Hey Neale, can't begin to thank you enough for your series. Just reached Ep.12 so found this thread. This is the first time I've actually been able to understand this stuff and I only started watching your vids yesterday!
Hey, I need some help with my code. I have been staring at this thing for days and cannot figure out where I went wrong. I want to get this right so I can continue learning from your tutorials.The issue is the texture is not loading. Thank you ^^
I know its terrible practice to edit base classes, thus i am asking anyone out there if i can do something like this... make a mob follow me for an item...such as a chicken follow me with a new item i have created, but the problem is its terrible practice to edit base classes, so I'm wondering how i can get a chicken to follow me for either seeds or my custom item using the EntityAITempt code! I want to thank everyone in advance for helping me out... i would like an example code in your comment but please explain it, i don't want to copy and blindly paste it and not understand what the heck the set of code i have does...
Okay so i need to save the coordinates of the player with right click and then with shift right click i need to teleport to that location i have this to teleport
public ItemStack onItemShiftRightClick = player.setLocation(x, y, z);
but there is an error with set location, it says the method is undefined
also how do i save location?
The Meaning of Life, the Universe, and Everything.
Location:
USA
Join Date:
1/25/2014
Posts:
130
Location:
USA
Minecraft:
iceman11a
Member Details
Neale. How about a tutorial on machines. Start with a generator. with a progressbar and generate some power. Next add a battery.(All so with a progessbar) The Generator charges the battery. Create a new itemBattery. Use these items to put into slots in the Battery's GUI and charge them up. Now use a cable to connect the Generator and Battery. Good. Now create a new machine and plug into the battery. As long as the generator has power. It will keep the battery and the machine charged up. Add a windmill and a solar panel and you have a new set of tutorials.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/27/2014
Posts:
43
Member Details
I don't know what to do in the first video. I've got forge src, eclipse and jdk, but when you do the decompworkspace thing, I don't know how to do that on mac.
First up...thanks for these tutorials! Really useful stuff in them. Slightly stuck with one element though.
Went through the custom block model tutorial, and it actually made sense! Got my version of the obsidian table working just fine, and the process and elements of the thing all made a lot of sense.
So, the logical next step is to take that base and add another model from scratch using the existing code as a framework.
That worked fine too, and the object rendered correctly,including the item in hand with no errors or snags ( once I put the texture in the right place........ ) but I still have one glitch I can;t pin down.
When I break my new block, I am getting the pink 'no texture found' effect on the particles. On the obsidian table, that stopped once the ItemRenderXXXXXX class was in place. Hasn't worked on mine though.
The code I had was collecting and calculating the metadata for direction....it just wasn't including it in the render part! Once I sorted that out, it was all good.
Main Class
package net.minechancash.mod;
import net.minechancash.items.*;
import net.minecraft.item.Item;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.registry.GameRegistry;
@Mod(modid = minechancash.modid, version = minechancash.version)
public class minechancash {
public static final String modid = "Minechannels Cash";
public static final String version = "Alpha v0.0001";
public static Item itemBlankBill;
@EventHandler
public void PreInit(FMLPreInitializationEvent preEvent){
itemBlankBill = new BlankBill().setUnlocalizedName("BlankBill");
GameRegistry.registerItem(itemBlankBill, "BlankBill");
}
@EventHandler
public void Init(FMLInitializationEvent event){
}
@EventHandler
public void PostInit(FMLPostInitializationEvent postEvent){
}
}
Item Class
package net.minechancash.items;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minechancash.mod.minechancash;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.item.Item;
public class BlankBill extends Item {
public BlankBill(){
this.setCreativeTab(getCreativeTab().tabMaterials);
}
@SideOnly(Side.CLIENT)
public void registerIcons(IIconRegister iconRegister){
this.itemIcon = iconRegister.registerIcon(minechancash.modid + ":" + this.getUnlocalizedName().substring(5));
}
}
I am using 1.7.2
Here is a download to the mod.
https://www.dropbox.com/s/s82d7zk7l8mqjra/minechannels cash 1.7.2.jar
import net.LuluLand.mod.items.LuluItems;
import net.minecraft.item.Item;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.registry.GameRegistry;
@Mod(modid = LuluLand.modid, version = LuluLand.version)
public class LuluLand
{
public static final String modid = "LuluLand";
public static final String version = "Alpha v0.1";
public static Item itemCopperIngot;
@EventHandler
public void PreInit(FMLPreInitializationEvent preEvent)
{
itemCopperIngot = new LuluItems().setUnlocalizedName("CopperIngot");
GameRegistry.registerItem(itemCopperIngot, "CopperIngot");
}
@EventHandler
public void Init(FMLInitializationEvent event)
{
}
@EventHandler
public void PostInit(FMLPostInitializationEvent postEvent)
{
}
}
package net.LuluLand.mod.items;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.LuluLand.mod.LuluLand;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.item.Item;
public class LuluItems extends Item
{
public LuluItems()
{
this.setCreativeTab(getCreativeTab().tabMaterials);
}
@SideOnly(Side.CLIENT)
public void registerIcon(IIconRegister iconRegister)
{
this.itemIcon = iconRegister.registerIcon(LuluLand.modid + ":" + this.getUnlocalizedName().substring(5));
}
}
Again i want to thank anyone who comments!
public ItemStack onItemShiftRightClick = player.setLocation(x, y, z);
but there is an error with set location, it says the method is undefined
also how do i save location?
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2311624-deeper-caves-caves-going-more-than-2-kilometers
", sans-serif">
Went through the custom block model tutorial, and it actually made sense! Got my version of the obsidian table working just fine, and the process and elements of the thing all made a lot of sense.
So, the logical next step is to take that base and add another model from scratch using the existing code as a framework.
That worked fine too, and the object rendered correctly,including the item in hand with no errors or snags ( once I put the texture in the right place........ ) but I still have one glitch I can;t pin down.
When I break my new block, I am getting the pink 'no texture found' effect on the particles. On the obsidian table, that stopped once the ItemRenderXXXXXX class was in place. Hasn't worked on mine though.
can post the code if it will help
The code I had was collecting and calculating the metadata for direction....it just wasn't including it in the render part! Once I sorted that out, it was all good.