i watched the first video and did everything like what you said and I opened my eclipse and there was no minecraft folder. what do i do and/or what is wrong thnx
Im having issues doing the fixed texture thing with my ore, can someone send the code lines that are changed?
*Edit I figured it out, never mind Great tuts thanks!
So where you put resistance level for said block put a number no other mod might use; for instance 9. And in the EnumToolMaterial, make the first variable (first, second, third, fourth) the same number, in this case 9. If it annoyed you that I'm not synanonic I'm sorry.
~Blackout
I dont really understand this, and i would like to know also
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I used to have a banner, but the link broke, this is my place holder
sorry ive been busy and not really all in the coding mood
but now im back and ready to go!
I was just kinda playing games, thats what I intended for my channel at first, but it seems that people only really want the coding stuffs :/
Ok, I've done everything in the text tutorial "12.Fixing Textures" but when i publish my mod i still dont have any textures unless i put them in the jar , it still works fine with eclipse though.
I need help!
you have to put them in the Zip folder
make a folder called "assets"
in there put your "syn" folder
then in there put a folder called "textures"
then in there a folder called "items"/"blocks"/"armor" etc.
sorry ive been busy and not really all in the coding mood
but now im back and ready to go!
I was just kinda playing games, thats what I intended for my channel at first, but it seems that people only really want the coding stuffs :/
So have you figured out what was going on with my code? Because I am still clueless.
Hey Syn, I was wondering if you know how to change what tool is needed to break a block? and also you should make a tut on custom furnaces, if you know how, because they are confusing.
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I used to have a banner, but the link broke, this is my place holder
Hey Syn, I was wondering if you know how to change what tool is needed to break a block? and also you should make a tut on custom furnaces, if you know how, because they are confusing.
Oh, ok, is there a list or something that shows what material = the tool needed? Thanks!
well i believe
.Grass is a shovel
.rock and .iron is a pick
.glass is nothing
and ya
(i may be wrong now that i think of it but i pretty sure)
or you could do the guys above me sorry and that helps me thanks for posting
Hey Syn, so i have done everything in your videos and it's just not working. I'm not getting any errors but the blocks and items just dont show up in the creative tab and i can't spawn them in. I'm using 1.6.4 any help would be awesome.
"pickaxe" <- It's tool needed to be used.3 <- Tier needed to destroy the block (3 is the diamond one, 2 - Iron,1 - stone, 0 - wooden)When you make that line, Press Ctrl+Shift+O (If I remember correctly xd) To import sth needed from forge (I believe it's this line:
import net.minecraftforge.common.MinecraftForge;
)
Oh cool thanks man, ill put that in a video and make sure to give you credit!
I don't know if this is asking too much but I need some help ore direction with a part of a mod idea I am working on.
Basically I need tools to lose durability but not break when they run out.
I also want to be able to then put the tools in a chest with food and they consume the food and regenerate their durability.
Where can I get information on how to go about doing this as I have asked around and I either get yelled at for being a modding noob or someone tells me something that just goes over my head.
Thanks dude. Nice tutorial posts. Class!
well I know the way that I figure out stuff like that is just searchin through the code and trying things out
watch a few random modding tutorial and piece it together
"pickaxe" <- It's tool needed to be used.3 <- Tier needed to destroy the block (3 is the diamond one, 2 - Iron,1 - stone, 0 - wooden)When you make that line, Press Ctrl+Shift+O (If I remember correctly xd) To import sth needed from forge (I believe it's this line:
import net.minecraftforge.common.MinecraftForge;
)
Ok, thats awesome thanks!
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I used to have a banner, but the link broke, this is my place holder
Can you help me out too? Here is the code and error message.
Error:
2014-02-12 16:45:54 [SEVERE] [ForgeModLoader] Fatal errors were detected during the transition from INITIALIZATION to POSTINITIALIZATION. Loading cannot continue
2014-02-12 16:45:54 [SEVERE] [ForgeModLoader]
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.49.965} [Forge Mod Loader] (bin) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.1.965} [Minecraft Forge] (bin) Unloaded->Constructed->Pre-initialized->Initialized
The LOL Mod{v1} [The LOL Mod] (bin) Unloaded->Constructed->Pre-initialized->Errored
2014-02-12 16:45:54 [SEVERE] [ForgeModLoader] The following problems were captured during this phase
2014-02-12 16:45:54 [SEVERE] [ForgeModLoader] Caught exception from The LOL Mod
java.lang.IllegalArgumentException: Illegal object for naming null
at cpw.mods.fml.common.registry.LanguageRegistry.addNameForObject(LanguageRegistry.java:114)
at cpw.mods.fml.common.registry.LanguageRegistry.addName(LanguageRegistry.java:122)
at Syn.MyMod.TheLOLMod.load(TheLOLMod.java:49)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:509)
at net.minecraft.client.Minecraft.run(Minecraft.java:808)
at net.minecraft.client.main.Main.main(Main.java:93)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
TheLOLMod.java:
package Syn.MyMod; //Package directory
/*
* Basic importing
*/
import net.minecraft.block.Block;
import net.minecraft.item.EnumToolMaterial;
import net.minecraft.item.Item;
import net.minecraft.item.ItemFood;
import net.minecraft.item.ItemStack;
import net.minecraftforge.common.EnumHelper;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.Init;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;
/*
* Basic needed forge stuff
*/
@Mod(modid="The LOL Mod",name="The LOL Mod",version="v1")
@NetworkMod(clientSideRequired=true,serverSideRequired=false)
public class TheLOLMod {
/*
* ToolMaterial
*/
//Telling forge that we are creating these
//items
public static Item LOL;
//blocks
public static Block lolblock;
//tools
//Declaring Init
@Init
public void load(FMLInitializationEvent event){
// define items
LOL = new Synitems(1001).setUnlocalizedName("LOL");
// define blocks
//adding names
//items
LanguageRegistry.addName(LOL, "LOL");
//blocks
LanguageRegistry.addName(lolblock, "LOL Block");
//define blocks
lolblock = new LOLBlock(1002, "lolblock").setUnlocalizedName("lol_block").setHardness(50.0F).setStepSound(Block.soundMetalFootstep).setResistance(50.0F);
GameRegistry.registerBlock(lolblock, "lolblock");
//crafting
}
}
Synitems.java:
package Syn.MyMod;
import net.minecraft.item.Item;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.relauncher.*;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
public class Synitems extends Item {
public Synitems(int par1) {
super(par1); //Returns super constructor: par1 is ID
setCreativeTab(CreativeTabs.tabMaterials); }//Tells the game what creative mode tab it goes in
public void registerIcons(IconRegister reg) { // Make sure to import IconRegister!
if (itemID == TheLOLMod.LOL.itemID) {
this.itemIcon = reg.registerIcon("LOL"); // You can also replace blockID and blockIcon with itemID and itemIcon
}
}
}
LOLBlock.java:
package Syn.MyMod;
import java.util.Random;
import cpw.mods.fml.common.Mod.Init;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.registry.LanguageRegistry;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
public class LOLBlock extends Block {
public LOLBlock(int par1, String texture) {
super(par1, Material.iron);
setCreativeTab(CreativeTabs.tabBlock); //place in creative tabs
}
//drops when broken with pickaxe
public int idDropped(int par1, Random par2Random, int par3)
{
return TheLOLMod.lolblock.blockID;
}
public int quantityDropped(Random random)
{
return 1;
}
public void registerIcons(IconRegister reg) { // Make sure to import IconRegister!
this.blockIcon = reg.registerIcon("lol_block"); // You can also replace blockID and blockIcon with itemID and itemIcon
}
}
Here's you problem, friend. You need to move this:
LanguageRegistry.addName(lolblock, "LOL Block");
down below this:
GameRegistry.registerBlock(lolblock, "lolblock");
so it looks like this:
lolblock = new LOLBlock(1002, "lolblock").setUnlocalizedName("lol_block").setHardness(50.0F).setStepSound(Block.soundMetalFootstep).setResistance(50.0F);
GameRegistry.registerBlock(lolblock, "lolblock");
LanguageRegistry.addName(lolblock, "LOL Block");
That way it's registered as part of the mod before you go putting names on it.
Hey Syn, so i have done everything in your videos and it's just not working. I'm not getting any errors but the blocks and items just dont show up in the creative tab and i can't spawn them in. I'm using 1.6.4 any help would be awesome.
Drop your code in a reply and I can help you out.
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If someone helps you out, don't hesitate to hit the green button to give them some props.
I have the same problem, What am i doing wrong?
I think you go to your mod folder then go to forge/mcp/eclipse/minecraft
then you add your shtuff.
which mod folder the one in .minecraft or somewhere else
*Edit I figured it out, never mind Great tuts thanks!
I dont really understand this, and i would like to know also
sorry ive been busy and not really all in the coding mood
but now im back and ready to go!
I was just kinda playing games, thats what I intended for my channel at first, but it seems that people only really want the coding stuffs :/
Do you guys have it pathed to the right spot?
Modding Tutorial 1.6.4 MCP>forge>mcp>eclipse
you have to put them in the Zip folder
make a folder called "assets"
in there put your "syn" folder
then in there put a folder called "textures"
then in there a folder called "items"/"blocks"/"armor" etc.
So have you figured out what was going on with my code? Because I am still clueless.
Just one more block...
PACIFICRAFT: http://www.minecraft...64-pacificraft/
well how did you load it?
honestly im sorry but i have no idea :/
material has to do with it
PACIFICRAFT: http://www.minecraft...64-pacificraft/
Oh, ok, is there a list or something that shows what material = the tool needed? Thanks!
well i believe
.Grass is a shovel
.rock and .iron is a pick
.glass is nothing
and ya
(i may be wrong now that i think of it but i pretty sure)
or you could do the guys above me sorry and that helps me thanks for posting
PACIFICRAFT: http://www.minecraft...64-pacificraft/
Oh cool thanks man, ill put that in a video and make sure to give you credit!
well I know the way that I figure out stuff like that is just searchin through the code and trying things out
watch a few random modding tutorial and piece it together
-Syn
Ok, thats awesome thanks!
Here's you problem, friend. You need to move this:
down below this:
so it looks like this:
That way it's registered as part of the mod before you go putting names on it.
Drop your code in a reply and I can help you out.