I got it working and I am now uploading a video to my youtube channel showing this method. Some people like the visual means of teaching and you can look at it to make sure you got everything right.
ugh, this isn't working either....i have forge 771 if that helps...
oh and my modid is "MCE626_MoreBlocksMod" so would i have to make that one folder the exact same (with out uppercase letters) or can i have it as "mod_MoreBlocks" or what ever?
ugh, this isn't working either....i have forge 771 if that helps...
oh and my modid is "MCE626_MoreBlocksMod" so would i have to make that one folder the exact same (with out uppercase letters) or can i have it as "mod_MoreBlocks" or what ever?
the folder would have to be named mce626_moreblocksmod
the folder would have to be named mce626_moreblocksmod
ok, since i forgot that i updated then decompiled with forge, it removed that folder, so i'm putting it in again, and trying..
EDIT: You have ".getUniqueBlockID()-256" in the block thing... (i have "BlockCryingObsidianid" since i use a config file) and i put that code in and get an error....i don't know what goes in that method, or if i really need that code....
"technically" the modID doesn't need to be the same as prefix to the colon in the unLocalizedName value nor the registerIcon value, but those 2 values(unLocalizedName and registerIcon) need to match the folder.
Like in my example in the video my modID is FoodCultures but my unLocalizedName and registerIcon are both "Shaqaruden:swordCorundum"
So for the folder structure, "assets/shaqaruden/textures/items/swordCorundum.png" the unLocalizedName needs to be "Shaqaruden:swordCorundum" and the same for the registerIcon.
So for you a new block would be formated like this in the main class file
myNewBlock = new myNewBlock(4000).setUnlocalizedName("[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(234, 233, 220)]MCE626_MoreBlocksMod:myNewBlock[/background][/size][/font][/color]");
ok, since i forgot that i updated then decompiled with forge, it removed that folder, so i'm putting it in again, and trying..
EDIT: You have ".getUniqueBlockID()-256" in the block thing... (i have "BlockCryingObsidianid" since i use a config file) and i put that code in and get an error....i don't know what goes in that method, or if i really need that code....
getUniqueBlockID is my own ID code.
Don't worry about it.
"technically" the modID doesn't need to be the same as prefix to the colon in the unLocalizedName value nor the registerIcon value, but those 2 values(unLocalizedName and registerIcon) need to match the folder.
Like in my example in the video my modID is FoodCultures but my unLocalizedName and registerIcon are both "Shaqaruden:swordCorundum"
So for the folder structure, "assets/shaqaruden/textures/items/swordCorundum.png" the unLocalizedName needs to be "Shaqaruden:swordCorundum" and the same for the registerIcon.
So for you a new block would be formated like this in the main class file
myNewBlock = new myNewBlock(4000).setUnlocalizedName("[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(234, 233, 220)]MCE626_MoreBlocksMod:myNewBlock[/background][/size][/font][/color]");
EDIT;Thanks, I've made some progress, the console is throwing out that it cant load the textures, when before it didn't.
Now how do i get the textures to be able to load?
EDIT: I think i got it, my assets folder vanished
annnnnnnnnnnnnnnnnnnnnnnnnd! didn't work.
so i saw keegandeathman2's post about his modid and i looked at mine, here's my code -
@Mod(modid = "MCE626_MoreBlocksMod", name = "More Blocks", version = "Beta 1.7")
@NetworkMod(clientSideRequired = true, serverSideRequired = false)
public class mod_MoreBlocks {
public static final String modid = "mod_MoreBlocks";
notice how the @modid says "MCE626_MoreBlocksMod" and then there is a line saying "String modid = "mod_MoreBlocks"" (I think i made a log and it said to put this in...(i don't remember if it was the log or not...))
so i changed the top one to mach the bottom one and changed the folder with the textures from "mce626_moreblocksmod" to "mod_moreblocks"
but textures still don't load! Sad face inserted here ( )
EDIT;Thanks, I've made some progress, the console is throwing out that it cant load the textures, when before it didn't.
Now how do i get the textures to be able to load?
EDIT: I think i got it, my assets folder vanished
annnnnnnnnnnnnnnnnnnnnnnnnd! didn't work.
Did you watch the video? Your PreInit function should look like this.
@PreInit
public void PreInit(FMLPreInitializationEvent Event) {
//items and blocks here
}
Did you watch the video? Your PreInit function should look like this.
@PreInit
public void PreInit(FMLPreInitializationEvent Event) {
//items and blocks here
}
wait...should i move my blocks and items in the preint?
and, does the config code still go in preint? just seems kinda weird having the config in the same method to ass blocks and items...
wait...should i move my blocks and items in the preint?
and, does the config code still go in preint? just seems kinda weird having the config in the same method to ass blocks and items...
I'm not sure a out the confit you could try it but yes the blocks and items must be in the PreInit function. And preinit() should replace the load method with the same param.
I got it working and I am now uploading a video to my youtube channel showing this method. Some people like the visual means of teaching and you can look at it to make sure you got everything right.
I made sure I gave credit to you Sheenrox82.
oh and my modid is "MCE626_MoreBlocksMod" so would i have to make that one folder the exact same (with out uppercase letters) or can i have it as "mod_MoreBlocks" or what ever?
E
the folder would have to be named mce626_moreblocksmod
ok, since i forgot that i updated then decompiled with forge, it removed that folder, so i'm putting it in again, and trying..
EDIT: You have ".getUniqueBlockID()-256" in the block thing... (i have "BlockCryingObsidianid" since i use a config file) and i put that code in and get an error....i don't know what goes in that method, or if i really need that code....
E
Like in my example in the video my modID is FoodCultures but my unLocalizedName and registerIcon are both "Shaqaruden:swordCorundum"
So for the folder structure, "assets/shaqaruden/textures/items/swordCorundum.png" the unLocalizedName needs to be "Shaqaruden:swordCorundum" and the same for the registerIcon.
So for you a new block would be formated like this in the main class file
and the registerIcon would be...
and the file structure should be(starting from src/minecraft)
getUniqueBlockID is my own ID code.
Don't worry about it.
hmm... it still doesn't work...i have my codes in "src/minecraft/mods/mod_MoreBlocks/Common" if that helps....
ok
Also: is this ur skin? -
E
That's not my skin. Why do you ask?
ur pic on here kinda looked like it, just with more detail..
E
Im using this to call the texture in my block file:
I have the texture in forge/mcp/src/minecraft/assets/codelyoko/textures/blocks
help?
Gimme the code where it declares your modId. then I could help.
But:
and then
Move your items to the preInit method. I suppose.
Thanks, I'll try it
EDIT;Thanks, I've made some progress, the console is throwing out that it cant load the textures, when before it didn't.
Now how do i get the textures to be able to load?
EDIT: I think i got it, my assets folder vanished
annnnnnnnnnnnnnnnnnnnnnnnnd! didn't work.
notice how the @modid says "MCE626_MoreBlocksMod" and then there is a line saying "String modid = "mod_MoreBlocks"" (I think i made a log and it said to put this in...(i don't remember if it was the log or not...))
so i changed the top one to mach the bottom one and changed the folder with the textures from "mce626_moreblocksmod" to "mod_moreblocks"
but textures still don't load! Sad face inserted here ( )
E
Did you watch the video? Your PreInit function should look like this.
wait...should i move my blocks and items in the preint?
and, does the config code still go in preint? just seems kinda weird having the config in the same method to ass blocks and items...
E
I'm not sure a out the confit you could try it but yes the blocks and items must be in the PreInit function. And preinit() should replace the load method with the same param.