Can you make a tutorial on multi-block structures please (Like the iron tanks in RailCraft, or the new farms in Forestry)??? This would benefit me greatly!!!
Can you make a tutorial on multi-block structures please (Like the iron tanks in RailCraft, or the new farms in Forestry)??? This would benefit me greatly!!!
thank you very much for this tutorial, they are helping me very much!
but I am having a bit of a problem in the tail end of making an item, at the end it says to
"Next create a new method called loadItemsAndBlocks and place this code inside:
itemNameHere = new ItemYourItemNameHere(4000).setCreativeTab(CreativeTabs.tabMaterials /* Can be any tab */).setIconIndex(0 /* Must be the index value of the texture */).setItemName(“itemNameHere”);
Finally in your pre-init, call your method.
now I think I understand how to do this, so I did this,
first I put the following "method" in my main class "@loadItemsAndBlocks (I get an error saying " @loadItemsAndBlocks cannot be resolved to a type"
now below the @loadItemsAndBlocks
I put this code " Silk = new ItemSilk(4000).setCreativeTab(CreativeTabs.tabMaterials).setIconIndex(0).setItemName("Silk"); "
(obviously im making an item called Silk)
thank you very much for this tutorial, they are helping me very much!
but I am having a bit of a problem in the tail end of making an item, at the end it says to
"Next create a new method called loadItemsAndBlocks and place this code inside:
itemNameHere = new ItemYourItemNameHere(4000).setCreativeTab(CreativeTabs.tabMaterials /* Can be any tab */).setIconIndex(0 /* Must be the index value of the texture */).setItemName(“itemNameHere”);
Finally in your pre-init, call your method.
now I think I understand how to do this, so I did this,
first I put the following "method" in my main class "@loadItemsAndBlocks (I get an error saying " @loadItemsAndBlocks cannot be resolved to a type"
now below the @loadItemsAndBlocks
I put this code " Silk = new ItemSilk(4000).setCreativeTab(CreativeTabs.tabMaterials).setIconIndex(0).setItemName("Silk"); "
(obviously im making an item called Silk)
sorry to bother you again, but I have got my item working, but the texture seems to not be working, it jsut appears as a white square with a black rectangle in the bottom.
my question is where do I start the path to the texture? at minecraft, or src, or my name?
this is my current path.
minecraft/donnyh13/wildbuffet/Resources/art/sprites.png
is that correct?
sorry to bother you again, but I have got my item working, but the texture seems to not be working, it jsut appears as a white square with a black rectangle in the bottom.
my question is where do I start the path to the texture? at minecraft, or src, or my name?
this is my current path.
minecraft/donnyh13/wildbuffet/Resources/art/sprites.png
is that correct?
also one more question, my paths from my computer use the \ slash, but eclipse only accepts / that slash, (as shown in your tut) which is correct?
You need to use your package layout. So, if you have a package called art, inside another called resource, inside another called mod, you would use /mod/resource/art. And Eclipse uses /, not \.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Yup, in the mean time, if you wish, Dark has a great tree generation tutorial!
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
It doesn't recognize it if I put it in mods folder.
Custom arrows I can do, custom potion effects are gonna be a little tough due to the way they work.
Multiblock structures I still have to work out.
Strange, the code there is straight out of my generation class.
That's weird. Could I have your code?
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
i get an error
1. Your using events wrong.
2. What's the error?
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Lol, she lives!
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
but I am having a bit of a problem in the tail end of making an item, at the end it says to
itemNameHere = new ItemYourItemNameHere(4000).setCreativeTab(CreativeTabs.tabMaterials /* Can be any tab */).setIconIndex(0 /* Must be the index value of the texture */).setItemName(“itemNameHere”);
Finally in your pre-init, call your method.
now I think I understand how to do this, so I did this,
first I put the following "method" in my main class "@loadItemsAndBlocks (I get an error saying " @loadItemsAndBlocks cannot be resolved to a type"
now below the @loadItemsAndBlocks
I put this code " Silk = new ItemSilk(4000).setCreativeTab(CreativeTabs.tabMaterials).setIconIndex(0).setItemName("Silk"); "
(obviously im making an item called Silk)
full code in my main class:
package donnyh13.spiderqueen.common;
import net.minecraftforge.client.MinecraftForgeClient;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.Init;
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.Mod.Item;
import cpw.mods.fml.common.Mod.PostInit;
import cpw.mods.fml.common.Mod.PreInit;
import cpw.mods.fml.common.SidedProxy;
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.network.NetworkMod;
@Mod(modid = "spiderqueen", name = "spiderqueen", version = "1.0.0")
@NetworkMod(clientSideRequired = true, serverSideRequired = false, versionBounds = "1.0.0")
public class spiderqueen {
@Instance("spiderqueen")
public static spiderqueen instance;
@SidedProxy(clientSide = "donnyh13.spiderqueen.client.ClientProxy", serverSide =
"donnyh13.spiderqueen.common.CommonProxy")
public static CommonProxy proxy;
public static Item Silk;
@loadItemsAndBlocks
Silk = new ItemSilk(4000).setCreativeTab(CreativeTabs.tabMaterials).setIconIndex(0).setItemName("Silk");
@PreInit
public void preLoad(FMLPreInitializationEvent event)
{
ModLogger.init();
MinecraftForgeClient.preloadTexture("/donnyh13/spiderqueen/Resources/art/art.png");
}
@Init
public void load(FMLInitializationEvent event)
{
}
@PostInit
public void postLoad(FMLPostInitializationEvent event)
{
}
}
Not going to have a go at you, but, I think you've confused methods for annotations.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
my question is where do I start the path to the texture? at minecraft, or src, or my name?
this is my current path.
minecraft/donnyh13/wildbuffet/Resources/art/sprites.png
is that correct?
( code in Mod Item
code in main base mod
also one more question, my paths from my computer use the \ slash, but eclipse only accepts / that slash, (as shown in your tut) which is correct?
You need to use your package layout. So, if you have a package called art, inside another called resource, inside another called mod, you would use /mod/resource/art. And Eclipse uses /, not \.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
your Tutorials/ instructions are very helpful to learn off of !
No problem!
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!