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nov4e

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  1. Well, now I'm working on a IFluidTankProperties but how can i return that it only can take water in canFillFluidType and canDrainFluidType???
  2. Do I have to implement other classes in the tile entity class for store data?
  3. What is that?
  4. Hello, I maded a custom cauldron extending the block to BlockCauldron and setting the water level with blockstate like in vanilla. The problem is that other mods' buckets cannot put the water in it beacuse it has to be a tank block. My questions are: How can I do that? Do I need a TileEntity? If yes should I use blockstate levels? Thanks for reading.
  5. I tested everything and seems that removing works.
  6. I changed it a little bit: @Override public void setDamage(ItemStack stack, int damage) { if(stack == new ItemStack(this)) { if(damage < stack.getItem().getMaxDamage()) { if(damage > 1) { super.setDamage(stack, damage); } } } }
  7. @Override public void setDamage(ItemStack stack, int damage) { if(damage > 1) { stack.setItemDamage(damage); } }
  8. so how can I set that a item does not break?
  9. Hello. Does exist a @SubscribeEvent that makes the item break when has durability 0? If yes how its called?
  10. How can I get podzol blockstate correctly? For now I tried : Blocks.DIRT.getStateFromMeta(BlockDirt.DirtType.PODZOL.getMetadata() Thank you.
  11. I tried to make a category and i registered it and it not shows in-game. Here are the classes: https://github.com/nov4e/Exa/tree/master/src/main/java/exa_resources/forge/compat/jei/ground_digging Also how can I initialize the ground digging recipes?
  12. Or just an example from a mod would be useful
  13. Well, when you execute the command /give in game, you need to put "minecraft:the_item_you_want" right? Well, forge consider minecraft as a mod so the minecraft modid is simply "minecraft".
  14. You need to set the build path with the original mod and set it as a dependency in your @Mod class. Are you using Eclipse or IntelliJ?

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