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Draco18s

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Everything posted by Draco18s

  1. You still need to register their models with the ModelLoader
  2. Huh. That's weird. Mine doesn't.
  3. You are not doing this.
  4. Alphabet Soup much? And as far as I can tell, you still haven't done this:
  5. Just because you said "this item with this meta exists" does not mean that your block actually has different states. If you really, really wanted to, you could give yourself minecraft:grass with metadata 4. Its not any different than with metadata 0. You need to... - override createBlockState - override getStateFromMeta - override getMetaFromState - call setDefaultState in the block's constructor - use a subclass of ItemBlock that overrides getMetadata (vanilla does provide some implementations, they may or may not work for your purposes) - register that ItemBlock subclass with your block's registry name instead of using new ItemBlock()
  6. Probably not. But I haven't dug into how that treats chunk borders.
  7. Would you please stop making your text so huge? And you should not be using loops, at all.
  8. Good news! You're wrong! Cascading chunk gen is when you--during a world gen action such as ore placement, structure placement, etc--cause a new chunk to be generated.
  9. The efficiency enchantment is automatic. You don't need to do anything. setHardness() perhaps?
  10. Try maybe using the version of quantityDropped that passes in an int fortune parameter?
  11. Jesus Christ YOU NEED TO OVERRIDE THE CORRECT METHOD FROM THE BLOCK CLASS.
  12. You need to create a class that can: - track what "recipes" your machine knows - identify what recipe is currently in the machine - retrieve the output from that recipe
  13. That would be "your method signature is wrong" as I said.
  14. Put @override on the method you are overriding. If Eclipse says "this isn't overriding anything" then you have the wrong method signature. The fix is not to remove the annotation, but to fix the method signature so it DOES override something. As for Item.getItemFromBlock(this);, that will make the block drop itself. If you want it to drop a different thing, you tell it to drop a different thing. ItemInit.MIX_REDSTONE_GLOWSTONE sounds like your custom drop, so use that.
  15. You probably want to override another method. One that says "this is the item that's dropped." Like how Glowstone and Redstone Ore do.
  16. Ok, great, and what is your problem now?
  17. Dot product is not the correct tool here. You want it within range, use a distance check.
  18. The data exists, but you're using an external program to examine the player's inventory and can't see it. You need to write the code to extract it.
  19. No, that's the item itself. As evidenced by: - a tag called "tag" - a byte called "slot" - a byte called "count" - a child entry in a list called "Inventory" And most blatantly obvious of all: - a string called "id" with a value of "minecraft:filled_map" The tag "tag" is the data you're after, and that NBT visualizer cannot for some reason show you the data you want. Also: Holy shit, you actually thought "5 entries" was the name of the tag.
  20. Tag "scale" isn't of type List is it? Lets go back to that same bit of documentation...
  21. getTagList is just one of the many types of tag that an NBT can contain. As for "what you put here" (which is spelled "H-E-R-E" because "hear" is what you do with your ears)...
  22. Step 1: Get the map's item stack Step 2: Read the stack's NBT

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