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[Solved] Texture Files


Mtshaw113

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So I know 1.5 changed how minecraft handles textures, but I cant really anywhere where it tells me how to change them. I read somewhere that each block/item has its own file but the website was sketchy(said current version was 1.8.1, so I dont really trust it). Any help is appreciated

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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.

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Here's a tutorial you can read.

 

Each block/item does have its own file, and those files must be saved in a Block or Item folder within a Textures folder within your mod folder.

 

The method used to register icons is:

 

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[texture name, without .png]");
}

 

An example of different textures on different sides:

 

@SideOnly(Side.CLIENT)
    private Icon top;
@SideOnly(Side.CLIENT)
    private Icon bottom;

       @SideOnly(Side.CLIENT)
        public Icon getIcon(int par1, int par2)
        {
            return par1 == 0 ? this.bottom: (par1 == 1 ? this.top: this.blockIcon);
        }
        
        @SideOnly(Side.CLIENT)
        public void registerIcons(IconRegister par1IconRegister)
        {
            this.blockIcon = par1IconRegister.registerIcon("[texture name]");
            this.top = par1IconRegister.registerIcon("[texture name]");
            this.bottom= par1IconRegister.registerIcon("[texture name]");
        }

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Thank you, that will be helpful soon but how big do the files need to be? Im wondering like do they need to be 16x16 px or maybe 256x256 px or what

 

As big or as small as you want.  As by default all items and blocks use 16x16 textures your icon files would be...

*Drum roll*

16x16!

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.

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Ok So i got all that too work, now my problem is that my texture wont load onto my block, and my block is an ore, which wont spawn, but its in the creative menu.

 

EventManager Code:

Error on Line 32, i think its because im not specifing what block to spawn the correct way.

 

package mtshaw113.juli;

import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenMinable;
import cpw.mods.fml.common.IWorldGenerator;

public class EventManager implements IWorldGenerator
{
      public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
      {
            switch(world.provider.dimensionId)
            {
                   case -1: generateNether(world, random, chunkX * 16, chunkZ * 16);
                   case 0: generateSurface(world, random, chunkX * 16, chunkZ * 16);
                   case 1: generateEnd(world, random, chunkX * 16, chunkZ * 16);
            }
      }
     
      private void generateEnd(World world, Random random, int x, int z)
      {
           
      }


      
      private void generateSurface(World world, Random random, int x, int z)
      {
            this.addOreSpawn(mtshaw113.juli.oreJuli, world, random, x, z, 16, 16, 4 + random.nextInt(3), 15, 7, 60);
      }

      private void generateNether(World world, Random random, int x, int z)
      {
           
      }

      /**
       * Adds an Ore Spawn to Minecraft. Simply register all Ores to spawn with this method in your Generation method in your IWorldGeneration extending Class
       *
       * @param The Block to spawn
       * @param The World to spawn in
       * @param A Random object for retrieving random positions within the world to spawn the Block
       * @param An int for passing the X-Coordinate for the Generation method
       * @param An int for passing the Z-Coordinate for the Generation method
       * @param An int for setting the maximum X-Coordinate values for spawning on the X-Axis on a Per-Chunk basis
       * @param An int for setting the maximum Z-Coordinate values for spawning on the Z-Axis on a Per-Chunk basis
       * @param An int for setting the maximum size of a vein
       * @param An int for the Number of chances available for the Block to spawn per-chunk
       * @param An int for the minimum Y-Coordinate height at which this block may spawn
       * @param An int for the maximum Y-Coordinate height at which this block may spawn
       **/
      public void addOreSpawn(Block block, World world, Random random, int blockXPos, int blockZPos, int maxX, int maxZ, int maxVeinSize, int chancesToSpawn, int minY, int maxY)
      {
            int maxPossY = minY + (maxY - 1);
            assert maxY > minY: "The maximum Y must be greater than the Minimum Y";
            assert maxX > 0 && maxX <= 16: "addOreSpawn: The Maximum X must be greater than 0 and less than 16";
            assert minY > 0: "addOreSpawn: The Minimum Y must be greater than 0";
            assert maxY < 256 && maxY > 0: "addOreSpawn: The Maximum Y must be less than 256 but greater than 0";
            assert maxZ > 0 && maxZ <= 16: "addOreSpawn: The Maximum Z must be greater than 0 and less than 16";
           
            int diffBtwnMinMaxY = maxY - minY;
            for(int x = 0; x < chancesToSpawn; x++)
            {
                   int posX = blockXPos + random.nextInt(maxX);
                   int posY = minY + random.nextInt(diffBtwnMinMaxY);
                   int posZ = blockZPos + random.nextInt(maxZ);
                   (new WorldGenMinable(block.blockID, maxVeinSize)).generate(world, random, posX, posY, posZ);
            }
      }
}

Sorry that its so much

 

 

And now the ore/block file:

 

package mtshaw113.juli;

import net.minecraft.block.BlockOre;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class oreJuli extends BlockOre 
{
public oreJuli(int id, Material par2Material)
{
	super(id);
	this.setCreativeTab(CreativeTabs.tabBlock);
}

 @SideOnly(Side.CLIENT)
     public void registerIcons(IconRegister par1IconRegister)
  {
      this.blockIcon = par1IconRegister.registerIcon(Juli.modid + ":" + this.getUnlocalizedName2());
  }

}

 

 

 

So I dont know if my block should extend Block or BlockOre, and my texture wont come up.

 

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Here's a tutorial you can read.

 

Each block/item does have its own file, and those files must be saved in a Block or Item folder within a Textures folder within your mod folder.

 

The method used to register icons is:

 

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[texture name, without .png]");
}

 

An example of different textures on different sides:

 

@SideOnly(Side.CLIENT)
    private Icon top;
@SideOnly(Side.CLIENT)
    private Icon bottom;

       @SideOnly(Side.CLIENT)
        public Icon getIcon(int par1, int par2)
        {
            return par1 == 0 ? this.bottom: (par1 == 1 ? this.top: this.blockIcon);
        }
        
        @SideOnly(Side.CLIENT)
        public void registerIcons(IconRegister par1IconRegister)
        {
            this.blockIcon = par1IconRegister.registerIcon("[texture name]");
            this.top = par1IconRegister.registerIcon("[texture name]");
            this.bottom= par1IconRegister.registerIcon("[texture name]");
        }

In your first set of code, what do u put in the (texture name, without .png) part

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Here's a tutorial you can read.

 

Each block/item does have its own file, and those files must be saved in a Block or Item folder within a Textures folder within your mod folder.

 

The method used to register icons is:

 

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[texture name, without .png]");
}

 

An example of different textures on different sides:

 

@SideOnly(Side.CLIENT)
    private Icon top;
@SideOnly(Side.CLIENT)
    private Icon bottom;

       @SideOnly(Side.CLIENT)
        public Icon getIcon(int par1, int par2)
        {
            return par1 == 0 ? this.bottom: (par1 == 1 ? this.top: this.blockIcon);
        }
        
        @SideOnly(Side.CLIENT)
        public void registerIcons(IconRegister par1IconRegister)
        {
            this.blockIcon = par1IconRegister.registerIcon("[texture name]");
            this.top = par1IconRegister.registerIcon("[texture name]");
            this.bottom= par1IconRegister.registerIcon("[texture name]");
        }

In your first set of code, what do u put in the (texture name, without .png) part

Are you freaking kidding.

it says what to put, The name of the texture.

 

It's really self explanatory.

Legend of Zelda Mod[updated September 20th to 3.1.1]

Extra Achievements(Minecraft 1.8!)[updated April 3rd to 2.3.0]

Fancy Cheeses[updated May 8th to 0.5.0]

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Here's a tutorial you can read.

 

Each block/item does have its own file, and those files must be saved in a Block or Item folder within a Textures folder within your mod folder.

 

The method used to register icons is:

 

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[texture name, without .png]");
}

 

An example of different textures on different sides:

 

@SideOnly(Side.CLIENT)
    private Icon top;
@SideOnly(Side.CLIENT)
    private Icon bottom;

       @SideOnly(Side.CLIENT)
        public Icon getIcon(int par1, int par2)
        {
            return par1 == 0 ? this.bottom: (par1 == 1 ? this.top: this.blockIcon);
        }
        
        @SideOnly(Side.CLIENT)
        public void registerIcons(IconRegister par1IconRegister)
        {
            this.blockIcon = par1IconRegister.registerIcon("[texture name]");
            this.top = par1IconRegister.registerIcon("[texture name]");
            this.bottom= par1IconRegister.registerIcon("[texture name]");
        }

In your first set of code, what do u put in the (texture name, without .png) part

Are you freaking kidding.

it says what to put, The name of the texture.

 

It's really self explanatory.

Ok so it says ("[texture name, without .png]"); What does the "without .png" represent after the comma? My texture name is oreJuli, so do I do ("[oreJuli, *SOMETHING*]")? and what is the Something

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Here's a tutorial you can read.

 

Each block/item does have its own file, and those files must be saved in a Block or Item folder within a Textures folder within your mod folder.

 

The method used to register icons is:

 

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[texture name, without .png]");
}

 

An example of different textures on different sides:

 

@SideOnly(Side.CLIENT)
    private Icon top;
@SideOnly(Side.CLIENT)
    private Icon bottom;

       @SideOnly(Side.CLIENT)
        public Icon getIcon(int par1, int par2)
        {
            return par1 == 0 ? this.bottom: (par1 == 1 ? this.top: this.blockIcon);
        }
        
        @SideOnly(Side.CLIENT)
        public void registerIcons(IconRegister par1IconRegister)
        {
            this.blockIcon = par1IconRegister.registerIcon("[texture name]");
            this.top = par1IconRegister.registerIcon("[texture name]");
            this.bottom= par1IconRegister.registerIcon("[texture name]");
        }

In your first set of code, what do u put in the (texture name, without .png) part

Are you freaking kidding.

it says what to put, The name of the texture.

 

It's really self explanatory.

Ok so it says ("[texture name, without .png]"); What does the "without .png" represent after the comma? My texture name is oreJuli, so do I do ("[oreJuli, *SOMETHING*]")? and what is the Something

no, he was just using proper grammar.

Legend of Zelda Mod[updated September 20th to 3.1.1]

Extra Achievements(Minecraft 1.8!)[updated April 3rd to 2.3.0]

Fancy Cheeses[updated May 8th to 0.5.0]

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Oh :) Sorry. I didnt know he was using proper grammer, thought it meant something. Ok now can any help with my problem about the EventManager class? Line 32, I need to specify the block to spawn, and Im trying to do that, but the package its in is mtshaw113.juli and I cant find out to how to make it specify the block, which is mtshaw113.juli.oreJuli(Sorry if Im not using proper grammer and confusing you guys, I write badly)

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Try this:

 

 

 

package mtshaw113.juli;

 

import java.util.Random;

 

import net.minecraft.world.World;

import net.minecraft.world.chunk.IChunkProvider;

import net.minecraft.world.gen.feature.WorldGenMinable;

import cpw.mods.fml.common.IWorldGenerator;

 

public class EventManager implements IWorldGenerator {

 

@Override

public void generate(Random random, int chunkX, int chunkZ, World world,

IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {

switch(world.provider.dimensionId){

 

case 1:

generateNether(world, random, chunkX * 16, chunkZ * 16);

 

case 0:

generateSurface(world, random, chunkX * 16, chunkZ * 16);

 

case -1:

generateEnd(world, random, chunkX * 16, chunkZ * 16);

}

 

}

 

private void generateEnd(World world, Random random, int chunkX, int chunkZ) {

 

}

       

 

 

private void generateSurface(World world, Random random, int chunkX, int chunkZ) {

for(int i = 0; i < 9; i++){

int xCoord = chunkX + random.nextInt(16);

int yCoord = random.nextInt(13);

int zCoord = chunkZ + random.nextInt(16);

 

(new WorldGenMinable(mtshaw113.juli.oreJuli.blockID, 4)).generate(world, random, xCoord, yCoord, zCoord);

 

}

 

}

   

      /**

    Here, your ore has a spawn rate of 9 (which you can change to suit your desires):

            for(int  i = 0; i < 9; i++) {

    It spawns at, or below, level 13 on the Y-Axis (also changeable):

            in yCoord = random.nextInt(13);

    And it spawns at a max of 4 blocks per vein (again, changeable):

            ...(mtshaw113.julit.oreJuli, 4) ...

    **/

 

private void generateNether(World world, Random random, int chunkX,

int chunkZ) {

 

}

 

}

 

 

 

Everything should be compatible, and changeable to suit your mod and it's needs

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Oh :) Sorry. I didnt know he was using proper grammer, thought it meant something. Ok now can any help with my problem about the EventManager class? Line 32, I need to specify the block to spawn, and Im trying to do that, but the package its in is mtshaw113.juli and I cant find out to how to make it specify the block, which is mtshaw113.juli.oreJuli(Sorry if Im not using proper grammer and confusing you guys, I write badly)

mtshaw113.juli.oreJuli.blockID

Legend of Zelda Mod[updated September 20th to 3.1.1]

Extra Achievements(Minecraft 1.8!)[updated April 3rd to 2.3.0]

Fancy Cheeses[updated May 8th to 0.5.0]

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Thank you, that will be helpful soon but how big do the files need to be? Im wondering like do they need to be 16x16 px or maybe 256x256 px or what

 

As big or as small as you want.  As by default all items and blocks use 16x16 textures your icon files would be...

*Drum roll*

16x16!

 

Almost. ;) Minecraft actually indeed is capable of handling non-power-of-two textures, but by default it doesn't. I THINK by default it also only takes 16x16... a respective mod would thus easily allow you to circumvent these limits.

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It handles squares. Anything that is a square is good, because it looks up the size of the icon. So regardless of how big your icon is, it is designed to draw from the start to the end, not just 16 pixels.

The only reason it can't handle a square is because it complains about non-squares... and I don't know how to get around that.

Read my thoughts on my summer mod work and tell me what you think!

http://www.minecraftforge.net/forum/index.php/topic,8396.0.html

 

I absolutely love her when she smiles

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Protip: Remove all that SideOnly(Client) bullshit

Icon exists on the server {its empty but it exists} so tyhere is NO reason for you to use SideOnly

Seriously, If you're using SideOnly in your code. You're doing it wrong.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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Protip: Remove all that SideOnly(Client) bullshit

Icon exists on the server {its empty but it exists} so tyhere is NO reason for you to use SideOnly

Seriously, If you're using SideOnly in your code. You're doing it wrong.

Wait, really? I don't want to doubt someone who clearly knows more about this than I do, but my computer is severely lacking in, well, everything, and I want my mod to work optimally both for my sake and any other poor soul out there who has never run minecraft past tiny render distance without crashing.

Can anyone else confirm?

Read my thoughts on my summer mod work and tell me what you think!

http://www.minecraftforge.net/forum/index.php/topic,8396.0.html

 

I absolutely love her when she smiles

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What is there to confirm?

I told you that you should not be using it.

I'm the one who wrote the system...

What more do you want?

 

This has nothing to do with resource or efficiency. This is straight up proper coding.

 

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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Protip: Remove all that SideOnly(Client) bullshit

Icon exists on the server {its empty but it exists} so tyhere is NO reason for you to use SideOnly

Seriously, If you're using SideOnly in your code. You're doing it wrong.

Wait, really? I don't want to doubt someone who clearly knows more about this than I do, but my computer is severely lacking in, well, everything, and I want my mod to work optimally both for my sake and any other poor soul out there who has never run minecraft past tiny render distance without crashing.

Can anyone else confirm?

I do generally run in Tiny (it doesn't crash but it runs very slowly otherwise). While an extra empty field on server would use memory unnecessarily, though, it seems to me that it would be negligible, and less work than fixing all the icon code to be client-only. Not to mention that it could cause problems down the line.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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Protip: Remove all that SideOnly(Client) bullshit

Icon exists on the server {its empty but it exists} so tyhere is NO reason for you to use SideOnly

Seriously, If you're using SideOnly in your code. You're doing it wrong.

Thank you for the tip  :) I'm new, and following tutorials for some of the things I do not know.

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Try this:

 

 

 

package mtshaw113.juli;

 

import java.util.Random;

 

import net.minecraft.world.World;

import net.minecraft.world.chunk.IChunkProvider;

import net.minecraft.world.gen.feature.WorldGenMinable;

import cpw.mods.fml.common.IWorldGenerator;

 

public class EventManager implements IWorldGenerator {

 

@Override

public void generate(Random random, int chunkX, int chunkZ, World world,

IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {

switch(world.provider.dimensionId){

 

case 1:

generateNether(world, random, chunkX * 16, chunkZ * 16);

 

case 0:

generateSurface(world, random, chunkX * 16, chunkZ * 16);

 

case -1:

generateEnd(world, random, chunkX * 16, chunkZ * 16);

}

 

}

 

private void generateEnd(World world, Random random, int chunkX, int chunkZ) {

 

}

       

 

 

private void generateSurface(World world, Random random, int chunkX, int chunkZ) {

for(int i = 0; i < 9; i++){

int xCoord = chunkX + random.nextInt(16);

int yCoord = random.nextInt(13);

int zCoord = chunkZ + random.nextInt(16);

 

(new WorldGenMinable(mtshaw113.juli.oreJuli.blockID, 4)).generate(world, random, xCoord, yCoord, zCoord);

 

}

 

}

   

      /**

    Here, your ore has a spawn rate of 9 (which you can change to suit your desires):

            for(int  i = 0; i < 9; i++) {

    It spawns at, or below, level 13 on the Y-Axis (also changeable):

            in yCoord = random.nextInt(13);

    And it spawns at a max of 4 blocks per vein (again, changeable):

            ...(mtshaw113.julit.oreJuli, 4) ...

    **/

 

private void generateNether(World world, Random random, int chunkX,

int chunkZ) {

 

}

 

}

 

 

 

Everything should be compatible, and changeable to suit your mod and it's needs

Im getting an error under mtshaw113.juli.oreJuli.blockID, Cannot make a static reference to the non-static field mtshaw113.juli.oreJuli.blockID

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I do generally run in Tiny (it doesn't crash but it runs very slowly otherwise). While an extra empty field on server would use memory unnecessarily, though, it seems to me that it would be negligible, and less work than fixing all the icon code to be client-only. Not to mention that it could cause problems down the line.

The 4 bytes you save by having the transfomrer strip it out is negated by the processing time and KB's {albeit temporary memory} used to rebuild the modified class.

 

Seriously. The SideOnly annotation is designed ONLY for Vanilla classes so that we can merge the client and servers code base and still know how to emulate the exact runtime environment.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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Try this:

 

 

 

package mtshaw113.juli;

 

import java.util.Random;

 

import net.minecraft.world.World;

import net.minecraft.world.chunk.IChunkProvider;

import net.minecraft.world.gen.feature.WorldGenMinable;

import cpw.mods.fml.common.IWorldGenerator;

 

public class EventManager implements IWorldGenerator {

 

@Override

public void generate(Random random, int chunkX, int chunkZ, World world,

IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {

switch(world.provider.dimensionId){

 

case 1:

generateNether(world, random, chunkX * 16, chunkZ * 16);

 

case 0:

generateSurface(world, random, chunkX * 16, chunkZ * 16);

 

case -1:

generateEnd(world, random, chunkX * 16, chunkZ * 16);

}

 

}

 

private void generateEnd(World world, Random random, int chunkX, int chunkZ) {

 

}

       

 

 

private void generateSurface(World world, Random random, int chunkX, int chunkZ) {

for(int i = 0; i < 9; i++){

int xCoord = chunkX + random.nextInt(16);

int yCoord = random.nextInt(13);

int zCoord = chunkZ + random.nextInt(16);

 

(new WorldGenMinable(mtshaw113.juli.oreJuli.blockID, 4)).generate(world, random, xCoord, yCoord, zCoord);

 

}

 

}

   

      /**

    Here, your ore has a spawn rate of 9 (which you can change to suit your desires):

            for(int  i = 0; i < 9; i++) {

    It spawns at, or below, level 13 on the Y-Axis (also changeable):

            in yCoord = random.nextInt(13);

    And it spawns at a max of 4 blocks per vein (again, changeable):

            ...(mtshaw113.julit.oreJuli, 4) ...

    **/

 

private void generateNether(World world, Random random, int chunkX,

int chunkZ) {

 

}

 

}

 

 

 

Everything should be compatible, and changeable to suit your mod and it's needs

Im getting an error under mtshaw113.juli.oreJuli.blockID, Cannot make a static reference to the non-static field mtshaw113.juli.oreJuli.blockID

Any help? Wish Lex could answer everything for noobs, it'd make stuff easier  :P

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Try this:

 

 

 

package mtshaw113.juli;

 

import java.util.Random;

 

import net.minecraft.world.World;

import net.minecraft.world.chunk.IChunkProvider;

import net.minecraft.world.gen.feature.WorldGenMinable;

import cpw.mods.fml.common.IWorldGenerator;

 

public class EventManager implements IWorldGenerator {

 

@Override

public void generate(Random random, int chunkX, int chunkZ, World world,

IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {

switch(world.provider.dimensionId){

 

case 1:

generateNether(world, random, chunkX * 16, chunkZ * 16);

 

case 0:

generateSurface(world, random, chunkX * 16, chunkZ * 16);

 

case -1:

generateEnd(world, random, chunkX * 16, chunkZ * 16);

}

 

}

 

private void generateEnd(World world, Random random, int chunkX, int chunkZ) {

 

}

       

 

 

private void generateSurface(World world, Random random, int chunkX, int chunkZ) {

for(int i = 0; i < 9; i++){

int xCoord = chunkX + random.nextInt(16);

int yCoord = random.nextInt(13);

int zCoord = chunkZ + random.nextInt(16);

 

(new WorldGenMinable(mtshaw113.juli.oreJuli.blockID, 4)).generate(world, random, xCoord, yCoord, zCoord);

 

}

 

}

   

      /**

    Here, your ore has a spawn rate of 9 (which you can change to suit your desires):

            for(int  i = 0; i < 9; i++) {

    It spawns at, or below, level 13 on the Y-Axis (also changeable):

            in yCoord = random.nextInt(13);

    And it spawns at a max of 4 blocks per vein (again, changeable):

            ...(mtshaw113.julit.oreJuli, 4) ...

    **/

 

private void generateNether(World world, Random random, int chunkX,

int chunkZ) {

 

}

 

}

 

 

 

Everything should be compatible, and changeable to suit your mod and it's needs

Im getting an error under mtshaw113.juli.oreJuli.blockID, Cannot make a static reference to the non-static field mtshaw113.juli.oreJuli.blockID

Any help? Wish Lex could answer everything for noobs, it'd make stuff easier  :P

He can't (well, doesn't have time to.) That's why we're here. Your ore block should be static, why isn't it?

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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