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Manxellion

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  1. Ahhhh stupid me. The reason why the .lang kept failing was because the thing in the .lang went something like this: tile.crazyOre.name = Crazy Ore I removed the spaces between name = Crazy and it worked! Finally! Silly me.
  2. I've fixed the lang. It now contains tile.crazyOre.name = Crazy Ore. It still doesn't work haha. I have a feeling it doesn't detect/can't find the proper lang file. I've set it to assets/modid/lang yet I really feel like it can't detect the file.
  3. Hmm. I've been trying to localize and set the names using a .lang file. My file is assets/modid/lang/en_US.lang. In my code I have a tile.crazyOreBlock.name = Crazy Ore. When I compile the it, I see the block with the proper texture but the name that is seen in-game is tile.crazyOre.name. Am I doing something wrong? As what I know it should automatically load. My Block has a setUnlocalizedName("crazyOre")
  4. Thanks to everyone who's replied! My code is going well and it looks pretty clean imo. Still learning and getting the hang of using .langs and using configs (So generally when you use config, you create a config? Correct me if I'm wrong.)
  5. 1. Do you declare a separate class to contain the mapping code? 2. Oh you can register stuff from the constructor? I tried making void methods to initialize construction and it crashed my Minecraft. I might even start learning how to use the .lang 3. Any tips on general ID naming convention? I've skimmed through some code and saw that some people create a constant (let's say 500 for blocks, 1000 for items, and 2000 for entities). When they register the thing, they do registerMethod(params, params, params, constantBlockId++). 4. I try referencing though I'm still getting the hang out of modding. I'm kinda worried I'll have to dig through tons of deobfuscated methods (which scares the crap out of me).
  6. Easier to maintain. You don't need to recompile to make changes. Is there a tutorial I can read through about how to implement .langs to my mod?
  7. I tried making a class to register a block for me. When I ran the project, Minecraft crashed and it gave me a "device not closed error". What did I do wrong?
  8. I also learned that some of people do all the registering in the proxy.init() or proxy.registerRenderers().
  9. I know that 1.7.2 we have to use .lang, but does it work in 1.6.4 as well? I've seen some code of other mods and I've noticed a good number of them don't even do the declarations in the main class file. It left me hanging and confused. Oh yeah, off topic question: How do you get the Italics and font colors to work here on this forum? Hahaha
  10. Hey I'm new here and I'm new to making mods for Minecraft (currently using the forge 1.6.4 because 1.7.2 confuses me). Don't worry about the Java stuff, I know how to code. Anyway I'd like to ask you guys for tips, suggestions, and anything else for efficient mod making. Right now I'm really concerned in making my code clean and my mod lightweight. So far I've compiled a list of things I wanna ask (will add future questions here): 1. How and where do you guys (especially for experienced people) instantiate your blocks, items, and entities? I make my own package and classes for them (like net.manxellion.modname.blocks and in the package there's a MyOwnBlock class). I'm wondering though where is a really good and efficient place to instantiate them? (partially answered) 2. With relation to the previous question (number 1), where do you suggest I do the GameRegister(), LanguageRegistry(), and so on, be done? I've tried to make a separate class with a void method that will do all the registering. However, it crashes Minecraft (gives me a alc_cleanup: 1 device not closed). So I'm assuming I did something really terrible. I generally dislike the idea of having to put all the registering methods in the mod's preInit, Load, and postInit methods. (ANSWERED) 3. Suggestions for ID names for blocks, items, entities, and what not? I know Minecraft will auto assign IDs when you compile the code but I'd like to optimize it. (partially answered)[/b] 4. What's a good practice for world generation? I've never really tried it yet but I've been reading/skimming through tutorials and I feel like the mod(s) I'm gonna make will require my own world (with ore generation and stuff). (partially answered)[/b] ----------------------------- So far that's it for now. I'll be editing this post if I'll add more questions. If a question has been answered (In a sense I'm satisfied with the answers given), I'll switch the question's font to Italics and change the color to Green to signify other people to skip it.
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