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tmetcalfe89

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    https://github.com/tmetcalfe89
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    Southern California
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    Just a strange man in a strange land.

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  1. Ah... public class BlockBreakable extends Block { private String field_149995_b; protected BlockBreakable(String p_i45411_1_, Material p_i45411_2_, boolean p_i45411_3_) { this.field_149995_b = p_i45411_1_; } @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister p_149651_1_) { this.blockIcon = p_149651_1_.registerIcon(this.field_149995_b); } I didn't bother following the constructor because I figured calling setBlockTextureName after the constructor would override anything the constructor did. Suppose that was my mistake; seems like both methods register(?) the texture, rather than just setting it.
  2. Here's the relevant code for the block class.. public class StrangeIceBlock extends BlockBreakable { public StrangeIceBlock() { super("strangeIce", Material.ice, false); setBlockName(Reference.MODID + "_strangeIce"); setBlockTextureName(Reference.MODID + ":" + getUnlocalizedName().substring(5)); setCreativeTab(CreativeTabs.tabBlock); This is the texture error. [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: The following texture errors were found. [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: ================================================== [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: DOMAIN minecraft [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: -------------------------------------------------- [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: domain minecraft is missing 1 texture [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: domain minecraft has 3 locations: [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: unknown resourcepack type net.minecraft.client.resources.DefaultResourcePack : Default [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: mod FML resources at C:\Users\Timothy\.gradle\caches\minecraft\net\minecraftforge\forge\1.7.10-10.13.4.1448-1.7.10\forgeSrc-1.7.10-10.13.4.1448-1.7.10.jar [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: mod Forge resources at C:\Users\Timothy\.gradle\caches\minecraft\net\minecraftforge\forge\1.7.10-10.13.4.1448-1.7.10\forgeSrc-1.7.10-10.13.4.1448-1.7.10.jar [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: ------------------------- [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: The missing resources for domain minecraft are: [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: textures/blocks/strangeIce.png [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: ------------------------- [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: No other errors exist for domain minecraft [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: ================================================== [02:19:37] [Client thread/ERROR] [TEXTURE ERRORS]: +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= The texture is in fact in src/main/resouces under assets.strange.textures.blocks.strangeIce.png I've read that it's because I'm an idiot and it shouldn't go in the minecraft domain. But.. how is it in the minecraft domain if Reference.MODID = "strange"? Seems strange to me.
  3. I want to be able to render a "ghost" item - essentially just a semi-transparent item's icon - but I can't figure out how to do it. Searched online, of course. Just got a bunch of bug fix reports about a different type of ghost item. Tried to figure out how vanilla does it, and eventually I jerry-rigged this non-functional thingamajig. I get a NPE on customRenderer.renderItem(ItemRenderType, ItemStack). I have no idea what I thought would happen, I just plugged it in to at least try something. So, anybody have any experience with this?
  4. Well, here's the code for decrStackSize as it was. It was decreasing by 0, so that wasn't the issue. I think it was that onInventoryChange was being called by way too many sources and that there wasn't a distinction between client and server calls so there was a lack of synchronization there. I fixed it though! I deleted the overridden onInventoryChange() method and used updateEntity() instead with the following. (Note: It's now consuming 1 at a time rather than as much as it can and I divvied up some code into private methods.):
  5. Let's say I put a stack in... if (0 < 64) { decrease fuel slot stack size by 0 set fuel level to fuel max } Seems a little redundant. I could add a check for 0, but it wouldn't solve my problem.
  6. Works for me. You going for Block.snow or Item.snowball?
  7. I have a Tile Entity with a slot (we'll call it "fuel slot") and an integer (we'll call it "fuel level"). When items are placed in fuel slot, the integer is incremented by the number of items in fuel slot and its items are removed. This happens until fuel level reaches a cap ("we'll call it fuel max"), then the process stops "eating" the items in fuel slot and stops incrementing fuel level. If you've played with Steve's Carts, the fertilizer module works in a similar manner. The problem is that in my current figuration, when fuel level hits fuel max, the integer stops incrementing but the items are still being removed from fuel slot. All of them. Here's the code: Another quirk I'm noticing is that AETTileEntity.onInventoryChange() is firing close to two bazillion times per time I put something in the slot. Full source is available on https://github.com/tmetcalfe89/Elements/
  8. Mimicked your code. Now I have a strange and interesting bug: The block renders when placed, but it renders above the player's head. I have the code hosted on github, available at https://github.com/tmetcalfe89/Elements
  9. Mimicked your code. Now I have a strange and interesting bug: The block renders when placed, but it renders above the player's head. I have the code hosted on github, available at https://github.com/tmetcalfe89/Elements
  10. I've looked all over the place for a tutorial on how to do a custom block renderer with a GL render I made in Techne. The tutorials that I've found either use the new OBJ import (Pahimar's EE3 for example) or use ModLoader, which is ancient. Does anybody have some sample code or a relevant tutorial?
  11. I've looked all over the place for a tutorial on how to do a custom block renderer with a GL render I made in Techne. The tutorials that I've found either use the new OBJ import (Pahimar's EE3 for example) or use ModLoader, which is ancient. Does anybody have some sample code or a relevant tutorial?
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