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Draco18s

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Everything posted by Draco18s

  1. Just because you have a TE doesn't mean that its data is automatically sent to the client.
  2. Create new recipe files and place them in the correct data location (under /minecraft)
  3. Yes. Nothing will ever save you from having to do this. You must always register your things. Nothing's stopping you from doing this.
  4. Its what Forge does in 1.14 instead of the /* === FORGE START === */ chunks.
  5. Take a look at how vanilla sets up furnace recipes. You will probably end up extending AbstractFurnace and setting up a new registry (they're not that difficult).
  6. The test mods are included in the workspace already, you just have to create a new one (in src/test/java/net/minecraftforge/debug/) and add it to the mods.toml (src/test/resources/META-INF/). See the files changed: https://github.com/MinecraftForge/MinecraftForge/pull/6267
  7. Also, you should definitely use @ObjectHolder annotations, it will prevent stuff like that.
  8. Well, new Item would be wrong...That item wasn't registered with the item registry. In fact, Enchantments don't have an inventory representation. Enchanted Books do.
  9. Don't send the refill packets that often. Just let the client assume its own refill and do a double-check when they use some on the server side. You can send occasional resync packets (player hits full, hits zero, hits half. ...)
  10. Look in your IDE under Reference Libraries.
  11. You need to show more of your code, preferably as a working git repo
  12. See this comment: https://github.com/MinecraftForge/MinecraftForge/pull/5871#issuecomment-542697064
  13. This checks tags, ptrobably. You didn't add your logs to the logs tag.
  14. You mean like this page? https://minecraft.gamepedia.com/Tag#Usage
  15. Threes aren't the same.
  16. ....I will let you look at the code and the wiki yourself
  17. It takes 100,000 to even calculate preformance.
  18. Because that isn't the method or its signature? Like, actually use your IDE
  19. [

    Draco18s replied to Benja1605's topic in Modder Support
    Probably at this point, Problematic Code #14
  20. [

    Draco18s replied to Benja1605's topic in Modder Support
    See where it says "tm" in the json file? That's your mod ID. Your mod ID and your asset directory are the same thing. Except they're not, because you named the asset directory "bnjasaavtm" Also also Problematic Code #10, #14 Code Style #1, #3, #4
  21. ForgeRegistries.ITEMS.getValue(key) I'm not sure how you couldn't find that. You can construct a resource location from a string. String -> RL -> Item -> Stack
  22. It's almost certainly Harry Talks. If it isn't him, then someone parroting him.
  23. [

    Draco18s replied to Benja1605's topic in Modder Support
    https://github.com/Benja0516/TestMod/blob/master/src/main/resources/assets/bnjasaavtm/models/item/diamondapple.json#L4 That isn't the correct path to your texture.
  24. I also see: Problematic Code #10, #14 Code Style #1, #3, #4

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