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GotoLink

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Everything posted by GotoLink

  1. import net.minecraft.client.model.ModelIronGolem; Update your imports. Check you don't reference client-side only classes in common classes. Start blocks and items in PreInit phase. Register your items with GameRegistry. Read tutorials for registering entities properly, and localizing things.
  2. Check "localizing" tutorial. If you want to be more technical, start with StatCollector.
  3. Put a square texture any size in your mod, register it, done.
  4. EntityRegistry.registerGlobalEntityID(EntityWoodArrow.class, "WoodArrow", EntityRegistry.findGlobalUniqueEntityId()); EntityRegistry.registerModEntity(EntityWoodArrow.class, "EntityWoodArrow", 5001, this, 128, 1, true); You are registering twice... Remove the first line.
  5. I know this method exists (and it is worth mentioning to OP's knowledge), but needs to be avoided in my case. Concurrency issues between tile entity update, redstone power, user inputs, and setting blocks in world. Not safe.
  6. I'd recommend Class#getResourceAsStream(String) instead.
  7. getSoundName() == Use .equals(Object) instead. String are immutable. By the way, use event.source to get the sound played, and set event.result to change to the new sound.
  8. You found the way it works. I assure you, all other mods are doing the exact same.
  9. Item#getIconFromDamageForRenderPass(damage, pass) Override this, return a different icon depending on pass value. You'll need Item#requiresMultipleRenderPasses() to return true. And override Item#getRenderPasses(int) if you want more than 2 passes.
  10. Use the classes or extend them if you need to change things.
  11. Man...just System.out.println your block coordinates. You'll probably have to mine the ocean floor, considering you use height<32 and WorldGenMineable.
  12. Entity#onInteractFirst(..) is a common place to open a GUI.
  13. To be able to change the delays at will, or disrupt updates if anything "bad" happens.
  14. CompressedStreamTools That class contains methods to read and write to File with NBTTagCompound.
  15. Have a look here Override the mouse events, use some scrollPos variable...
  16. Don't use WorldGenMineable. It's for replacing (stone) blocks with other (ores).
  17. Then what do you think of NBTBase.readNamedTag(DataInput) NBTBase.writeNamedTag(NBTBase, DataOutput) ?
  18. ...Do you know how to make a String ?
  19. Yes, you didn't put anything inside this array.
  20. ItemStack itemstack = new ItemStack(IntegratedItems.meatcleaver, 1, OreDictionary.WILDCARD_VALUE); System.out.println("ItemStack found"); if(itemstack != null) { System.out.println("Itemstack is not null!"); if(event.entityLiving.getHeldItem().itemID == itemstack.itemID && event.entityLiving.getHeldItem() != null) itemstack is not null. You just set it. Conditions are checked in the order they are given.
  21. NBTTagCompound#setString(String, String) NBTTagCompound#getString(String)
  22. MinecraftServer.getServer().getConfigurationManager().playerEntityList Is a List of EntityPlayerMP.
  23. Use Configuration#getItem(...)#getInt() to get a free id. Use it directly for your item. GameRegistry.registerItem(Item, String) in FMLPreInitializationEvent.
  24. MinecraftForge.setToolClass(item, tool, level); Using a tool class as "icepick" or something.
  25. You can look here. The "Animator" block does a bit more, but uses the same idea.

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