All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on I am missing the item textures.

    I've been making a mod by following a tutorial and I noticed that all the Item texture are using the purple and black textures. If I reload the textures in-game, it will show until I run the game again. Here is the code


    package harry.tutorialmod.init;
    
    import harry.tutorialmod.Reference;
    import harry.tutorialmod.init.items.CustomIngot;
    import net.minecraft.client.Minecraft;
    import net.minecraft.client.renderer.block.model.ModelResourceLocation;
    import net.minecraft.item.Item;
    import net.minecraftforge.fml.common.registry.ForgeRegistries;
    import net.minecraftforge.fml.common.registry.GameRegistry;
    
    public class ItemInit 
    {
    	
    	public static Item tutorial_ingot;
    	
    	public static void init()
    	{
    		tutorial_ingot = new CustomIngot("tutorial_ingot");
    	}
    	
    	public static void register()
    	{
    		registerItem(tutorial_ingot);
    	}
    	
    	public static void registerItem(Item item)
    	{
    		ForgeRegistries.ITEMS.register(item);
    		
    		Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, 
    		new ModelResourceLocation(Reference.MODID + ":" + item.getUnlocalizedName().substring(5), "inventory"));
    	}
    }
    
    
    


    package harry.tutorialmod.init;
    
    import harry.tutorialmod.Reference;
    import harry.tutorialmod.init.tools.CustomAxe;
    import harry.tutorialmod.init.tools.CustomHoe;
    import harry.tutorialmod.init.tools.CustomPickaxe;
    import harry.tutorialmod.init.tools.CustomShovel;
    import harry.tutorialmod.init.tools.CustomSword;
    import net.minecraft.client.Minecraft;
    import net.minecraft.client.renderer.block.model.ModelResourceLocation;
    import net.minecraft.item.Item;
    import net.minecraft.item.Item.ToolMaterial;
    import net.minecraftforge.common.util.EnumHelper;
    import net.minecraftforge.fml.common.registry.ForgeRegistries;
    
    public class ToolInit {
     public static final ToolMaterial tutorial = EnumHelper.addToolMaterial("tutorial", 3, 1200, 7.0F, 2.5F, 8);
     
     public static Item tutorial_pickaxe, tutorial_axe, tutorial_hoe, tutorial_shovel, tutorial_sword;
     
     public static void init()
     {
     tutorial_pickaxe = new CustomPickaxe ("tutorial_pickaxe", tutorial);
     tutorial_axe = new CustomAxe ("tutorial_axe", tutorial);
     tutorial_hoe = new CustomHoe ("tutorial_hoe", tutorial);
     tutorial_shovel = new CustomShovel ("tutorial_shovel", tutorial);
     tutorial_sword = new CustomSword ("tutorial_sword", tutorial);
     }
     
     public static void register()
     {
     registerItem(tutorial_pickaxe);
     registerItem(tutorial_axe);
     registerItem(tutorial_hoe);
     registerItem(tutorial_shovel);
     registerItem(tutorial_sword);
     }
     
     public static void registerItem(Item item)
     {
     ForgeRegistries.ITEMS.register(item);
     
     Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, 
     new ModelResourceLocation(Reference.MODID + ":" + item.getUnlocalizedName().substring(5), "inventory"));
     }
    }
    

    package harry.tutorialmod.init;
    
    import harry.tutorialmod.Reference;
    import harry.tutorialmod.init.armour.CustomArmor;
    import net.minecraft.client.Minecraft;
    import net.minecraft.client.renderer.block.model.ModelResourceLocation;
    import net.minecraft.init.SoundEvents;
    import net.minecraft.inventory.EntityEquipmentSlot;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemArmor.ArmorMaterial;
    import net.minecraftforge.common.util.EnumHelper;
    import net.minecraftforge.fml.common.registry.ForgeRegistries;
    
    public class ArmourInit 
    {
    	public static final ArmorMaterial tutorial_armour = EnumHelper.addArmorMaterial("tutorial_armour", Reference.MODID + ":tutorial", 25, new int[]{3, 5, 7, 2}, 8, SoundEvents.ITEM_ARMOR_EQUIP_DIAMOND, 1.5F);
    	
    	public static Item tutorial_helmet, tutorial_chestplate, tutorial_leggings, tutorial_boots;
    	
    	public static void init()
    	{
    		tutorial_helmet = new CustomArmor("tutorial_helmet", tutorial_armour, 1, EntityEquipmentSlot.HEAD);
    		tutorial_chestplate = new CustomArmor("tutorial_chestplate", tutorial_armour, 1, EntityEquipmentSlot.CHEST);
    		tutorial_leggings = new CustomArmor("tutorial_leggings", tutorial_armour, 2, EntityEquipmentSlot.LEGS);
    		tutorial_boots = new CustomArmor("tutorial_boots", tutorial_armour, 1, EntityEquipmentSlot.FEET);
    	}
    	
    	public static void register()
    	{
    		registerItem(tutorial_helmet);
    		registerItem(tutorial_chestplate);
    		registerItem(tutorial_leggings);
    		registerItem(tutorial_boots);
    	}
    	
    	public static void registerItem(Item item)
    	{
    		ForgeRegistries.ITEMS.register(item);
    		
    		Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, 
    		new ModelResourceLocation(Reference.MODID + ":" + item.getUnlocalizedName().substring(5), "inventory"));
    	}
    }
    


    and here are the blocks if it needs changing

    package harry.tutorialmod.init;
    
    import harry.tutorialmod.Reference;
    import harry.tutorialmod.TutorialMod;
    import harry.tutorialmod.init.blocks.CustomOre;
    import net.minecraft.block.Block;
    import net.minecraft.client.Minecraft;
    import net.minecraft.client.renderer.block.model.ModelResourceLocation;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemBlock;
    import net.minecraftforge.fml.common.registry.ForgeRegistries;
    import net.minecraftforge.fml.common.registry.GameRegistry;
    
    public class BlockInit 
    {
     public static Block tutorial_ore;
     
     public static void init()
     {
     tutorial_ore = new CustomOre("tutorial_ore", 2.0F, 4.0F, 2);
     }
     
     public static void register()
     {
     registerBlock(tutorial_ore);
     }
     
     public static void registerBlock(Block block)
     {
     ForgeRegistries.BLOCKS.register(block);
     block.setCreativeTab(TutorialMod.tutorialtab);
     ItemBlock item = new ItemBlock(block);
     item.setRegistryName(block.getRegistryName());
     ForgeRegistries.ITEMS.register(item);
     }
     
     public static void registerRenders()
     {
     registerRender(tutorial_ore);
     }
     
     public static void registerRender(Block block)
     {
     Minecraft.getMinecraft().getRenderItem().getItemModelMesher()
     .register(Item.getItemFromBlock(block), 0, new ModelResourceLocation(Reference.MODID + ":"
     + block.getUnlocalizedName().substring(5)));
     }
    }
    

    Posted in: Modification Development
  • 0

    posted a message on Creative Inventory Overhaul

    I love this idea! It would make builds 10x faster. Support.

    Posted in: Suggestions
  • 0

    posted a message on What if there were another dimension but even more intense than the Nether and The End combined?

    How bout one that is a cave dimension, like the ore is double in the vain

    Posted in: Creative Mode
  • 0

    posted a message on How to detect if someone going a certain direction

    I want to command block to go if someone is entering a room and say "Welcome" and when exiting nothing

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on The Legend of Chima

    I have started to make a texture pack based off the show Legend of Chima


    Right now have changed the golden apple to look a a blue Chi



    Blue Chi

    Posted in: WIP Resource Pack
  • 0

    posted a message on Variable gamemodes

    suppport

    Posted in: Suggestions
  • 0

    posted a message on Bring back the number ID's for the /give command!

    No Support


    I like with 1.9 you can TAB inside a command block and do this


    /give 1 com...

    TAB

    /give 1 command_block


    Easy as pie

    Posted in: Suggestions
  • 0

    posted a message on |*~|*~More Enchantments~*|~*| Over 40 DIFFERENT and unique enchantments! Just read it!

    YOu can remove gravity...Mojang is adding Levitation Potion

    Posted in: Suggestions
  • 0

    posted a message on Player collision (remove it)

    Just do this and add your name to the team and there will be NO collision

    /scoreboard teams option TeamName collisionRule (alway/pushOwnTeam/never/pushOtherTeams)
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on New gamerules
    Quote from Mata2001»

    Thanks for ideas. I will add Tnt and physics, but the log one seems a bit redundant.


    Thanks for adding it

    I got a new one


    doEffectIcon <True/False>

    This will hide the icon when you go to the inventory... this will also hide the 1.9 icons

    Posted in: Suggestions
  • 0

    posted a message on New gamerules
    Quote from Mata2001»

    Personally, I have never been bothered by endermen carrying blocks, but I am aware why it would annoy some people, destroying their buildings.

    But, the reason why I think this shouldn't be a gamerule because there is no other gamerule that affects just one type of mob. If we added that, it would be logical to add gamerules like: creeperGrief, silverfishGrief, ghastsGrief, perhaps enderdragonGrief and witherGrief etc. That would mean a huge amount of gamerules that do the same thing, but to different mobs.


    They should add thet to mobGriefing <TrueFalse>

    Posted in: Suggestions
  • 0

    posted a message on New gamerules

    doSideLog <True/False>

    This will turn off placement of Side Logs


    TntGriefing <True/False>

    This will disable the destroying of the ground (no its not in the game)


    doPhysics <True/False>

    This will disable gravity of Sand and Gravel. Also stops water from spreading


    I got more ideas as well

    Posted in: Suggestions
  • 0

    posted a message on New Command /gui

    Support

    Posted in: Suggestions
  • To post a comment, please or register a new account.