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    posted a message on Problem with Harken Scythe Items and Recipes
    I have the same problem. I tried changing the IDs in the harken scythe mod config file. When I tried to run single player, it says I have ID mismatches, even though its single player. I have a very similar modpack set up to yours, with most of hexxit, ars magica, mystcraft, and a few others.
    Posted in: Mods Discussion
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    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    thanks a lot, and sorry about the spoiler thing, i fixed it now.
    Posted in: Tutorials
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    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    I'm having a different problem now.
    I fixed the blackscreen and null pointer exception, but the item doesn't appear in the creative tabs when i start the game.
    package myMod; //The package your mod is in

    import net.minecraft.block.Block;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.item.Item;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.Mod.Init;
    import cpw.mods.fml.common.Mod.Instance;
    import cpw.mods.fml.common.event.FMLInitializationEvent;
    import cpw.mods.fml.common.network.NetworkMod;
    import cpw.mods.fml.common.network.NetworkRegistry;
    import cpw.mods.fml.common.registry.GameRegistry;
    import cpw.mods.fml.common.registry.LanguageRegistry;
    import cpw.mods.fml.common.network.NetworkMod.SidedPacketHandler;
    import cpw.mods.fml.common.SidedProxy;
    import myMod.client.core.handlers.ClientPacketHandler;
    import myMod.common.core.CommonProxy;
    import myMod.common.core.handlers.ServerPacketHandler;

    @NetworkMod(clientSideRequired=true,serverSideRequired=false, //Whether client side and server side are needed
    clientPacketHandlerSpec = @SidedPacketHandler(channels = {"TutorialGeneral" }, packetHandler = ClientPacketHandler.class), //For clientside packet handling
    serverPacketHandlerSpec = @SidedPacketHandler(channels = {}, packetHandler = ServerPacketHandler.class)) //For serverside packet handling
    @Mod(modid="Moon Mod",name="Moon Mod",version="1.0") //Gives Forge extra info about your mod

    public class MoonModMain //The class file
    {
    public static Item skygem = new Item(1000).setUnlocalizedName("MoonMod:skygem");

    @Instance("MyMoonMod") //The instance, this is very important later on
    public static MoonModMain instance = new MoonModMain();

    @SidedProxy(clientSide = "razMod.client.core.ClientProxy", serverSide = "razMod.common.core.CommonProxy") //Tells Forge the location of your proxies
    public static CommonProxy proxy;

    @Init
    public void Init(FMLInitializationEvent event) //Your main initialization method
    {
    NetworkRegistry.instance().registerGuiHandler(this, proxy); //Registers the class that deals with GUI data
    LanguageRegistry.addName(MoonModMain.skygem, "Skygem");
    proxy.addNames();
    }

    }
    there is the main mod class.
    here is the item class

    package myMod.common.item;
    import net.minecraft.item.Item;
    import cpw.mods.fml.relauncher.*;
    import myMod.MoonModMain;
    import net.minecraft.creativetab.CreativeTabs;

    public class ItemSkygem extends Item {
    public ItemSkygem(int par1) {
    super(par1); //Returns super constructor: par1 is ID
    //setUnlocalizedName("MoonMod:Skygem");
    setCreativeTab(CreativeTabs.tabMaterials); //Tells the game what creative mode tab it goes in
    }
    //@Override
    //public void func_94581_a(IconRegister iconRegister)
    //{
    // iconIndex = iconRegister.func_94245_a("MoonMod:Skygem");
    //}
    @SideOnly(Side.CLIENT) //Marks a method as client side only, typically for graphics and rendering
    public int getItemIconFromDamage(int i){
    return 0; //The first icon on the spritesheet
    }
    }
    Posted in: Tutorials
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    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    I'm having a problem with adding items. When I add the code to add the names, proxy.addNames(); in my main mod class, I get null pointer exceptions when i try to run it. I'm initializing proxy as
    public static CommonProxy proxy = new CommonProxy();
    and add names is defined as
    public void addNames(){
    LanguageRegistry.addName(MoonModMain.skygem, "Skygem");
    }
    in my CommonProxy class.
    Any help would be great, thanks.
    Posted in: Tutorials
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    posted a message on [Creating Mods] ModLoader [28/1/12]
    I followed you're armor tutorial, but its not giving me the armor values I want, or the textures I made. It doesn't find the textrue to render in game, and it finds the wrong item sprite. When I instead define the armor items as an ItemArmor, instead of the one i created, and use EnumArmorMaterial.DIAMOND, it works, and gives me the right textures, but then I can't edit the armor values without editing the base minecraft classes.
    Any help would be great.
    Posted in: Tutorials
  • 0

    posted a message on How to add custom armor materials and sets with modloader
    I'm trying to find out how to add a custom armor material, without editing the base minecraft classes.
    I don't want to simply create a new ItemArmor as this will not let me choose my own material, without editing the base minecraft classes.
    I tried making my own armor material enum class, and my own armor class, but these weren't called by the rendered, which caused the in game graphics to not work.

    If someone could post some suggestions that would be great.
    Posted in: Modification Development
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