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queekusme

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Everything posted by queekusme

  1. Apiary and Honey Download on CurseForge Apiary and Honey is a mod that adds bees and beekeeping to Minecraft. Unlike other mods which add bees, Apiary and Honey aims to have a more realistic representation of beekeeping than other mods may provide. 1.2.0 (Download, Wiki, Issue Tracker) 1.1.0 (Download, Wiki, Issue Tracker)
  2. Why the hell could I have not found this three and a half ours earlier... You my good friend are a life saver!!
  3. thanks very much, they're json models and I have it working.
  4. I'm trying to update some of the models in my mod. I have fully modeled the first item in cubik and am ready to export it however I'm not sure how I can add extra colours. At the moment in the latest release, the item uses the in-built minecraft default item and as such can use the multi-pass id to set the colour of the texture layer, however I have found no information on how you can do this with custom models. The texture I want to add colour to (as I only want to dynamically add colour to the test tube contents) is on a different layer and is currently a greyscale so should accept a colour, I just don't have any idea and can't find any information on where to start.
  5. Ok, I checked and no, they are not. In the jar there is a file called "models/block/Centrifuge.json", where as the log shows it's looking for "models/block/centrifuge.json". In your IDE the files are not in a jar, hence windows' FileSystem rules apply whereby file names are case insensitive. This is not the case when your mod is inside a jar file. GOD DAMMIT.... I'm an idiot... fixed it and re-uploaded the jar file to curseforge, should be live soon, thanks for your help man!
  6. I've uploaded it to the CurseForge Page, It may take a while to get approved though as it's the first file: http://minecraft.curseforge.com/projects/test-tube-animals/files/2307049 UPDATE: File's been approved
  7. They all are, that was the first thing I checked. and if they were incorrect I'dve expected them to error in IDE as well...
  8. I decided to build my mod for release to test it in an external (outside of IDE) setup of forge. Both in the 1.9 and 1.9.4 releases I have an issue with textures and models for some of my items and blocks that I cannot work out. There is no obvious pattern. and all textures and models load as expected in IDE. Here's the complete error log from the external version of forge Like I said, all of my textures and models in my IDE work perfectly and there's nothing unexpected. here's a lit of all of the blocks and items that aren't working: - Iron Dusted Slime Ball (Item) - Gold Dusted Slime Ball (Item) - Centrifuge (Inv Item) - Dna Splicer(Block and Inv Item) - Incubator(Block and Inv Item) I compiled the mod with java 1.8 and java 1.7 and it still has the same issue. I can provide a build if you would like to see the issue for yourself.
  9. I'm trying to spawn a basic ore block into the world however I cannot seem to find out what's going wrong. I want the ore to have a similar generation pattern and amount as the regular minecraft ores however although the ore does spawn, it's so infrequent that I have to use conditional breakpoints to check for when the ore is generated in order to find its position. The ore doesn't show up, even as an unrecognised block, when I've scanned the world in MC Edit. Here's the code I am using to generate the ore currently: public static class MonaziteWorldGenerator implements IWorldGenerator{ @Override public void generate(Random rand, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) { switch(world.provider.getDimension()){ case 0: for(int k = 0; k < 300; k++){ int firstBlockXCoord = chunkX + rand.nextInt(16); int firstBlockYCoord = rand.nextInt(128); int firstBlockZCoord = chunkZ + rand.nextInt(16); (new WorldGenMinable(ModBlocks.monazite.getDefaultState(), 13)).generate(world, rand, new BlockPos(firstBlockXCoord, firstBlockYCoord, firstBlockZCoord)); } break; default: break; } } } along with: public void postInit(FMLPostInitializationEvent event) { GameRegistry.registerWorldGenerator(new Monazite.MonaziteWorldGenerator(), 0); } This code has never failed me in the past and I cannot find what may have changed since 1.7 since I last used it. Any help is most graciously appreciated.
  10. Ok, I got this working but don't know how as I tried this several times last night without success. I removed the TESR and the line which registered it and the model started to render using the json file.
  11. I had a json model rendering correctly then once I added a Tile Entity to it, it stopped rendering. I have a TileEntitySpecialRenderer set up and it works, however it immediately crashes minecraft. I'd like to try to avoid doing all of the raw openGL stuff as although I know how to do it and all, it's fiddly as hell and I already have the block model set up, I just want to find a way to render it without mc crashing. Here's the code I have and a copy of the stack trace it's giving. StackTrace: Radar.java RadarTileEntity.java RadarTileEntitySpecialRenderer.java block/radarBlock.json blockstates/radarBlock.json If you require any additional information just let me know, Thanks for any help you can give.
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