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OxeeMoron

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  1. I am looking for something akin to BlockStates but for items. We used to be able to insert methods of checking into code to give it different textures depending on metadata or other factors, which was great for items with multiple modes. Now textures are handled automatically through the json model files but I cannot find any way to say "If condition1, use texture1, elseif condition2, texture2..." for items. Did I overlook something or is this option really not available to us anymore?
  2. That tip helped greatly. It is all working properly now. Thank you.
  3. I have successfully created a custom entity to act as an entityArrow for my custom itemArrow. Everything functions properly except visually, it still looks like a plain vanilla arrow. After digging, I would assume the ResourceLocation passed into the EntityEntryBuilder (as part of the entity registration) would point the code to the resource texture location, but that doesn't seem to be the case. (?) Is there a separate location or method for matching entities with their correct resource textures?
  4. I am toying with an idea where special arrows can be used to do different things, however it looks like standard logic for arrows is actually handled by the ItemBow class. Do I really need to requild/override vanilla bows in order to make my arrows function or is there some other way to replace what vanilla arrows do with my desired functions?

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