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Luis_ST

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Everything posted by Luis_ST

  1. change the things you have to (#getResourceLocation, #setCatType, #finalizeSpawn)
  2. you need to add all values to the Multimap inside the supplier
  3. post debug log
  4. you can use https://gist.github.com/ for large text files
  5. creating biomes is not the problem, you cannot currently add them to the level generation
  6. Problem with Applied Energistics. Make sure you are using the latest version. If the Mod is already up to date, report this bug to the Mod author.
  7. try https://gist.github.com/
  8. looks okay for me, does the Entity hit box change (F3 + B shows the hit box), show your EntityRenderer please
  9. the implementation of encode and decode is wrong, in encode you need to write the Entity to the PacketBuffer and in decode you need to read the Entity from the PacketBuffer the entity field should als be non static and final
  10. the pastbin is not available
  11. if you run minecraft from the launcher the log will be create for the current run note if you use CurseForge you need to look in curseforge/minecraft/Install
  12. normally it's directly in .minecraft and called launcher_log.txt
  13. what exactly did you mean with 'how to do?'
  14. this is not possible (with Mixin yes), the only solution for this is to replace the CatRenderer unfortunately i never done this before so no idea what exactly you need to do
  15. if you don't know how to extends an Interface and a class, you should learn basic java before modding minecraft
  16. extends the Forge IItemHandler and add it to the Player
  17. the code works for all Entities, if the code you use to change the size is backward compatible means if you change the size somewhere where it's possible to have an old Entity I'm not sure about that either, but #setBoundingBox bypasses EntityEvent.Size which means your entity would always resize even if another mod canceled the event
  18. why did you not use Forge's IItemHandler and ItemStackHandler? create a Level Capability and create there a Map with the IItemHandler (Inventory) and the Player (you should use the GameProfile or the UUID) then subscribe to PlayerChangedDimensionEvent and load the Inventory from the Level Capability the save and sync of IItemHandler is done automatically, if you create the Capability Correct
  19. unfortunately i'm not familiar with the 1.16 render system, from what I know bindTexture only binds the texture it doesn't render the texture on the screen if i remember correctly the method you need to use to render the texture is AbstractGui.blit
  20. Problem with Better Animals Plus. Make sure you are using the latest version. If the Mod is already up to date, report this bug to the Mod author.
  21. upload the log there and the click on 'Create New Paste' then post the link here

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