Well, by "hit collision" I mean the shape used for detecting if the player is interacting with the block, (e.g. left or right clicking it etc). Hope that clears it up!
Yes, from what I can see, the makeShapes() method always starts from the bottom (e.g. y = 0). However you could just override makeShapes() and tweak it to your desire.
This is what I have found after a bit of testing:
* The first parameter decides the collision width of the middle pole
* The second parameter decides the collision width of the extended parts
* The third and fourth parameter does not affect the collision shape, but only the 'normal' shape (e.g. for hit collision)
* The fifth parameter decides the collision height of the block
Due to legalities, we can not publish artifacts for you to download manually.
However, if you setup your workspace once, we heavily cache everything so that it wont need to download them again.
So yes, using the offline switch, and having set it up once while online, should be good enough.
You could do the following:
Map<Effect, EffectInstance> potionMap = entityLiving.getActivePotionMap();
if (potionMap.containsKey(Effects.EFFECT_NAME)) {
// Do something
}
Nevermind, I figured how to sort the load order without renaming the mod.
And I know recipes are normally added in init method. But adding them in postInit is also possible.