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Showing content with the highest reputation on 02/28/17 in Posts

  1. Note: Forge has an energy capability system already set up for use, you just need to implement it.
  2. The building of a system, you need to know how your energy will work. Is it going to be pipe based or wireless? If it is pipe based you need to know how to transfer that energy between pipes, will you store it in a single pipe, if you have pipes connected from one place to another and break one connection in the middle what happens, how do you separate the pipe system? If you plan on it being wireless how will you send it, in an area, through whitelisting, or through the player like extra utils?
  3. well you need to know what is tranfered, and how to store them , in and int/flaot also do you need some kind of path tracing so the eergy knows were to flow to. Also to what extend do you plan your power system, simple like RF or complex like real V and A
  4. 1 point
    That is not what that document says. It is saying that EntityJoinWorldEvent extends EntityEvent already, not that YOU need to extend EntityEvent in order to use it.
  5. 1 point
    first of all. If you want to listen to events you should be doing that inside an event listener class (if you dont know what im talking about google minecraft event handling you will find enough information there) You are using the EntityJoinWorld event. Which is the wrong event for listening for the impact of an arrow.. I dont even think there is such an event in forge. I was coding sth similar once, and I remember that I had to use the event for updating entities (LivingUpdateEvent), check if the arrow is inside an block (I see the EntityArrow class now has the property inTile, you will need reflection to access the private field) if that is != null you can create an explosion at the position of the arrow. Although I am not sure if using reflection is the right thing for something that isnt that experienced in java Greetz Failender
  6. EntityLiving and EntityZombie
  7. Try moving assignments such as "EntityRegistration registration = ..." into methods whose timing assures that they'll get values other than null at the time of assignment. You might be far enough along in this that you need more general help to understand the differences between preinit, init etc, so you might want to start a new thread.
  8. Your models don't have to use the item's registry name as their file name, that's just the default model that's loaded when you don't specify anything else. The closing brace on line 5 of your model file closes the "textures" object, but the top-level object is never closed.

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