I don't wanna be mean, but some people here are quite stupid. When the answer to a "reasonable" question is 2 words, you know they're not reasonable themselves. Anyway, that's not what I want to say. Your modding tutorials are beautiful, and your methoding of everything is amazing to an OCD modder. Thanks to a lot of mods and a lot of source code exploring, I learnt a lot more stuff with modding. I just wanna ask if you could teach me one thing if you know it, and that is creating config files.
I don't wanna be mean, but some people here are quite stupid. When the answer to a "reasonable" question is 2 words, you know they're not reasonable themselves. Anyway, that's not what I want to say. Your modding tutorials are beautiful, and your methoding of everything is amazing to an OCD modder. Thanks to a lot of mods and a lot of source code exploring, I learnt a lot more stuff with modding. I just wanna ask if you could teach me one thing if you know it, and that is creating config files.
What exactly do you want to know about config files?
I don't wanna be mean, but some people here are quite stupid. When the answer to a "reasonable" question is 2 words, you know they're not reasonable themselves. Anyway, that's not what I want to say. Your modding tutorials are beautiful, and your methoding of everything is amazing to an OCD modder. Thanks to a lot of mods and a lot of source code exploring, I learnt a lot more stuff with modding. I just wanna ask if you could teach me one thing if you know it, and that is creating config files.
I myself love config files, as in my mods, I like to have a lot of customizability when it comes to how the user plays the mod. Anyways, my advice for creating a config file would be to look at one of mine. It's rather simple. All you need to do from here is call the handler in #preInit:
To get this to work properly, say you want to enable/disable something. You would use a boolean variable (true or false), and use an if statement to determine the value of the variable. If true, go into the statement, if false, don't. Say you wanted to use a variable. Just call for example, the variable instead of writing the value of the variable out (e.g. 10).
Hopefully that makes sense. Once I find the time, I need to start knocking out these entity tutorials, and then get back to some functionality tutorials like configuration files.
Great Post and Tutorials! I truly appreciate this, as I always wanted to know how to mod.
I'm facing a problem though, I'm on Tutorial #3, as I finished up and saw that eclipse was returning no errors, but when I tested it my Item wasn't there in the Misc tab nor in the search, here's my code:
Reference:
[/p]
[p]package com.gmail.gameboyeli.help;[/p]
[p]public class Reference1 {
public static final String MODID = "thexfactor117_skyrimmc";
public static final String NAME = "Elemental Mod";
public static final String VERSION = "a1.0.0";
}[/p]
[p]
I think my question got drowned out. I imported "Item" with net.minecraft.item.Item and it fixed half of the errors. But I still have the errors of "the items cannot be resolved to a type" on the highlighted "enchantedjewelItem.
I think my question got drowned out. I imported "Item" with net.minecraft.item.Item and it fixed half of the errors. But I still have the errors of "the items cannot be resolved to a type" on the highlighted "enchantedjewelItem.
Change enchantedjewelitem() to enchantedjewel()
At least, that's what I assume, from seeing your tabs. And then import if it not already imported.
Disregard. enchantedjewel is your base class. What class do you have for your "enchantedjewelitem" ?
And your item isn't appearing in the Misc. Tab of the Creative Inventory Menu?
Can you re-post your code? ModItems.java, ModItem.java, Your base file,
Correct it's not appearing in the Creative Tab Misc.
And here's the code:
Reference:
</p> <p>package com.gmail.gameboyeli.help;</p> <p>public class Reference1 {<br> public static final String MODID = "thexfactor117_skyrimmc";<br> public static final String NAME = "Elemental Mod";<br> public static final String VERSION = "a1.0.0";<br>}</p> <p>
Please, for the love of coding, clean up the formatting on the code you pasted. All I'm seeing is html format tags and all your code as a run-on sentence. I want to help, but I can't read the code cleanly enough to see any issues.
Post your code via pastebin or the like. Put a system.out.println when you register the item to make sure the method is being called. If it is, let us know, if not, the method isn't getting called.
I don't wanna be mean, but some people here are quite stupid. When the answer to a "reasonable" question is 2 words, you know they're not reasonable themselves. Anyway, that's not what I want to say. Your modding tutorials are beautiful, and your methoding of everything is amazing to an OCD modder. Thanks to a lot of mods and a lot of source code exploring, I learnt a lot more stuff with modding. I just wanna ask if you could teach me one thing if you know it, and that is creating config files.
What exactly do you want to know about config files?
I myself love config files, as in my mods, I like to have a lot of customizability when it comes to how the user plays the mod. Anyways, my advice for creating a config file would be to look at one of mine. It's rather simple. All you need to do from here is call the handler in #preInit:
To get this to work properly, say you want to enable/disable something. You would use a boolean variable (true or false), and use an if statement to determine the value of the variable. If true, go into the statement, if false, don't. Say you wanted to use a variable. Just call for example, the variable instead of writing the value of the variable out (e.g. 10).
Hopefully that makes sense. Once I find the time, I need to start knocking out these entity tutorials, and then get back to some functionality tutorials like configuration files.
Any plans for TESR's?
Great Post and Tutorials! I truly appreciate this, as I always wanted to know how to mod.
I'm facing a problem though, I'm on Tutorial #3, as I finished up and saw that eclipse was returning no errors, but when I tested it my Item wasn't there in the Misc tab nor in the search, here's my code:
Reference:
RegisterHelper:
ModItem:
Modjs:
ModItems:
Eventually yes; most likely when I do something related to Tile Entities, which will probably be after living entities and projectiles.
Change 'new Item()' in ModItems to 'ModItem'.
Thanks, that fixed one problem, though my item still isn't loading?
Updated ModItems:
I think my question got drowned out. I imported "Item" with net.minecraft.item.Item and it fixed half of the errors. But I still have the errors of "the items cannot be resolved to a type" on the highlighted "enchantedjewelItem.
Change enchantedjewelitem() to enchantedjewel()
At least, that's what I assume, from seeing your tabs. And then import if it not already imported.
Disregard. enchantedjewel is your base class. What class do you have for your "enchantedjewelitem" ?
So does your item appear in creative tabs, or no?
No, it doesn't, anyway to fix it?
I'll have to look more closely when I get on my computer.
I haven't found anything in the code yet... Is there anything in your log's when you "run client"?
Also, why is your modid the same as Xfactor's?
1. It usually outputs that it's loading most of the content, no errors except for logging "The binary patch set is missing.".
2. Didn't even notice that 'till you said it. Forgot to change it with the rest of the strings.
And your item isn't appearing in the Misc. Tab of the Creative Inventory Menu?
Can you re-post your code? ModItems.java, ModItem.java, Your base file,
Correct it's not appearing in the Creative Tab Misc.
And here's the code:
Reference:
RegisterHelper:
ModItem:
Modjs:
ModItems:
Please, for the love of coding, clean up the formatting on the code you pasted. All I'm seeing is html format tags and all your code as a run-on sentence. I want to help, but I can't read the code cleanly enough to see any issues.
Post your code via pastebin or the like. Put a system.out.println when you register the item to make sure the method is being called. If it is, let us know, if not, the method isn't getting called.
DOWNLOADED WRONG VERSION OF FORGE LEL
crashed cause "super();" "Constructor call must be the first statement in a constructor"
... umm
help please?
can you make a tutorial on how to export the mod itself??