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  1. The "inventory" block state variant is unnecessary since 1.13, you need to define an Item model.
  2. Thank you, I'll try to use these.
  3. This is an even better example, if you don't manage to use this, then learn java first.
  4. It java, but it's a pseudo (example) code, you need to implement everything for yourself.
  5. By the way, this is gonna freeze the game: int i = 0; long time = System.currentTimeMillis(); while(time != time+5000) { i++; } if(time < 1) { this.getAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.20f); } (From the code you pasted)
  6. If you look at my example, it starts counting when you set the boolean to true. You can set the boolean to true in the damageEntity method and set the stats in that, then do other changes after the counting is done.
  7. If you already have code in your tick method, write everything after it.
  8. This is what I exactly wanted to know, if you already have that method overidden. For example: (You should set the increaseStats to true when you want it to count the time.)
  9. You said that the stat applying when the entity is hit is done, could you post your entity's code somewhere?
  10. You need to put a Item model in the assets/<modid>/models/item/ folder with the name of your block (firstblock.json) and it should have some value like this: Of course it depends on your Minecraft version if this is correct, but give it a try.
  11. Does your entity have a method that runs periodicly? Like a tick event or an event for the AI? If there is then I can provide you with a crude example, but be aware that it won't be the most preformant one, so be sure to not to use too many of these entities at the same time or you're going to lag.
  12. Hi everyone! So I made a custom ItemBlock, that has the Item/Generated model set to it always with a seed texture. The way I differentiate them is by using IItemColor. It works nice, but my next plan for my mod is to add a lot of these items (and blocks that basically work the same way with IBlockColor). I was wondering if there's a way to set the item's model by code instead of creating json files for them one by one (and if there's a way to set the blockState's models from code too). Thanks for any help!
  13. If you declare your blocks in a DefferedRegister than you can do something like this:
  14. This is just what I need, thank you. However, I'm still getting the same errors from this multipart blockstate:
  15. I didn't want to use vanilla blockstates for a reason, by default if I have one blockstate for my block, it's okay to use it, but when I have two (in my case facing and growth) that means that I have to declare everything [facing] X [growth] times which is 28. I didn't wanted to declare 28 states, but I guess I'm gonna have to, unless there's a documentation for the custom loader with an example. (Again, forgedocs says something about the custom loader, but no example or the use of this new "loader" tag) Thanks anyway.

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