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    posted a message on [1.7 & 1.8] TheXFactor117's Forge Modding Tutorials | 20+ Tutorials | Actually Learn How to Make Mods!
    Quote from PhoenixOfWar»

    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>


    RegisterHelper:


    </p> <p>package com.gmail.gameboyeli.help;</p> <p>import net.minecraft.block.Block;<br>import net.minecraft.item.Item;<br>import net.minecraftforge.fml.common.registry.GameRegistry;</p> <p>import com.gmail.gameboyeli.help.Reference1;</p> <p>public class RegisterHelper<br>{<br> public static void registerBlock(Block block)<br> {<br> GameRegistry.registerBlock(block, Reference1.MODID + block.getUnlocalizedName().substring(5));<br> }</p> <p>public static void registerItem(Item item)<br> {<br> GameRegistry.registerItem(item, Reference1.MODID + item.getUnlocalizedName().substring(5));<br> }<br>}</p> <br><p>


    ModItem:


    </p> <p>package com.gmail.gameboyeli.items;</p> <p>import net.minecraft.creativetab.CreativeTabs;<br>import net.minecraft.item.Item;</p> <p>import com.gmail.gameboyeli.help.Reference1;</p> <p>public class ModItem extends Item {<br> public ModItem()<br> {<br> super();<br> setCreativeTab(CreativeTabs.tabMisc);<br> }</p> <p>}</p> <p>


    Modjs:


    </p> <p>package com.gmail.gameboyeli.mods.elemental_mod;</p> <p>import net.minecraftforge.fml.common.Mod;<br>import net.minecraftforge.fml.common.event.FMLInitializationEvent;<br>import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;<br>import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;<br>import com.gmail.gameboyeli.init.ModItems;<br>import com.gmail.gameboyeli.help.Reference1;</p> <p>@Mod(modid = Reference1.MODID, name = Reference1.NAME, version = Reference1.VERSION)</p> <p>public class modjs {<br> @Mod.EventHandler<br> public void preInit(FMLPreInitializationEvent event)<br> {<br> ModItems.init();<br> }<br> <br> @Mod.EventHandler<br> public void Init(FMLInitializationEvent event)<br> {</p> <p>}<br> <br> @Mod.EventHandler<br> public void postInit(FMLPostInitializationEvent event)<br> {<br> <br> }<br>}</p> <p>


    ModItems:


    </p> <p>package com.gmail.gameboyeli.init;</p> <p>import net.minecraft.item.Item;</p> <p>import com.gmail.gameboyeli.help.Reference1;<br>import com.gmail.gameboyeli.help.RegisterHelper;</p> <p>public class ModItems {<br> public static Item flameSword = new Item().setUnlocalizedName("flameSword");<br> public static void init()<br> {<br> RegisterHelper.registerItem(flameSword);<br> }<br>}</p> <p>
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.7 & 1.8] TheXFactor117's Forge Modding Tutorials | 20+ Tutorials | Actually Learn How to Make Mods!
    Quote from PhoenixOfWar»

    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? :P


    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. :lol: Forgot to change it with the rest of the strings.

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.7 & 1.8] TheXFactor117's Forge Modding Tutorials | 20+ Tutorials | Actually Learn How to Make Mods!
    Quote from TheXFactor117»

    So does your item appear in creative tabs, or no?


    No, it doesn't, anyway to fix it?

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.7 & 1.8] TheXFactor117's Forge Modding Tutorials | 20+ Tutorials | Actually Learn How to Make Mods!
    Quote from TheXFactor117»

    Change 'new Item()' in ModItems to 'ModItem'.


    Thanks, that fixed one problem, though my item still isn't loading?


    Updated ModItems:



    [/p]
    [p]package com.gmail.gameboyeli.init;[/p]
    [p]import net.minecraft.item.Item;[/p]
    [p]import com.gmail.gameboyeli.help.Reference1;[/p]
    [p]import com.gmail.gameboyeli.help.RegisterHelper;[/p]
    [p]import com.gmail.gameboyeli.items.ModItem;[/p]
    [p]public class ModItems {
     public static Item flameSword = new ModItem().setUnlocalizedName("flameSword");
     public static void init()
     {
     RegisterHelper.registerItems(flameSword);
     }
    }[/p]
    [p]

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.7 & 1.8] TheXFactor117's Forge Modding Tutorials | 20+ Tutorials | Actually Learn How to Make Mods!

    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]


    RegisterHelper:

    [/p]
    [p]package com.gmail.gameboyeli.help;[/p]
    [p]import net.minecraft.block.Block;
    import net.minecraft.item.Item;
    import net.minecraftforge.fml.common.registry.GameRegistry;[/p]
    [p]import com.gmail.gameboyeli.help.Reference1;[/p]
    [p]public class RegisterHelper
    {
     public static void registerBlock(Block block)
     {
     GameRegistry.registerBlock(block, Reference1.MODID + block.getUnlocalizedName().substring(5));
     }[/p]
    [p]public static void registerItem(Item item)
     {
     GameRegistry.registerItem(item, Reference1.MODID + item.getUnlocalizedName().substring(5));
     }
    }[/p]
    
    [p]


    ModItem:

    [/p]
    [p]package com.gmail.gameboyeli.items;[/p]
    [p]import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.item.Item;[/p]
    [p]import com.gmail.gameboyeli.help.Reference1;[/p]
    [p]public class ModItem extends Item {
     public ModItem()
     {
     super();
     setCreativeTab(CreativeTabs.tabMisc);
     }[/p]
    [p]}[/p]
    [p]


    Modjs:

    [/p]
    [p]package com.gmail.gameboyeli.mods.elemental_mod;[/p]
    [p]import net.minecraftforge.fml.common.Mod;
    import net.minecraftforge.fml.common.event.FMLInitializationEvent;
    import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
    import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
    import com.gmail.gameboyeli.init.ModItems;
    import com.gmail.gameboyeli.help.Reference1;[/p]
    [p]@Mod(modid = Reference1.MODID, name = Reference1.NAME, version = Reference1.VERSION)[/p]
    [p]public class modjs {
     @Mod.EventHandler
     public void preInit(FMLPreInitializationEvent event)
     {
     ModItems.init();
     }
     
     @Mod.EventHandler
     public void Init(FMLInitializationEvent event)
     {[/p]
    [p]}
     
     @Mod.EventHandler
     public void postInit(FMLPostInitializationEvent event)
     {
     
     }
    }[/p]
    [p]


    ModItems:

    [/p]
    [p]package com.gmail.gameboyeli.init;[/p]
    [p]import net.minecraft.item.Item;[/p]
    [p]import com.gmail.gameboyeli.help.Reference1;
    import com.gmail.gameboyeli.help.RegisterHelper;[/p]
    [p]public class ModItems {
     public static Item flameSword = new Item().setUnlocalizedName("flameSword");
     public static void init()
     {
     RegisterHelper.registerItem(flameSword);
     }
    }[/p]
    [p]

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Tellraw action types.
    Quote from fz0718

    Post by Skylinerw:

    http://www.minecraft...02c/#SKYACTIONS

    Thanks!
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Tellraw action types.
    As you may know, if you code an /tellraw command in a command block, it probably look like this :
    /tellraw @p {"text":"Would you like to view this website?","extra":[{"text":"[Enter]","color":"green","clickEvent":{"action":"open_url","value":"http://www.gameboyeli.com"}}]}
    Iwas wondering what action types there are? :SSSS:
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Snapshot 13w37a Ready For Testing!
    I can't find grumm..
    Posted in: Minecraft News
  • 0

    posted a message on Minecraft News - Huge Portals, Huge Snapshots
    Finally...Huge Portals!
    Thanks Mojang! :)
    Posted in: Minecraft News
  • 0

    posted a message on The 1.7 "0" Trick bug
    Quote from Sky_Ninja99

    You may have had the pick block button to 0 maybe, just a possibility.

    Thanks.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on The 1.7 "0" Trick bug
    Quote from Gameboyeli

    As you may know,in Creative,you can press 0 while highlighting over a block's hit-box to obtain that block.Recently,in the 1.7 snapshots,that seems to not
    work. :steve_shocked:
    Is that a bug?
    Or is that just me?

    Sorry,I forgot to post a poll.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on The 1.7 "0" Trick bug
    As you may know,in Creative,you can press 0 while highlighting over a block's hit-box to obtain that block.Recently,in the 1.7 snapshots,that seems to not
    work. :steve_shocked:
    Is that a bug?
    Or is that just me?
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Minecraft tips and tricks!
    Thank you! I've been looking everywhere for the Auto-Crafting trick! I appreciate this post greatly. :)
    Posted in: Minecraft News
  • 0

    posted a message on Community Creations - "Moonlight", a Parody of "Daylight"
    Nice! :SSSS:
    Posted in: Minecraft News
  • 0

    posted a message on Command blocks responding to chat?
    Well...It is not possible for Command Blocks to indicate player text then make a comparator pulse.
    But it is possible to connect a button/lever to a block with a line of redstone/redstone repeater running into a Command Block.
    With the command: /say Hello @p! Along with a comparator (To make a pulse that the text was displayed) running into another command block with this command: /testfor (Player's username)(r=(Number a of blocks that the radius extends too.) This will make it seem as if the text is actually being indicated,When it's actaully scanning for a certain player.
    Posted in: Redstone Discussion and Mechanisms
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