No, that is entirely up to Reika to fix unfortunately. You cannot fix it from your end.
i mean hes the one having the issues it seems when its not complied the textures are working fine when he complies it all of a sudden it doesn't load the textures
i mean hes the one having the issues it seems when its not complied the textures are working fine when he complies it all of a sudden it doesn't load the textures
Eclipse can be very leniant with file names, so while it will be happy with "/stuff/guistuff.png" what minecraft is really looking for is "/stuff/guiStuff.png" and if it is anything else other than the capitalized version it will throw up it's hands and give up.
that is the only thing I can think of after talking to a couple things. However thats not nessesarily Reikas issue.
Eclipse can be very leniant with file names, so while it will be happy with "/stuff/guistuff.png" what minecraft is really looking for is "/stuff/guiStuff.png" and if it is anything else other than the capitalized version it will throw up it's hands and give up.
that is the only thing I can think of after talking to a couple things. However thats not nessesarily Reikas issue.
ill let him know tomarow thanks rorax im just doing as much digging as i can while hes offline/sleeping.
Eclipse can be very leniant with file names, so while it will be happy with "/stuff/guistuff.png" what minecraft is really looking for is "/stuff/guiStuff.png" and if it is anything else other than the capitalized version it will throw up it's hands and give up.
that is the only thing I can think of after talking to a couple things. However thats not nessesarily Reikas issue.
I used the default path:
<zip>/assets/rotarycraft/
Interestingly (and frustratingly), it is loading the block and item textures fine, but any other texture fails to load.
That is, it loads the icon textures as specified in
it refuses to load it. Seeing as I am the one coding the path, I do not see capitalization or similar being the issue, unless the texture loader is secretly applying changes to the given path beyond forcibly adding the
Interestingly (and frustratingly), it is loading the block and item textures fine, but any other texture fails to load.
That is, it loads the icon textures as specified in
it refuses to load it. Seeing as I am the one coding the path, I do not see capitalization or similar being the issue, unless the texture loader is secretly applying changes to the given path beyond forcibly adding the
/assets/<mod>/textures
I'm only passing on what I was told after I asked about the issue. And I am inclined to think that if these people say exact filenames including captilisation e.t.c is needed then that is exactly as it has to be if you are using the standard texture loader e.t.c
Edit:
Ichun suggests "new ResourceLocation("rotatycraft", "textures/whatever/wherever.png");
Ichun suggests "new ResourceLocation("rotatycraft", "textures/whatever/wherever.png");
That is what I am using.
EDIT: Good news.
I have devised a way to completely bypass the resource pack system, thus allowing me direct and final control over texture (and other resource) filepaths. This should solve my problem. We shall see, however.
EDIT: Good news.
I have devised a way to completely bypass the resource pack system, thus allowing me direct and final control over texture (and other resource) filepaths. This should solve my problem. We shall see, however.
Are you sure circumventing the resource pack system is the best way to go about it. Seems like a lot of work for something most people don't struggle with concerning things like GUIs, Items and basic block renders.
I mean, you said that because it's your code that the capitalisation e.t.c (i.e making sure the file names match perfectly) shouldn't matter (which suggested to me that your filenames weren't exactly the same as far as capitalization e.t.c). But since then did you try making sure it was /not/ an issue with mismatch filenames?
Are you sure circumventing the resource pack system is the best way to go about it. Seems like a lot of work for something most people don't struggle with concerning things like GUIs, Items and basic block renders.
I mean, you said that because it's your code that the capitalisation e.t.c (i.e making sure the file names match perfectly) shouldn't matter (which suggested to me that your filenames weren't exactly the same as far as capitalization e.t.c). But since then did you try making sure it was /not/ an issue with mismatch filenames?
Yes, I am sure it was not a filename issue. I tried every reasonable capitalization and every reasonable filename (including yours) and none worked. Additionally, I strongly prefer to have full control over every step of the texture loading process, as that allows me to have full directory control and full knowledge of the actual processes being taken (making debugging MUCH easier).
Additionally, I can still code in resource pack compatibility in later versions, thus allowing them to change the otherwise hardcoded textures.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Rotarycraft is crashing: https://www.dropbox.com/s/wo6xoib88ow5v4i/rotarycraft.txt. I have B:"Enable Achievements"=false set. So it isn't an achievement ID error. Not that I know how they work so it would be imposssible to resolve :/
Rotarycraft is crashing: https://www.dropbox....otarycraft.txt. I have B:"Enable Achievements"=false set. So it isn't an achievement ID error. Not that I know how they work so it would be imposssible to resolve :/
Your link is giving me a 404 error.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
The Meaning of Life, the Universe, and Everything.
Join Date:
9/3/2013
Posts:
48
Minecraft:
Bankiri
Member Details
I'm sorry it bother you often.
In this report, we show that it was found on the issue until now.
* It had ceased to be to remove the machine
I could be removed without problems in the pickaxe made of bedrock and vanilla.
there seems to disappear and be removed in the pickaxe to be added in the mod.
* Fire Charge is not consumed when use the Fireball Launcher.
Finally.
Now, I wrote an article to introduce the contents of the RotaryCraft.
A little more time-consuming, but going to publish it if finished.
* It had ceased to be to remove the machine
I could be removed without problems in the pickaxe made of bedrock and vanilla.
there seems to disappear and be removed in the pickaxe to be added in the mod.
Also, I created another small mod. It basically gives you an item, that if you right-click TNT with it, will set the TNT off in a way that is more useful to mining - it always drops items, will not destroy items, xp, or hurt players, and will not chain with other TNT.
wait,this mod only include this item?
if I were you,instead a separate mod,I would have putted this in RC,and maybee replaced some things in the recipe,for example,replacing the ender pearl by a RC TnT cannon
but maybee you plan alot more for this mod,in that case,that would make more sense
also,nice work on 1.6.2 updates,I was waiting for this since a long time,good job
here a virtual infinite and useless diamond that people seems to enjoy to share
I wanted to make you able to have the useful TNT without installing a large mod to do it. This sort of thing is nothing new - it exists in IC2, Explosives+, Zombe's Mods, and so on - but I have always wanted to be able to do it without any other unwanted content.
I also added Retroactive Generation capabilties to DragonAPI, and thus to GeoStrata (crystals only to avoid damaging buildings made of stone), ReactorCraft, and DyeTrees.
Also, I added a new feature to DyeTrees - the (optional) Rainbow Forest biome.
well wondering if ya have any insight on how to fix the texture issues and its the FTB ts
No, that is entirely up to Reika to fix unfortunately. You cannot fix it from your end.
Eclipse can be very leniant with file names, so while it will be happy with "/stuff/guistuff.png" what minecraft is really looking for is "/stuff/guiStuff.png" and if it is anything else other than the capitalized version it will throw up it's hands and give up.
that is the only thing I can think of after talking to a couple things. However thats not nessesarily Reikas issue.
ill let him know tomarow thanks rorax im just doing as much digging as i can while hes offline/sleeping.
1.5.2. And it will be done when it is done.
I used the default path:
Interestingly (and frustratingly), it is loading the block and item textures fine, but any other texture fails to load.
That is, it loads the icon textures as specified in
but if I tell it to load a GUI texture from
it refuses to load it. Seeing as I am the one coding the path, I do not see capitalization or similar being the issue, unless the texture loader is secretly applying changes to the given path beyond forcibly adding the
I'm only passing on what I was told after I asked about the issue. And I am inclined to think that if these people say exact filenames including captilisation e.t.c is needed then that is exactly as it has to be if you are using the standard texture loader e.t.c
Edit:
Ichun suggests "new ResourceLocation("rotatycraft", "textures/whatever/wherever.png");
That is what I am using.
EDIT: Good news.
I have devised a way to completely bypass the resource pack system, thus allowing me direct and final control over texture (and other resource) filepaths. This should solve my problem. We shall see, however.
Are you sure circumventing the resource pack system is the best way to go about it. Seems like a lot of work for something most people don't struggle with concerning things like GUIs, Items and basic block renders.
I mean, you said that because it's your code that the capitalisation e.t.c (i.e making sure the file names match perfectly) shouldn't matter (which suggested to me that your filenames weren't exactly the same as far as capitalization e.t.c). But since then did you try making sure it was /not/ an issue with mismatch filenames?
Yes, I am sure it was not a filename issue. I tried every reasonable capitalization and every reasonable filename (including yours) and none worked. Additionally, I strongly prefer to have full control over every step of the texture loading process, as that allows me to have full directory control and full knowledge of the actual processes being taken (making debugging MUCH easier).
Additionally, I can still code in resource pack compatibility in later versions, thus allowing them to change the otherwise hardcoded textures.
Your link is giving me a 404 error.
https://www.dropbox.com/s/wo6xoib88ow5v4i/rotarycraft.txt Without the dot at the end. sorry :/
In this report, we show that it was found on the issue until now.
* It had ceased to be to remove the machine
I could be removed without problems in the pickaxe made of bedrock and vanilla.
there seems to disappear and be removed in the pickaxe to be added in the mod.
* Fire Charge is not consumed when use the Fireball Launcher.
Finally.
Now, I wrote an article to introduce the contents of the RotaryCraft.
A little more time-consuming, but going to publish it if finished.
I hope to in the future.
Verify that you have the "Resources" folder in zip:/"Reika/RotaryCraft".
???
Are you in creative?
DragonAPI:
http://adf.ly/W6dgN
RotaryCraft:
http://adf.ly/W6dq1
ExpandedRedstone:
http://adf.ly/W6dtr
GeoStrata:
http://adf.ly/W6dzZ
DyeTrees:
http://adf.ly/W6e3c
Also, I created another small mod. It basically gives you an item, that if you right-click TNT with it, will set the TNT off in a way that is more useful to mining - it always drops items, will not destroy items, xp, or hurt players, and will not chain with other TNT.
Download (1.5.2):
http://adf.ly/W6nu6
Crafting:
Is a survival mode.
Not in creative mode.
If you mean Tinkerer's pickaxes, they work. They need to be stone or better. Hammers do not work, for rather obvious reasons.
As for the fire charge consumption, it only has a 1/3 chance of consuming the item.
I wanted to make you able to have the useful TNT without installing a large mod to do it. This sort of thing is nothing new - it exists in IC2, Explosives+, Zombe's Mods, and so on - but I have always wanted to be able to do it without any other unwanted content.
Yes, and 1.6.1, 1.6.3, and 1.6.4.
I also added Retroactive Generation capabilties to DragonAPI, and thus to GeoStrata (crystals only to avoid damaging buildings made of stone), ReactorCraft, and DyeTrees.
Also, I added a new feature to DyeTrees - the (optional) Rainbow Forest biome.
Appears to not have been in the version I got yesterday. It was here in todays version though. So bug fixed!