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GotoLink

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Everything posted by GotoLink

  1. Well, with the entity instance. //in Entity: public float rotationYaw; public float rotationPitch; public float prevRotationYaw; public float prevRotationPitch;
  2. Use build 900 or later. Build 898 and 899 are broken server side.
  3. You should use RenderPlayer.Post For this rotation, I think you'll need GL11.glRotatef(some_value, 0.0F, 0.0F, 1.0F); and also some GL11.glTranslatef(other_value, 0.0F, 0.0F);
  4. Check the position values of your Entity. And i'd like to see where "mod" is declared. It is supposed to be your Testmod instance.
  5. Well basically, remove everything. Then add whatever changes you want to do. Texture(s) for example.
  6. There are methods in ItemStack to compare two instances of ItemStack.
  7. Well, you should only register it once in your parent and you shoot events from it that all child mods can receive.
  8. Wait, what is that "mod" variable ? EntityRegistry.registerModEntity(EntityWorm.class, NpcInfo.WORM_NAME, NpcInfo.WORM_ID, mod, 80, 1, true); It should be "this". @ss7 He doesn't need that. He is using RenderLiving already.
  9. Thanks for the answer I will post the issue on Github then.
  10. Wrong thread draco As for custom model loading, the path depends on: URL resource = AdvancedModelLoader.class.getResource(resourceName); Then the question is, what is the class loader of AdvancedModelLoader and what is its implementation of getResource(String) ? I don't know the answer, but maybe someone else do. I would suggest trying "modid:texturepath".
  11. Server side, probably ?
  12. Place a print in initRenders() to check if it is called ?
  13. Extends BlockSapling. Do not change updateTick.
  14. I suspect you copied everything ( : without changing the item id. Do not distribute Mojang code. Show your code.
  15. Sure. And i am a princess Forge got it's own modloader... Which is called FML. Now, would you stop using ModLoader ?
  16. Sure. And i am a princess
  17. new Timer().schedule(new TimerTask() { @Override public void run(){ This is not going to work nicely. You should use a Tickhandler with a flag.
  18. I hate to bump, but it is an important issue for me I tried with a new fresh install, but that doesn't change anything. Any changes in forge server I didn't notice ?
  19. You are using ModLoader in multiplayer. That can't work.
  20. if (this.inGround) { int blockID = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile); int meta = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile); if (blockID == this.inTile && meta == this.inData) { ++this.ticksInGround; if (this.ticksInGround == 1200) { this.setDead(); } } You are killing the entity yourself there.
  21. That is if you want to create potions as vanilla. You can use the brewing event to return a custom item (which may or may not be a potion).
  22. There are events to disable rendering. You can also render any parts of your gui on top of the vanilla one using rendering events.
  23. In Item class: isPotionIngredient(), isBookEnchantable(args)...
  24. If you say "how to edit file", there i would answer:ASM, certainly. But if you say "do i need to edit file", then i would answer:no, probably.
  25. Move the lines in addfluid(). fluid should be before the block.

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