I did the code myself while looking off yours, then it said **** it and copy/paste urs only adding items the exact same way, but still not working. this is odd.
I also can see the item in the creative tabs... weird eh ?
I did the code myself while looking off yours, then it said **** it and copy/paste urs only adding items the exact same way, but still not working. this is odd.
I also can see the item in the creative tabs... weird eh ?
Try making your item id something above 4096, that might fix it...
Nice an simple Using the ore dictionary pt.3 tutorial up now, I'm going to be spending more time working on tutorials than before, now that I'm out of holiday mode
Deverion, I was wondering if there was a way in forge to make an item stay in the crafting grid and take a small amount of damage after being crafted with, like the philosophers stone in EE2/EE3?
Edit: Forgot to mention; thank you for earlier, I Completely forgot about for that last post. I did forget to register the item. Thanks.
Edit 2: I'm having trouble with textures as well, I have my items.png inside of minecraft/common/ACGFX. Despite this, I have a white square with a few black pixels for my texture.
Edit 3: I also followed your advice and started learning java from the java: tutorials. It's very fun and I have learned quite a lot .
Indeed there is, and I know how make that, so the next tutorial will be making items take damage in a crafting table
2: Put it straight into the Minecraft folder, not common
Added the Making items get damaged when used in crafting tutorial, fixed older tutorials, and added to the updating to 1.4.7 tutorial, hope you guys enjoy
are you able to do things like pipe logic and what not. kind of like what some other mods are?
of course, not copying it exactly, but maybe able to do a small tutorial explaining the way to go?
Pipe logic? As in BuildCraft compatibility, I haven't really had much experience with that, but believe me, I'm beyond interested in using the API's of other mods for compatibility, so I will at some point be making tutorials like that
To those that interested, tomorrow's tutorial will either be transparent blocks or config, and I'm also considering setting up a github so you guys can see the source code If you want to post your thoughts or suggestions on this, feel free
Im sorry Deverionx, but textures still aren't working for me. In eclipse I put the items.png in a folder named ACGFX, so all my directories to it were:
/ACGFX/Items.png. When that didn't work, I just put the /items.png in my /minecraft/ directory, but the texture ingame was always a white square with a few random black pixels. Any solutions? thanks.
Are you using a 256*256 spritesheet? And are you putting it in /mcp/src/minecraft/ACGFX
Rollback Post to RevisionRollBack
“Two things are infinite: the universe and human stupidity; and I'm not sure about the universe.”-Albert Einstein [SSSS]
Im sorry Deverionx, but textures still aren't working for me. In eclipse I put the items.png in a folder named ACGFX, so all my directories to it were:
/ACGFX/Items.png. When that didn't work, I just put the /items.png in my /minecraft/ directory, but the texture ingame was always a white square with a few random black pixels. Any solutions? thanks.
Are you loading it right in the clientproxy? It's case sensitive, just check
In proxy.addRecipes():
LanguageRegistry.addName(TutorialMain.rubyGlass, "Ruby Glass");
You made a copy-pasta mistake again
In the transparent block tutorial
Also, do you have any idea what's wrong with this?
package testMods.item;
// Imports
import net.minecraft.item.Item;
import testMods.Main;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
public class ItemOil extends Item {
public ItemOil(int id) {
super(id);
setTextureFile("/testMods/textures/Items.png");
setItemName("Snakybo_ItemOil");
setCreativeTab(Main.tabSnakybo);
}
@SideOnly(Side.CLIENT)
public int getItemIconFromDamage(int i) { return 32; }
}
This:
@SideOnly(Side.CLIENT)
public int getItemIconFromDamage(int i) { return 32; }
Doesn't seem to set the correct texture, it always renders the Ruby's icon. And if I change the number in the ItemRuby class it doesn't change either.
And a 3th thing; Do you happen to know how to give the player a 'potion effect' if he stands on a block? I'm trying to create something like a road that allows you to move twice the normal speed without sprinting, and setting slipperiness to 1.25F+ is not reccormended >.> (You'll keep speeding up until you reach the end)
1: Thanks for tipping me off before too many people saw my derp xD
2:Change getItemIconFromDamage to getIconFromDamage, I believe it was changed with 1.4.7
3: Yep, like so:
public void onEntityWalking(World w, int x, int y, int z, Entity e){
if(e instanceof EntityLiving){
((EntityLiving)e).addPotionEffect(new PotionEffect(Potion.moveSpeed.id,10,2));
}
}
It only actually takes affect if they are moving on it, but that's still fine
public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) //Renders neighbouring blocks
{
int i = par1IBlockAccess.getBlockId(par2, par3, par4);
return i == blockID ? false:true;
}
That is... odd, I've got no idea why MC would be doing that, and I myself haven't noticed that bug...
Erm... Does your "blackSword" stack to 64?
Well i'm even trying ...7001 1
I did the code myself while looking off yours, then it said **** it and copy/paste urs only adding items the exact same way, but still not working. this is odd.
I also can see the item in the creative tabs... weird eh ?
Try making your item id something above 4096, that might fix it...
Indeed there is, and I know how make that, so the next tutorial will be making items take damage in a crafting table
2: Put it straight into the Minecraft folder, not common
3: Good to hear
Yep, add the line setMaxStackSize(1); to your item's constructor
^
|
|
fixed my issues.. awesome tutorials
Glad you like them
of course, not copying it exactly, but maybe able to do a small tutorial explaining the way to go?
Pipe logic? As in BuildCraft compatibility, I haven't really had much experience with that, but believe me, I'm beyond interested in using the API's of other mods for compatibility, so I will at some point be making tutorials like that
Are you using a 256*256 spritesheet? And are you putting it in /mcp/src/minecraft/ACGFX
Yep, it'll work, be careful with setting it too high though, not sure what'll happen
Are you loading it right in the clientproxy? It's case sensitive, just check
1: Thanks for tipping me off before too many people saw my derp xD
2:Change getItemIconFromDamage to getIconFromDamage, I believe it was changed with 1.4.7
3: Yep, like so:
It only actually takes affect if they are moving on it, but that's still fine
Yep, but I also have a lot of other cool stuff planned, so that might not be tomorrow
What was the problem cant you use a 512 x 512 spite sheet??