointless. So you need to decompile MCP with forge, REWRITE your mod (yes, the whole damn thing because it is already recompiled/reobfuscated) and then recompile/reobfuscate it the normal way. And ObsequiousNewt is right, don't come complaining about forge related problems if you are making a mod using another API. No, I made the ModMaker. I'm trying to update it to be Forge-compatible (sorry for the misunderstanding). I can rewrite things to be "completely Forge", but I'd rather know what the immediate problem is before I do that. I would recommend rewriting things to be "completely Forge" first. I don't know what the specific problem is, but I conjecture you need to tell Forge the mod context. First thing first, learn to code using Forge!!!!!! Don't use mod porters, you will most likely get more errors like this. What you need to do is just recode it all into Forge. And its not that hard to do so. All you have to do is change the base mod file (in ModLoader, defined as mod_***) to a Forge one, and then just change all your ModLoader methods to the Forge equivalents. Entity, Item, and Block files will all be the same, the only difference being how you register them (not very different at all since the 1.5 update) and the name registry, entity registry etcetera. I hope I don't seem like a modder fanatic or something that is the right word for this situation.. lol, hipster Hipster? What do you mean by that sir? I mean that I was into Minecraft before it was cool. What does that have to do with me? "...or something that is the right word for this situation" Not that "hipster" especially fits, I just felt a need to say "lol, hipster" BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech.
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