Jump to content

[1.10.2] Models Won't Register After Building.


trentmartin2

Recommended Posts

I've spent countless hours the past few days solving two trivial issues, and another has come my way. When I run minecraft in Eclipse, everything is perfect. Textures, models, recipes, etc... However, if I run minecraft forge using the minecraft launcher with my built .jar file in the "mods" folder, it seems that block models, item models, blockstates, and textures aren't registering.

 

I'm sick of going at it alone, so hopefully someone here can help me out. Thank you ahead of time.

Link to comment
Share on other sites

I do know java to a minor extent. I program robots in my engineering class, which pushed me back into trying minecraft modding again. I don't have a full understanding of how FORGE coding works, but I do know basic Java. As for the registry name change, I'm looking at my resources class.. I'm trying to understand to the fullest extent possible, but mostly everything I can find on the internet is based either towards beginner or MCCreator (which I don't think is any fun if coding is done for you), or towards people who have been modding for years.

 

Also, PLEASE tell me that there is a way that I can compress all of those damn block classes. I hate creating a new set of blocks, because it takes over an hour to create 10 basic blocks.

Link to comment
Share on other sites

private String unlocalizedName;

private String registryName;

 

ModBlocks(String unlocalizedName, String registryName)

{

this.unlocalizedName = unlocalizedName;

this.registryName = registryName;

}

 

I found this.. so basically the registryName is being pulled from my ModBlocks?

 

(within my Reference class... was never called resources... I assume this is what we were talking about, my bad)

Link to comment
Share on other sites

Okay, so after pondering for a while at school I had this idea to find my registry name by doing this simple line:

 

System.out.println(sand2.getRegistryName());

 

It is indeed capitalized... it reads: cb:Sand2

 

How do I change this? The only thing I have capitalized is the class name as far as "sand2" goes (or any of my blocks for that matter).

Link to comment
Share on other sites

HOLY CRAP I'M RETARDED. I thought the second string in all of my reference declarations was the class name, but it's the registry name! Sorry, the problem it wasn't due to not understanding it at all... It was due to falsely understanding it. Will see if it works.

 

edit: it does. thank you for helping me, although you could have been a hell of a lot nicer and more patient.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • There are a few Forge specific mods that I would dearly love to use on my new server, but my friend whom I'm setting up the new server with has expressed concerns that Forge may break or change some core mechanics that might make some farms/contraptions/Redstone devices that work in Vanilla or Fabric not work in Forge. They have sent me a few links to some Twitch minecrafters that have commented that "Forge changes Redstone behavior" or "Certain farms are broken on Forge but not Vanilla", however, I've never experienced this myself, and haven't found or seen any actual examples of this being the case.  I've scoured Youtube and can't find anyone saying "This contraption doesn't work on Forge Ole777".  I spoke to a mod developer who mentioned that there may have been small bugs where this might have been the case in extremely complicated builds, but he is not of aware of this still being an issue or concern. And he mentioned that any instance where something might break would definitely be considered a bug and should be reported and it would/could be fixed, as Forge explicitly doesn't intend to change any vanilla behavior. It just seems much more rumor than fact that Forge might break things, and just wanted to see if anyone had any input. Thank you!
    • This is a costume block whit the shape of a zombie is not a full block its flamable when ignited  the flames just burn on top or by a aside  that dint seems right  // ########## ########## ########## ########## @Override public int getFlammability(BlockState state, BlockGetter level, BlockPos pos, Direction direction) {     return 300;//((FireBlock)Blocks.FIRE).getBurnOdds(state); //300 } it just seems like check to know if a fire block could despawn mi block    ########### i want mi block to look more like this      what could i use  i was thinking on something like onNeigbourgChange() check for nearby fire or lava blocks   then using the falling block entity spawn a fire block in the same position than mi dead body block  thanks for your readings             
    • LINK DAFTAR AKUN GACOR VVIP BAMBUHOKI88 LINK LOGIN RESMI BAMBUHOKI88 LINK KLAIM BONUS 100% BAMBUHOKI88 Bambuhoki88 Merupakan kumpulan pilihan link situs rekomendasi slot bank bri di tahun 2024 di rekomendasi oleh para slotter deposit bank bri di indonesia dengan tingkat peluang kemenangan tinggi untuk setiap bet mudah menang maxwin.
    • LINK DAFTAR AKUN GACOR VVIP BAMBUHOKI88 LINK LOGIN RESMI BAMBUHOKI88   LINK KLAIM BONUS 100% BAMBUHOKI88 BAMBUHOKI88 Merupakan Pilihan Terbaik Situs Slot Bank Bca Yang Gampang Menang Maxwin Dan Jackpot Besar Dengan Deposit Bank Bca Yang Online 24Jam Auto Dapat Wd Gede.  
    • So I've been trying to make an mob that can have multiple textures, and the mob has the Witch model, and I can put a texture on it but I don't know how to make it spawn with a random texture. I tried searching through mobs that have multiple textures like the fox, rabbit, and stuff but I wasn't able to find out how to do it and I kept getting errors when i tried compiling: error: method createKey in class net.minecraft.network.datasync.EntityDataManager cannot be applied to given types; private static final DataParameter<Integer> ALCHEMIST_TYPE = EntityDataManager.createKey(AlchemistEntity.class, DataSerializers.VARINT); ^ required: java.lang.Class<? extends net.minecraft.entity.Entity>,net.minecraft.network.datasync.IDataSerializer<T> found: java.lang.Class<net.newblocks.entity.AlchemistEntity>,net.minecraft.network.datasync.IDataSerializer<java.lang.Integer> reason: cannot infer type-variable(s) T (argument mismatch; java.lang.Class<net.newblocks.entity.AlchemistEntity> cannot be converted to java.lang.Class<? extends net.minecraft.entity.Entity>) 1 error   And sorry there isn't much info, this was the only error that appears when I tried to copy the same thing from one of those mobs with multiple textures (plus imports). I already tried searching on the site and didn't find much. I can provide more info if needed
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.