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GotoLink

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Everything posted by GotoLink

  1. You could be interested in PlayerTickEvent.
  2. Because mods load before any world or player.
  3. Well...Mojang knows how ? Crops and 2 blocks high plants are in vanilla.
  4. You need to extend net.minecraft.block.BlockSlab for those blocks.
  5. ItemSlab isn't a Block, so no, this isn't going to work. blockHalfboneslab = new blockSlab(blockHalfboneslab); You should also get a compiler warning from that kind of stuff. Guess why ? You need to use GameRegistry.registerBlock(block, itemClass, name); or equivalent.
  6. Delete all the Cfitems# classes. Register your items in FMLPreInit.
  7. player.getCommandSenderName() or player.getUniqueId(), depending on what you want to do with it.
  8. double totalEncumberance = playerWeightValues.encumberance + playerWeightValues.armour; That is the line crashing in the github issue latest report. The only explanation for your crash is playerWeightValues = null . Thus you are missing a check against that.
  9. You can change the "biome decorator" of your biome, or override its decorate method to do more tree generation.
  10. The srg names are in the build/unpacked/conf subfolder.
  11. That is an AIOOB. You want to check if your sapling block accepts damage values, as the item dropped from the leaves has metadata=4 in your crash report.
  12. If you extend EntityArrow, do not copy everything that is inside it.
  13. Vanilla items are accessible in the Items class, not the Item class.
  14. You mean, before the world or any entity is loaded ? That isn't possible. As you said, each entity handles its own gravity. Meaning "gravity" only operates in game ticks. You might be interested in the LivingFallEvent and LivingJumpEvent. I kinda want to point out that Minecraft gravity isn't close to the Earth's.
  15. Is CMBlocks.init(); in the FMLPreInit event ? Also make sure that texture matches the name, it is case sensitive.
  16. You should update Forge instead of using that "fix".
  17. Check InventoryEffectRenderer. I believe the default texture is binded while iterating over each potion effect.
  18. Either "WildAnimals" or "PacketWildAnimals" use a client side only stuff without having the necessary @SideOnly annotation. Check the respective imports.
  19. Potion#setIconIndex(int,int) GuiContainer.ResourceLocation("textures/gui/container/inventory.png") You can also override Potion#getStatusIconIndex() to bind a different texture before rendering.
  20. LivingSpawnEvent event) { EntityPlayer player = (EntityPlayer)event.getPlayer(); if(event.entity == EntityCutstomMob && StorageLevel.getPlayer().GetMasterLevel() < 5) } You can't get a EntityPlayer instance from those event. They are for mobs. Your entity check could be if(event.entity.getClass().equals(EntityCustomMob.class))
  21. It is the client. Server can't access it.
  22. We need the most recent version of your main class, if this isn't the one already. If it is, the item and block initializing still needs to be put into FMLPreInit, that is how you get textures working.
  23. IRecipe already has many methods you can use. It is probably unnecessary to check and cast for each type.
  24. Initialize items and blocks in the PreInit event, please. Also, your @Instance doesn't have the correct modid.
  25. Then we need to check your Eancraft class.

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