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  1. //on client if(world.isRemote) { //this will crash the dedicated server Minecraft mc = Minecraft.getMinecraft(); }
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  2. For entities you need your own obj model loader/renderer. For items/blocks you need to put your model and material(.obj and .mtl files) in an appropriate models subfolder in your assets, point to that model through a blockstates file for example(if you are using forge's blockstates for items) and you are done. There are a few thing you need to know: 1. When specifying an obj model to be used you must include the obj extension in the path too. 2. You must call OBJLoader.INSTANCE.addDomain(modid) with your modid as a parameter before the models are loaded. Here(and the resources folder) is an example provided by forge itself.
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  3. If you've set up your workspace correctly, the Minecraft and Forge source code should be available as the forgeSrc-<forgeVersion> referenced library. You can either browse to a class in the library or use Navigate > Class (Ctrl-N) in IDEA or Navigate > Go To > Type... in Eclipse. The Ender Dragon is implemented in the net.minecraft.entity.boss.EntityDragon class.
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  4. For categories, you need to create static inner classes. @Config(modid = Echo.MODID, name = "Echo/" + Echo.NAME) public class ConfigHandler { public static Compat compat = new Compat(); public static class Compat { @Config.LangKey("config.echo:botania") @Config.Comment("Should Echo add any interactions at all with Botania?") public boolean botania = true; @Config.LangKey("config.echo:botania.pool") @Config.Comment("Should Echo add interactions with Botania's pools") public boolean botania_pool = true; @Config.LangKey("config.echo:botania.spreader") @Config.Comment("Should Echo add interactions with Botania's Spreader") public boolean botania_spreader = true; } } The configuration code above will contain a sub-category called "compat" that houses the 3 configs pertaining to that category. To access for example the botania_spreader config, I call ConfigHandler.compat.botania_spreader. I would recommend that you create individual classes for each file.
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