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Draco18s

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Everything posted by Draco18s

  1. What is this? Why are you creating a new one every frame?
  2. 7. Cancel the event 8. Reduce the used item stack's size
  3. So close. So very close. How is this supposed to return the same item with 1 more damage? You never pass in the original item stack so how do you know what the damage is? This is pointless. getContainerItem isn't called unless hasContainerItem returns true already. Oh look, the original item stack. Call damageItem() on it and return it (though you should probably clone it first...).
  4. "Broken_Saw" and "Ingot_Saw" are two different items, yes? They're different instances of the class, you can distinguish them. Or are they the same instance, with different damage? You can still distinguish them. In either case, storing the return of the default implementation of hasContainerItem (return false) in the class is never ever going to do what you want.
  5. Absolutely not. You need to override hasContainerItem and getContainerItem in your Saw class.
  6. Milk Buckets use the Container Item functionality. That should work for most recipes.
  7. That's the only way to supply a different unlocalized name for each metadata of the item stack.
  8. No it doesn't. Yes, Forge is installed. No, Forge is not what crashed. Even so, you should have posted in Support and Bug Reports. Not the section under "Mod Developer Central" You ran out of memory. Allocate more.
  9. Your in the wrong place. This forum is where people who are making mods come for help making mods. That said: Either: You are trying to load a client side mod on the server This mod is badly written and you should report it to the author
  10. I think he's looking for a way to detect the player replacing a block of water with a block of dirt.
  11. Cascading chunk gen happens when you attempt to place blocks into a neighboring chunk that hasn't been created yet. Vanilla avoids this by offsetting the generation by +8 and +8 (as the neighboring positive X and Z chunks are guaranteed to already exist, and won't cause them to get generated)
  12. And this is why I thought there was a 3 character minimum, but I've already had that conversation with Lex.
  13. Don't use AT when you can use Reflection. Reflection is cleaner.
  14. Correct. And this is why I have my registry code done up the way I have. https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L64-L71 I search for all valid states of the block (note that this method is not good for things like leaves which have states that don't appear in the inventory) and register an item model for each.
  15. You might be right. I haven't actually played in a while.
  16. No, it does not. Because item models aren't block models. They are registered separately. You want your item variants to have textures? Register your item variants to have textures. https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L100-L103
  17. this.targetTasks.addTask(4, new EntityInfestedEnderman.AIInfestEndermanAttack(this)); Just because it's a static class doesn't mean you don't call new.
  18. Isn't CTRL the key used to sneak? Check if the player is sneaking.
  19. Redstone materials break instantly, yes. They bypass the hardness check.
  20. You still need to register their models with the ModelLoader
  21. Huh. That's weird. Mine doesn't.
  22. You are not doing this.

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