Village Names 3.0 is done and uploaded! Click the link in my signature to go right to the project page, where you can read about/see the new features.
Happy Easter!
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Village Names 3.0 is done and uploaded! Click the link in my signature to go right to the project page, where you can read about/see the new features.
Happy Easter!
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Sorry to write in this thread with offtopic again, but @MadHatAk am I right with my assumption that you are searching for a mod that adds doors for BoP?
If yes I found one a few years ago. https://minecraft.curseforge.com/projects/doors-o-plenty
Please don't view this post as an advertisement for that mod.
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public enum EnumToolMaterial { // Reduced speed and damage of vanilla items; amethyst is equivalent to diamond WOOD(0, 59, 2.0F, -1.0F, 15), STONE(1, 131, 3.5F, 0.0F, 5), IRON(2, 250, 5.0F, 1.0F, 14), EMERALD(3, 1561, 6.0F, 2.0F, 10), GOLD(0, 32, 12.0F, -1.0F, 22), AMETHYST(3, 4685, 8.0F, 3.0F, 20); public enum EnumArmorMaterial { // Durability is actual durability of all pieces; diamond has 18 armor points instead of 20 // with amethyst replacing it CLOTH(80, new int[]{1, 3, 2, 1}, 15), CHAIN(240, new int[]{2, 5, 4, 1}, 12), IRON(240, new int[]{2, 6, 5, 2}, 9), GOLD(112, new int[]{2, 5, 3, 1}, 25), DIAMOND(1499, new int[]{3, 7, 5, 3}, 10), AMETHYST(4499, new int[]{3, 8, 6, 3}, 20);
This gives you some idea of what I mean by "thousands" of changes to vanilla code - more than 3000 changes in the World.java class alone with nearly every single method modified in some way (many of the deletions are due to moving blocks of code, like the lighting code, out to a new class):
If this is really that difficult to do in Forge as to be impractical for the average modder then that just further justifies my view of Forge being a very poor excuse for a "modding" API - more like an "addon" API (i.e. "mods" alter the base game itself while "addons" only add content without changing the base game). This would also explain why Forge mods are so terribly inefficient (try finding a good-size mod that can run with only 256 MB of memory allocated) since you need to add new blocks and items instead of modifying existing ones (e.g. I added 14 new types of walls by extending BlockWall with a class that uses 16 data values instead of 2 with textures taken from the blocks they are based on - no new blocks or textures were added, just a bit of code, and as far as the game is concerned these blocks are "vanilla"; in fact, if you loaded a world with them in vanilla they would not disappear or even lose their metadata unless you mined or placed them).
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I found the problem. In my json file, instead of putting "item/generated" I needed to put "item/handheld".
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Whenever you're updating a mod to new version and a method seems to disappear you should just look in the class's code and scan through the available methods to see if any are likely the same (with different name or slightly different parameters). In this case I see there is a World#getBiome() method that takes a BlockPos. BlockPos is the modern way where x, y, z are combined in single class to represent a position.
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Harry's Tech Reviews is doing a modding series for 1.12. He just got to custom furnaces. It may help.
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What have you done so far? Where's the code for your block, your tile entity, your GUI class (with container if necessary), your model, blockstates and registration code?
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You're accessing a client-only class from the server. It looks like BiblioCraft is causing the exception.
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A quick fix on your part, on this line:
GameRegistry.registerItem(dustChristmas, dustChristmas.getUnlocalizedName().substring(5));
When you register your item, you're calling substring(5) on the unlocalized name, people usually put the modid before the name so in this case, the unlocalized name doesn't match your texture name. If you remove the method call, it should work.
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(Main.modID + ":" + "mod/textures/gui/IngotKilnGui.png")
Maybe?
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In Eclipse:
Referenced Libraries>forge-x.xx.x-xx.x.x>net>minecraft>item.ShearsItem
Below example is for 1.15.2
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They would have to make an API to integrate your mod into theirs.
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I've found, in my experience, I always turn to Jabelar's Modding Tutorials. In addition, they also link to other great modder's depending on what you're programming currently.
The first thing anyone will tell you though, is 'Learn the basics of JAVA before trying to mod' for minecraft. It's really not that hard, especially if you've picked up on other programming languages.
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Coal actually has a metadata value. Need to use this:
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In your imports, I noticed you imported Entity from
import com.sun.xml.internal.stream.Entity;
Entity should be imported from
net.minecraft.entity.Entity;
see if that might help any
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I see 3 errors in your crash log. I have you checked all 3 to be sure they are correct?
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I tinkered around with addInformation and, this is what I got to work:
I got this idea from looking at the Item#ItemEnchantedBook.class
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Do you have 2 blocks with the same name?
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Typically if the items you have created in your mod do not show up in minecraft, there is a registry issue somewhere, Where is your Registry Handler Class?
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In your recipe, X is 1 item, and Y is another item. Both X and Y are used to make your new (Items.dye, 2, 1)