Jump to content

Distinct Soul

Members
  • Posts

    58
  • Joined

  • Last visited

Everything posted by Distinct Soul

  1. Well now there's just 2 small problems left. I would like to understand better on how to create the 'cook' progress meter. My 'cook' progress meter isn't appearing at all. I have tried messing around with it for a little bit, and I've also tried comparing the furnace GUI class coordinates with where it is on the furnace GUI texture; but I just can't seem to figure it out at all. Actually nvm again, it turns out I just forget to add my 'totalFuseTime' case to my getField method. Don't know how I missed that. Well now the only problem I have left with my machine is that when rejoining the world when any of that machine is already placed down, they will automatically set their-selves facing north. Nvm a third time, I also just fixed that issue. Well, I just want to let everyone know who contributed to fixing the problems with my machine and the base of my mod, that I'm really grateful for it. I've had this idea of making a mod for Mc for a long time now, and whenever I make something that works in-game, I get this sense of accomplishment that makes me happy, and without people like you, none of this would probably have been possible. I know that I'm gonna encounter more problems along the way; but I just wanted to say, thank you all for helping me out.
  2. Now for some reason Minecraft is looking for my textures in it's domain: [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: The following texture errors were found. [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: ================================================== [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: DOMAIN minecraft [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: -------------------------------------------------- [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: domain minecraft is missing 2 textures [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: domain minecraft has 3 locations: [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: unknown resourcepack type net.minecraft.client.resources.DefaultResourcePack : Default [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: unknown resourcepack type net.minecraft.client.resources.LegacyV2Adapter : FMLFileResourcePack:Forge Mod Loader [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: unknown resourcepack type net.minecraft.client.resources.LegacyV2Adapter : FMLFileResourcePack:Minecraft Forge [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: ------------------------- [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: The missing resources for domain minecraft are: [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: textures/blocks/shard_fuser_top.png [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: textures/blocks/shard_fuser.png [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: ------------------------- [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: No other errors exist for domain minecraft [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: ================================================== [19:37:25] [main/ERROR] [FML.TEXTURE_ERRORS]: +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Nvm, just figured out why. My 'shard_fuser_active.json' for my model for some reason was using minecraft to find my shard fuser texture files. Probably did that on accident and never realised until now.
  3. Alright, so it turns out just redoing the entire check conditions was easier and was able to solve the problem; and now thanks to that, my machine finally functions properly! However, I still have a null block as my machines texture. A full null block as well, even though my machine isn't a full 6 sided block. It was fine before I started doing the tile entity stuff and so on; although I think it's because I also changed some stuff with facings in it's block class. I tried swapping the facing and active statements over; but that didn't fix it. I have looked at the error code in the log when loading the game; but I don't get what it wants me to do and where the problem exactly lies: I have tried searching for the solution elsewhere; but other peoples solutions didn't work for me. Again, here's my classes and their code: https://github.com/DistinctSoul/SoulForgery/tree/DistinctSoul-SoulForgery
  4. Alright, I believe I did that right as placing a hopper on any side of the machine, and then putting items into it, transfers the items into the input slots of the machine; though, I never actually tested what happened before as it never came across my mind. Now I need help trying to solve the main problem, getting the machine to actually work, I'm really clueless on this.
  5. Well I got the output and fuel slots properly working; but I don't quite get the wrapper stuff. I've never even heard of 'LazyOptional' before, and I've noticed that you're using 1.14. Will this code work for 1.12?
  6. But what about the fuel and output slots? Do I make them extend SlotItemHandler instead of Slot?
  7. So like this? private final TileEntityShardFuser tileShardFuser; private int fuseTime, totalFuseTime, chargeTime, currentChargeTime; public ContainerShardFuser(InventoryPlayer playerInventory, TileEntityShardFuser tileShardFuser) { this.tileShardFuser = tileShardFuser; this.addSlotToContainer(new Slot(tileShardFuser, 0, 56, 23)); this.addSlotToContainer(new Slot(tileShardFuser, 1, 56, 47)); this.addSlotToContainer(new SlotShardFuserFuel(tileShardFuser, 2, 17, 47)); this.addSlotToContainer(new SlotShardFuserOutput(playerInventory.player, tileShardFuser, 3, 118, 35)); However, now my 'new Slot"s come up with an error saying that they want to do something with IInventory.
  8. Can you explain that in layman's terms. I know like little to no Java lingo. I understand the first bit, just not the "Change your constructor to receive your TileEntity" part.
  9. So I tried getting some help from the furnace classes with the fuel and output slots; but now when I try and access the GUI of my machine, my game doesn't crash; however instead, nothing happens and I get an error saying about an unresolved compilation problem and that the constructor "ContainerShardFuser(InventoryPlayer, TileEntityShardFuser)" is undefined, which I don't know what that means. I'm also aware that there's errors with the textures of my machine, as it just appears as a null block atm; but I wanna focus on fixing this first (probably has something to do with my block not being an everyday 6 sided block. While the tutorial I was following and the furnace code is for a normal 6 sided block). Was looking fine before I started making the functions of the block. Here's the code for my mod: https://github.com/DistinctSoul/SoulForgery/tree/DistinctSoul-SoulForgery Or if you have signatures enabled, you can also find the code for my mod there.
  10. I apologise for the spam posts. When I was submitting the first one, I didn't think it actually posted because I couldn't see it appear and it told me to wait before I posted again. Then it turns out when I refreshed it appeared on a new page. Feel free to remove the duplicate posts, including this one.
  11. Alright, I've put the GitHub link to my mod in my signature. There you should be able to see what's wrong with my code.
  12. Alright, I've put the code of my mod in my signature. There you should be able to see what's wrong with my code.
  13. Alright, I've put the code of my mod in my signature. There you should be able to see what's wrong with my code.
  14. Alright, I've put the code of my mod in my signature. There you should be able to see what's wrong with my code.
  15. I believe I followed what you said. However, I ended up following Harry's tutorials for this, and it turns out, that I didn't have to change much, as my machine turns out to have almost an identical function to his - turning 2 items into 1. Though; it's a little confusing with his tutorials being different to his github which I've been told is more up to date and reliable than his videos... The problem is, or shall I say problems in this case, are that my machine doesn't actually work... and you can input items into the output slot. What I mean by 'that my machine doesn't work' is, putting a fuel into the fuel slot, then the correct items in the input slots, results in the fuel being consumed, the fuel meter goes down; but the input items are consumed immediately and nothing ends up actually being outputted. What's even weirder, is that the second time, it 'kinda' works better than the first time, as the input items this time stay until processed, and the output actually outputs something; however, that turns out to be a ghost item, or at at least about 90% of the time it is. Then after this, the machine simply will no longer work at all. All slots can have items inside them; but nothing will happen even if the right items are placed in the right slots. And this applies to all instances of the machine, so placing another one down will also just not function. What's just as weird, is that the only error I see that I'm not even sure relates to the machine's function is saying this: Though this might be because it's a Java test environment. I'm not sure what class/classes could be causing these problems, so I don't really know what code to post; but you should be able to find out if you take a look at my code. I've just now uploaded it to GitHub, and there should be a link to it here in my 'About Me' section. Another problem is that, my block model no longer has it's texture when placed down, and I do realise that there is information on this that I don't understand in the log when I launch the game; however, right now I wanna focus on the machines functionality working rather than what it looks like.
  16. Alright, I've spent a long time looking all over trying to figure out how to create some sort of custom furnace (more specifically, for my situation, I want a kind of alloy smelter that uses glowstone and glowstone blocks for fuel (glowstone blocks of course giving more fuel), and both of the 2 inputs can also be the same to get a different output; but only for certain items.) for 1.12; and I've not found any kind of tutorial on how to do the 'right' way (without using IInventory). Harry's Tech Reviews goes over doing it the 'wrong' way for the TileEntity class, fixes it in the next episode; but he doesn't go over at all, what he did to fix it. I've also tried looking at the TileEntityFurnace class, and while I do understand a little bit of it (sometimes lines within certain blocks of code; but not exactly what the block of code does itself; and other times, the other way around), I find it doesn't help when I don't understand the rest of it. Another thing I did, was look at the Forge Documentation on tile entities; but I didn't find that really helped either. Just to let you know, I don't have any experience with creating a block that's interact-able or that has a GUI (if you couldn't tell by what I've said up to this point), so I will need quite a bit of help on it. Also, without a doubt, from my experience with being helped out on here, I definitely understand easier on what to do through clear examples and videos (ideally voiced over ones); though I'm sure a video is too much to ask for.
  17. Nvm, I just fixed it. My mod's working now. I was about to post another error; but I fixed it by doing the wildest guess of my life. Now I just need to figure out how to make my machine. ?
  18. Do you want me to send my entire mod? Because I honestly have no clue what code in what class is causing the problem.
  19. So, I've been looking more at Cubicoder's tutorials, and I've been changing my code a lot to fit with what he has. I apologise sincerely for this, as I'm sure it infuriates you trying to help someone who keeps changing their code that has nothing to do with your advice. At first, I was going off Cadiboo's example mod as he was the first to give help me on this matter; but I felt like it would make more sense to follow a proper tutorial (more specifically, Cubidocoder's, which Cadiboo links himself), as my mod had problems all over, and I found just following classes wasn't very useful, as I wasn't understanding why things were like they were. It should help though that you know I'm following the format of Cubicoder's tutorials. Just so you know, I still do have an error, which is completely different from the previous one. I have no idea what it means; but I'm almost 100% sure it's because I still have some code from Cadiboo's example mod that doesn't work with Cubicoder's code. Here's the error log: I have no idea what class(es) I'm supposed to send, as I don't see it reference any of my classes anywhere in there, and I don't want to send all my classes because of it. Do you know what class or classes might help you with problem here?
  20. How are you supposed to initialize them? Because if none of what I've sent you has to do with initializing them, then I don't know what is.
  21. Ooohhh... A lot of things just made sense to me; but I can't be asked to explain what. Regardless, I still have the error referring to line 41 of my EventSubscriber class. Here's the class that I believe actually initializes it: public class BlockIgrianOre extends Block { public BlockIgrianOre() { super(Material.ROCK); setCreativeTab(ModItems.SOUL_FORGERY); setSoundType(SoundType.STONE); setHardness(4.0F); setResistance(25.0F); setHarvestLevel("pickaxe", 3); setLightLevel(0.1F); // setLightOpacity(1); // setBlockUnbreakable(); } @Override public Item getItemDropped(IBlockState state, Random rand, int fortune) { return ModItems.IGRIAN_SHARDS; } @Override public int quantityDropped(Random random) { return 1 + random.nextInt(2); } @Override public int quantityDroppedWithBonus(int fortune, Random random) { return this.quantityDropped(random) + random.nextInt(fortune + 1); } }
  22. I just realised, I also have a class called 'ItemBase', should I also remove this, or is this needed? This is it's contents: public class ItemBase extends Item { public ItemBase() { setCreativeTab(ModItems.SOUL_FORGERY); } public void registerModels() { IProxy.registerItemRenderer(this, 0, "inventory"); } }
  23. Oh... That would explain why it's called "BlockFirstBlock". Should I just remove it then, or what should I be doing with it?
  24. Oh, I was just referring to the BlockBase class. I had the IHasModel class before I even started this topic from someone doing tutorials of coding Minecraft mods I now know clearly the wrong way.
×
×
  • Create New...

Important Information

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