Hey can anyone give me any suggestions? I did not have any compile errors, but the game crashes.
--- BEGIN ERROR REPORT cc8d5797 --------
Generated 3/10/11 11:49 PM
Minecraft: Minecraft Beta 1.3_01
OS: Mac OS X (x86_64) version 10.6.6
Java: 1.6.0_22, Apple Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 8600M GT OpenGL Engine version 2.1 NVIDIA-1.6.26, NVIDIA Corporation
java.lang.Exception: net.minecraft.src.BlockFossil@6f0ffb38 is missing name tag!
at net.minecraft.src.ModLoader.AddName(ModLoader.java:211)
at net.minecraft.src.mod_Fossils.<init>(mod_Fossils.java:22)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at net.minecraft.src.ModLoader.addMod(ModLoader.java:159)
at net.minecraft.src.ModLoader.readFromClassPath(ModLoader.java:673)
at net.minecraft.src.ModLoader.init(ModLoader.java:498)
at net.minecraft.src.ModLoader.AddAllRenderers(ModLoader.java:75)
at net.minecraft.src.RenderManager.<init>(RenderManager.java:41)
at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:121)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:120)
at net.minecraft.client.Minecraft.run(Minecraft.java:409)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 290d175a ----------
You probably did not run enable_modloader.bat, did you?
Hey can anyone give me any suggestions? I did not have any compile errors, but the game crashes.
--- BEGIN ERROR REPORT cc8d5797 --------
Generated 3/10/11 11:49 PM
Minecraft: Minecraft Beta 1.3_01
OS: Mac OS X (x86_64) version 10.6.6
Java: 1.6.0_22, Apple Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 8600M GT OpenGL Engine version 2.1 NVIDIA-1.6.26, NVIDIA Corporation
java.lang.Exception: net.minecraft.src.BlockFossil@6f0ffb38 is missing name tag!
at net.minecraft.src.ModLoader.AddName(ModLoader.java:211)
at net.minecraft.src.mod_Fossils.<init>(mod_Fossils.java:22)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at net.minecraft.src.ModLoader.addMod(ModLoader.java:159)
at net.minecraft.src.ModLoader.readFromClassPath(ModLoader.java:673)
at net.minecraft.src.ModLoader.init(ModLoader.java:498)
at net.minecraft.src.ModLoader.AddAllRenderers(ModLoader.java:75)
at net.minecraft.src.RenderManager.<init>(RenderManager.java:41)
at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:121)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:120)
at net.minecraft.client.Minecraft.run(Minecraft.java:409)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 290d175a ----------
According to my knowledge, u compiled and ran the game with a mod which requires mod loader
hey, im havin some trouble. So what my mod does is lets you change the color when you hit an entity to things inside a properties file.
so heres my code
public String[] Red()
{
String[] RedF = new String['È'];
try {
for (int i = 0; i < 20; i++) {
int n = i;
String f = Integer.toString(n);
RedF[i] = f;
}
}
catch (Exception e) {
System.out.println(e);
}
return RedF;
public String[] Red = Red();
public float RedV = PReader.PropFloat(Red, "/mods/DamageColour.txt", "Red amount, must be under 1.0 and must end with F", "1.0F");
}
for the properties reader
and heres my code to colorise the entity when hit
GL11.glColor4f(RedV, 0.0F, 0.0F, 0.4F);
the problem is when you hit the entity it doesn't colorize at all.
Smith_61 hopefully you or someone else knows wats wrong.
thx
I'm making a new mod that adds a lot 5 new metal types. I've made new tols and swords and armor spites for each new metal. But here's the situation: I'm running out of space for new sprites! I need to know if its possible to enlarge or make a new items.png or something.
Any help is appreciated and a for everyone that helps.
a more intricate word generation (minecart track, or caves)
and
a more intricate item/entity tutorial
and
although it's been requested before a weapon/armor tutorial
I've been playing with these tutorials for a few days, made the example block a combination of most of the tutorials (one block, is a combination of dirt, its the trampoline block, and an expandable house), added a few shortcut recipes (gunpowder and string), and i made the TNT spawn in the world. However I would like some more detailed tutorials.
Thanks for the great Development Kit !! and thanks for the tutorials so far
(I can't search through the thread and I'm not going through 77 pages)
When I add two items with ModLoader (this doesn't happen for all of them, just so you know) and I use the AddName function, it seems to overwrite another item's name. For example, if I have two items, one called myItemOne and hte other myItemTwo, I would use ModLoader.AddName(myItemOne, "myItemOne"); and then ModLoader.AddName(myItemTwo, "myItemTwo"); In theory, this shouldn't cause any problems, but the myItemTwo name overwrites myItemOne's name, giving them both "myItemTwo". Does anyone have any idea on how to solve this?
- PROWNE
Rollback Post to RevisionRollBack
While I may be inactive, you can check up on what I'm doing on my website Gamer's Den.
*** Minecraft Coder Pack Version 2.9 ***
MCP 2.9 running in C:\Users\RavenBurga\Desktop\MC modding\MCP
Compiling Minecraft
sources\minecraft\net\minecraft\src\CraftingManager.java:185: cannot find symbol
symbol : variable BowlMilk
location: class net.minecraft.src.Item
addRecipe(new ItemStack(Item.BowlMilk, 1), new Object[] {
^
1 error
*** minecraft_server.jar was not found, skipping
=== MCP 2.9 recompile script finished ===
Press any key to continue . . .
My ItemBowlMilk.java looks like this:
package net.minecraft.src;
public class ItemBowlMilk extends Item
{
public ItemBowlMilk(int i)
{
super(i);
}
}
Its either you didn't capitalize right or your looking in the wrong place for a variable.
Quote from greed460 »
Quote from SikelelAfrika »
Hey can anyone give me any suggestions? I did not have any compile errors, but the game crashes.
--- BEGIN ERROR REPORT cc8d5797 --------
Generated 3/10/11 11:49 PM
Minecraft: Minecraft Beta 1.3_01
OS: Mac OS X (x86_64) version 10.6.6
Java: 1.6.0_22, Apple Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 8600M GT OpenGL Engine version 2.1 NVIDIA-1.6.26, NVIDIA Corporation
java.lang.Exception: net.minecraft.src.BlockFossil@6f0ffb38 is missing name tag!
at net.minecraft.src.ModLoader.AddName(ModLoader.java:211)
at net.minecraft.src.mod_Fossils.<init>(mod_Fossils.java:22)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at net.minecraft.src.ModLoader.addMod(ModLoader.java:159)
at net.minecraft.src.ModLoader.readFromClassPath(ModLoader.java:673)
at net.minecraft.src.ModLoader.init(ModLoader.java:498)
at net.minecraft.src.ModLoader.AddAllRenderers(ModLoader.java:75)
at net.minecraft.src.RenderManager.<init>(RenderManager.java:41)
at net.minecraft.src.RenderManager.<clinit>(RenderManager.java:121)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:120)
at net.minecraft.client.Minecraft.run(Minecraft.java:409)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 290d175a ----------
You probably did not run enable_modloader.bat, did you?
You need to put .setBlockName at the end to get it to add your name to the block.
Quote from pwned »
hey, im havin some trouble. So what my mod does is lets you change the color when you hit an entity to things inside a properties file.
so heres my code
public String[] Red()
{
String[] RedF = new String['È'];
try {
for (int i = 0; i < 20; i++) {
int n = i;
String f = Integer.toString(n);
RedF[i] = f;
}
}
catch (Exception e) {
System.out.println(e);
}
return RedF;
public String[] Red = Red();
public float RedV = PReader.PropFloat(Red, "/mods/DamageColour.txt", "Red amount, must be under 1.0 and must end with F", "1.0F");
}
for the properties reader
and heres my code to colorise the entity when hit
GL11.glColor4f(RedV, 0.0F, 0.0F, 0.4F);
the problem is when you hit the entity it doesn't colorize at all.
Smith_61 hopefully you or someone else knows wats wrong.
thx
I'm surprised you didn't get a compile time error about an unreachable statement. Move the public String[] out of the block of code. It seems you left it in there.
Quote from doomie22 »
Hi,
Does anyone know why my new test block wont come up with the name when I hover over it in my inventory?
example = (new BlockExample(100, 103)).setHardness(1.5F).setStepSound(soundStoneFootstep).setBlockName("TestBlock");
The block is working, its just the name will not show. Any ideas?
Doomie
Use modloader to add the name. Or edit the lang file.
Quote from Denni199 »
Could someone help me please.
I am trying to make a Simple Item with mod loader, i have only made the one file for testing so i aint sure if thats the problem.
My error is:
Compiling Minecraft
sources\minecraft\net\minecraft\src\mod_Tincan.java:8: class, interface, or enum
expected
public String Version()
^
sources\minecraft\net\minecraft\src\mod_Tincan.java:11: class, interface, or enu
m expected
}
and my file:
import net.minecraft.client.Minecraft;
public class mod_Tincan extends BaseMod
{
public static ex Tincan = new ex(508).b(ModLoader.addOverride("/gui/items.png", "/Tincan/tincan.png")).a("Tincan");
}
public String Version()
{
return "1";
}
basically what i am trying to do here is to instead of using items.png then to use my own folder with a sprite called tincan.png
You might want to learn java if you don't see what you did wrong.
Quote from Black Pegasus »
I'm making a new mod that adds a lot 5 new metal types. I've made new tols and swords and armor spites for each new metal. But here's the situation: I'm running out of space for new sprites! I need to know if its possible to enlarge or make a new items.png or something.
Any help is appreciated and a for everyone that helps.
Its possible but very hard to do. I believe shockah is working on it though.
Quote from Denni199 »
Quote from Black Pegasus »
I'm making a new mod that adds a lot 5 new metal types. I've made new tols and swords and armor spites for each new metal. But here's the situation: I'm running out of space for new sprites! I need to know if its possible to enlarge or make a new items.png or something.
Any help is appreciated and a for everyone that helps.
Thats exactly what i needed help for above.
What it looks like is that you need to use Modloader to be able to use this method:
public static ex Tincan = new ex(508, 0).b(ModLoader.addOverride("/gui/items.png", "/Tincan/tincan.png")).a("Tincan");
from what i can see in that code it looks like that it will skip the items.png and goto the new folder i made (Tincan) and use the tincan.png sprite as the item instead.
Perhaps you should try using Modloader too?
Complete lie. Modloader doesn't just skip the item.png it takes a sprite thats open and when a request comes for that sprite it will direct it to the new image. So you are still limited to the size of the item.png
Quote from PROWNE »
Hey guys, I'm having a really weird problem here.
(I can't search through the thread and I'm not going through 77 pages)
When I add two items with ModLoader (this doesn't happen for all of them, just so you know) and I use the AddName function, it seems to overwrite another item's name. For example, if I have two items, one called myItemOne and hte other myItemTwo, I would use ModLoader.AddName(myItemOne, "myItemOne"); and then ModLoader.AddName(myItemTwo, "myItemTwo"); In theory, this shouldn't cause any problems, but the myItemTwo name overwrites myItemOne's name, giving them both "myItemTwo". Does anyone have any idea on how to solve this?
Hey, I've been working more on making my mod ModLoader compatible. So far, I made my mod_Spear file, and it defines all the things like crafting, names, sprite, etc. For some reason, when I recompile, my other files say they can't find the variable "spear". Did I define it incorrectly or something? Here is my modloader code:
package net.minecraft.src;
import java.util.Map;
public class mod_Spear extends BaseMod
{
public static Item spear = new Item(131).setIconIndex(ModLoader.addOverride("/gui/items.png", "/spear/spearsprite.png")).setItemName("spear");
public mod_Spear() {
ModLoader.RegisterEntityID(EntitySpear.class, "spear", ModLoader.getUniqueEntityId());
ModLoader.AddName(spear, "Throwing Spear");
}
public void AddRecipes(CraftingManager recipes)
{
recipes.addRecipe(new ItemStack(spear, 1, 3), new Object[] { "# ", " X ", " X", Character.valueOf('X'), Item.stick, Character.valueOf('#'), Item.flint});
}
public void AddRenderer(Map<Class<? extends Entity>, Render> renderers) {
renderers.put(EntitySpear.class, new RenderSpear());
}
public String Version()
{
return "Beta 1.3_01";
}
}
Here is the error:
*** Minecraft Coder Pack Version 2.9 ***
Compiling Minecraft
sources\minecraft\net\minecraft\src\EntitySpear.java:269: cannot find symbol
symbol : variable spear
location: class net.minecraft.src.Item
if(inGround && field_682_g == entityplayer && arrowShake <= 0 && entityp
layer.inventory.addItemStackToInventory(new ItemStack(Item.spear, 1)))
^
sources\minecraft\net\minecraft\src\ItemSpear.java:19: cannot find symbol
symbol : variable spear
location: class net.minecraft.src.Item
if(entityplayer.inventory.consumeInventoryItem(Item.spear.shiftedIndex))
^
2 errors
*** minecraft_server.jar was not found, skipping
=== MCP 2.9 recompile script finished ===
Press any key to continue . . .
Hey,
I'm new in Java Coding and I want you to ask about one thing:
package net.minecraft.src;
import java.util.Random;
public class BlockRoad extends Block
{
public BlockRoad(int i, int j)
{
super(i , j, Material.rock);
}
public int idDropped(int i, Random random)
{
return blockID;
}
public void onBlockWalking(World world, int i, int j, int k, EntityPlayer entityplayer)
{
entityplayer.moveSpeed = 5F;
}
}
What I'm doing wrong? I tried a lot of ways, but I can't change player move speed.
I don't know if you already know this, but that is the code for making you walk faster when walking on a certain block (I think)
Hey, I've been working more on making my mod ModLoader compatible. So far, I made my mod_Spear file, and it defines all the things like crafting, names, sprite, etc. For some reason, when I recompile, my other files say they can't find the variable "spear". Did I define it incorrectly or something? Here is my modloader code:
package net.minecraft.src;
import java.util.Map;
public class mod_Spear extends BaseMod
{
public static Item spear = new Item(131).setIconIndex(ModLoader.addOverride("/gui/items.png", "/spear/spearsprite.png")).setItemName("spear");
public mod_Spear() {
ModLoader.RegisterEntityID(EntitySpear.class, "spear", ModLoader.getUniqueEntityId());
ModLoader.AddName(spear, "Throwing Spear");
}
public void AddRecipes(CraftingManager recipes)
{
recipes.addRecipe(new ItemStack(spear, 1, 3), new Object[] { "# ", " X ", " X", Character.valueOf('X'), Item.stick, Character.valueOf('#'), Item.flint});
}
public void AddRenderer(Map<Class<? extends Entity>, Render> renderers) {
renderers.put(EntitySpear.class, new RenderSpear());
}
public String Version()
{
return "Beta 1.3_01";
}
}
Here is the error:
*** Minecraft Coder Pack Version 2.9 ***
Compiling Minecraft
sources\minecraft\net\minecraft\src\EntitySpear.java:269: cannot find symbol
symbol : variable spear
location: class net.minecraft.src.Item
if(inGround && field_682_g == entityplayer && arrowShake <= 0 && entityp
layer.inventory.addItemStackToInventory(new ItemStack(Item.spear, 1)))
^
sources\minecraft\net\minecraft\src\ItemSpear.java:19: cannot find symbol
symbol : variable spear
location: class net.minecraft.src.Item
if(entityplayer.inventory.consumeInventoryItem(Item.spear.shiftedIndex))
^
2 errors
*** minecraft_server.jar was not found, skipping
=== MCP 2.9 recompile script finished ===
Press any key to continue . . .
Do you know how I need to define spear properly?
Ahaha, i used to have that
Change Item.spear to mod_ YOURMODNAME).spear
EDIT: TO make more sense
if your mod is called mod_Spear
call it mod_Spear.spear, it should be defined in your mod file
Hey, I've been working more on making my mod ModLoader compatible. So far, I made my mod_Spear file, and it defines all the things like crafting, names, sprite, etc. For some reason, when I recompile, my other files say they can't find the variable "spear". Did I define it incorrectly or something? Here is my modloader code:
package net.minecraft.src;
import java.util.Map;
public class mod_Spear extends BaseMod
{
public static Item spear = new Item(131).setIconIndex(ModLoader.addOverride("/gui/items.png", "/spear/spearsprite.png")).setItemName("spear");
public mod_Spear() {
ModLoader.RegisterEntityID(EntitySpear.class, "spear", ModLoader.getUniqueEntityId());
ModLoader.AddName(spear, "Throwing Spear");
}
public void AddRecipes(CraftingManager recipes)
{
recipes.addRecipe(new ItemStack(spear, 1, 3), new Object[] { "# ", " X ", " X", Character.valueOf('X'), Item.stick, Character.valueOf('#'), Item.flint});
}
public void AddRenderer(Map<Class<? extends Entity>, Render> renderers) {
renderers.put(EntitySpear.class, new RenderSpear());
}
public String Version()
{
return "Beta 1.3_01";
}
}
Here is the error:
*** Minecraft Coder Pack Version 2.9 ***
Compiling Minecraft
sources\minecraft\net\minecraft\src\EntitySpear.java:269: cannot find symbol
symbol : variable spear
location: class net.minecraft.src.Item
if(inGround && field_682_g == entityplayer && arrowShake <= 0 && entityp
layer.inventory.addItemStackToInventory(new ItemStack(Item.spear, 1)))
^
sources\minecraft\net\minecraft\src\ItemSpear.java:19: cannot find symbol
symbol : variable spear
location: class net.minecraft.src.Item
if(entityplayer.inventory.consumeInventoryItem(Item.spear.shiftedIndex))
^
2 errors
*** minecraft_server.jar was not found, skipping
=== MCP 2.9 recompile script finished ===
Press any key to continue . . .
Do you know how I need to define spear properly?
Ahaha, i used to have that
Change Item.spear to mod_ YOURMODNAME).spear
EDIT: TO make more sense
if your mod is called mod_Spear
call it mod_Spear.spear, it should be defined in your mod file
Hey, I've been working more on making my mod ModLoader compatible. So far, I made my mod_Spear file, and it defines all the things like crafting, names, sprite, etc. For some reason, when I recompile, my other files say they can't find the variable "spear". Did I define it incorrectly or something? Here is my modloader code:
package net.minecraft.src;
import java.util.Map;
public class mod_Spear extends BaseMod
{
public static Item spear = new Item(131).setIconIndex(ModLoader.addOverride("/gui/items.png", "/spear/spearsprite.png")).setItemName("spear");
public mod_Spear() {
ModLoader.RegisterEntityID(EntitySpear.class, "spear", ModLoader.getUniqueEntityId());
ModLoader.AddName(spear, "Throwing Spear");
}
public void AddRecipes(CraftingManager recipes)
{
recipes.addRecipe(new ItemStack(spear, 1, 3), new Object[] { "# ", " X ", " X", Character.valueOf('X'), Item.stick, Character.valueOf('#'), Item.flint});
}
public void AddRenderer(Map<Class<? extends Entity>, Render> renderers) {
renderers.put(EntitySpear.class, new RenderSpear());
}
public String Version()
{
return "Beta 1.3_01";
}
}
Here is the error:
*** Minecraft Coder Pack Version 2.9 ***
Compiling Minecraft
sources\minecraft\net\minecraft\src\EntitySpear.java:269: cannot find symbol
symbol : variable spear
location: class net.minecraft.src.Item
if(inGround && field_682_g == entityplayer && arrowShake <= 0 && entityp
layer.inventory.addItemStackToInventory(new ItemStack(Item.spear, 1)))
^
sources\minecraft\net\minecraft\src\ItemSpear.java:19: cannot find symbol
symbol : variable spear
location: class net.minecraft.src.Item
if(entityplayer.inventory.consumeInventoryItem(Item.spear.shiftedIndex))
^
2 errors
*** minecraft_server.jar was not found, skipping
=== MCP 2.9 recompile script finished ===
Press any key to continue . . .
Do you know how I need to define spear properly?
Ahaha, i used to have that
Change Item.spear to mod_ YOURMODNAME).spear
EDIT: TO make more sense
if your mod is called mod_Spear
call it mod_Spear.spear, it should be defined in your mod file
If by that you mean that making a mod with ModLoader, then yes. Or if you're thinking if I enabled modloader with that enable_modloader.bat, then yes as well.
You probably did not run enable_modloader.bat, did you?
According to my knowledge, u compiled and ran the game with a mod which requires mod loader
EDIT: SUper NINJAEEEDDD
Yes I did enable Modloader.
It also says your block is missing a name tag... , meaning you didn't finish putting in a name to a certain block named fossil
No one steal it please.
And I have no idea how to fix the name tag thing.
so heres my code
for the properties reader
and heres my code to colorise the entity when hit
the problem is when you hit the entity it doesn't colorize at all.
Smith_61 hopefully you or someone else knows wats wrong.
thx
Alright, try replacing "new ex(508)" with "new ex(508, 0)", to give it a base picture before you override it.
Any help is appreciated and a for everyone that helps.
A Biome tutorial
and
a more intricate word generation (minecart track, or caves)
and
a more intricate item/entity tutorial
and
although it's been requested before a weapon/armor tutorial
I've been playing with these tutorials for a few days, made the example block a combination of most of the tutorials (one block, is a combination of dirt, its the trampoline block, and an expandable house), added a few shortcut recipes (gunpowder and string), and i made the TNT spawn in the world. However I would like some more detailed tutorials.
Thanks for the great Development Kit !! and thanks for the tutorials so far
(I can't search through the thread and I'm not going through 77 pages)
When I add two items with ModLoader (this doesn't happen for all of them, just so you know) and I use the AddName function, it seems to overwrite another item's name. For example, if I have two items, one called myItemOne and hte other myItemTwo, I would use ModLoader.AddName(myItemOne, "myItemOne"); and then ModLoader.AddName(myItemTwo, "myItemTwo"); In theory, this shouldn't cause any problems, but the myItemTwo name overwrites myItemOne's name, giving them both "myItemTwo". Does anyone have any idea on how to solve this?
- PROWNE
Its either you didn't capitalize right or your looking in the wrong place for a variable.
You need to put .setBlockName at the end to get it to add your name to the block.
I'm surprised you didn't get a compile time error about an unreachable statement. Move the public String[] out of the block of code. It seems you left it in there.
Use modloader to add the name. Or edit the lang file.
You might want to learn java if you don't see what you did wrong.
Its possible but very hard to do. I believe shockah is working on it though.
Complete lie. Modloader doesn't just skip the item.png it takes a sprite thats open and when a request comes for that sprite it will direct it to the new image. So you are still limited to the size of the item.png
Would probably need to see some code.
Here is the error:
Do you know how I need to define spear properly?
I don't know if you already know this, but that is the code for making you walk faster when walking on a certain block (I think)
Ahaha, i used to have that
Change Item.spear to mod_ YOURMODNAME).spear
EDIT: TO make more sense
if your mod is called mod_Spear
call it mod_Spear.spear, it should be defined in your mod file
Okay, so at the top, I would put this?
public class mod_Spear.spear extends BaseMod
Are you working with mod loader?