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Showing content with the highest reputation on 12/14/19 in all areas

  1. Also, your model renderer should extend abstract horse renderer, not mob renderer.
  2. Remove this and put this in the constructor super "new UnicornModel<>(0)". The model file has to extend HorseModel Or you will not get the animations. In the renderer Create: And return "unicorn" in getEntityTexture. ");
  3. When you create a dimension, you have to pass a DimensionType to DimensionManager.registerDimension() Why not...hold onto it? If you have access to the world, you can also query that world for its dimension information, which includes the DimensionType.
  4. 1.15 has been more challenging then previously expected. Instead of just being adding bees, and fixing bugs as reported by Mojang. They decided to take this release to re-write most of the rendering engine. Unfortunately, they also took the rendering guy from the Forge team. And my weakest point has always been, you guessed it, rendering. So it's being quite difficult to sort through all the changes, and update our massive changes to reflect the new stuff. gigaherz, tterrag, and unneon are trying to get up to speed and sort through all the rendering changes. So far, we've processed 512 out of the 520 patch files Forge does. As well as brought the compile errors down from >1400, to 161. So, progress is being made. Unfortunately, not publicly as before we get it compiling the repo we're working in contains the full MC decompiled codebase. And we do not have legal authority to redistribute that, so we're working on it privately. Hopefully, we'll have a build working and published here shortly, we're hoping that it won't be as broken as it could be. We'll keep you informed when there is something to inform. As for the mapping data, we've already answered this, Mojang's release under the license you quoted does NOTHING to help us and only helps those who do not respect their license {Hacks/pirate clients/malware}. We are STILL holding out hope that Mojang's lawyers will come back with a new license that actually allows us to use this data.
  5. I would recommend creating a custom ItemEntity for your custom item, and return an instance of your ItemEntity in Item#createEntity (as well as override Item#hasCustomEntity to return true). With this approach you can simply check for water in your EntityItem’s update method.
  6. You can subscribe to ItemTossEvent and keep track of relevant items, then check to see if your conditions are met within one of the TickEvents. Keep in mind that there's no guarantee that the items remain in the world once thrown, so your list of items should update to remove those that should no longer exist. Yes. Within the inventory, items are ItemStack objects, while on the ground they're EntityItem objects. You can get the ItemStack represented by an EntityItem through EntityItem#getItem().
  7. No. Your client code is sending information to make the server do things. Your server code is telling the server to do those same things (again).

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