Either use the event as coolboy suggested, there is a tutorial on the wiki, or override Item#onUpdate(ItemStack, World, Entity, int, boolean) in your item.
The PotionEffect isn't going to work if you keep it on the client.
Extend Item.
Item#setCreativeTab(CreativeTabs);
Write spawning code inside Item#onItemUse(foo).
Eventually use texture from vanilla spawn egg to make it look the same.
You might as well tell him to look at minecraft crafting recipe manager.
That is the type of code one could use.
sequituri was probably talking about your CLASSNAME "example". It doesn't contain any valuable code nor information. That kind of stuff :
public class TheUltimateAnswer{
public static Object getSolution(Object allHumankindProblems){
//TODO: Think of something
return 42;
}
}
"Available" doesn't mean "used".
The wolf damage value is hard-coded in its attack routine.
public boolean attackEntityAsMob(Entity par1Entity)
{
int i = this.isTamed() ? 4 : 2;
return par1Entity.attackEntityFrom(DamageSource.causeMobDamage(this), (float)i);
}
See EntityLivingBase#applyEntityAttributes() for the attributes actually registered in all "living" entities.
EntityLiving only adds the "follow range" attribute.
Only EntityMob and EntityPlayer register the "attack damage" attribute.
World#getTileEntity(int, int, int)
And opening your container from client side (key handler) is not going to work. You need to send a packet to the server and open the container on server side.
And ?
The thing about attributes is they are optional. If you want it for your entity, register it into the entity attribute map by overriding the entity attribute initialization.
He is talking about buttons added to the inventory GUI, with a matching design like the icons for creative inventory.
The only thing that Forge could do to ease the process would be to make GuiScreen.buttonList public.
Follow LexManos tutorial till eclipse stuff happens, then import each mod as modules into intelliJ Idea from their build.gradle file.
The gradlew idea command is useless, but you can use
gradlew genIntelliJRuns
to get basic run configurations.