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Showing content with the highest reputation on 05/26/20 in all areas

  1. Well, how long is it? How do you know? Also, the tick events usually have a Phase (START and END) as well as occasionally sub-events (Pre and Post) so if you don't pick one, your code runs more than once per tick.
  2. I would remove the 32 bit java, it is not necessary. Then google jarfix, get it and run it, that should fix your jar file association.
  3. BTW block properties don't work like that; each block still has a blockstate for every possible combination of the properties that you attach to it, it just assigns a unique integer to each blockstate combination behind the scenes. So for example - a block with a FACING (four directions), a POWERED (on or off), and a SPEED (slow, medium, fast, ludicrous) would have 4*2*4 = 32 different combinations. If you tried to store a BlockPos it would try to make X * Y * Z combinations i.e. 2^32 * 256 * 2^32. But you could for sure make each space on the chess board into a chess piece using blockstates (no tileentities) and have the master control the blockstate at each chess board location. If you don't need animated figures then that's quite a bit simpler than using TileEntity and TileEntityRenderer
  4. That is changeable in the player's attribute. Obtain the attribute via LivingEntity#getAttribute and pass in the REACH_DISTANCE in PlayerEntity to obtain the reach attribute. You can modify that to change block reach distance. Unfortunately I don't think there is a convenient method of changing the reach for entity interactions. You'll have to do some manual ray casting.

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