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Draco18s

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Everything posted by Draco18s

  1. You still need it, yes. Because you still have to declare some kind of input: it has to parse that JSON file somehow.
  2. You need a custom IRecipe implementation. Look at Choonster's TestMod3 for an example of something similar. Pay special attention to the _factories.json file in the assets.
  3. In that case, what you have done is correct. Mostly. Instead of if (!(heldItem instanceof ItemPickaxe)) you should use ItemTool#getToolClasses and determine if the item has the pickaxe tool class (think about how you would handle custom tools!).
  4. <nitpick> Your SimpleCore mod isn't a coremod and is more like a library and should be renamed. </nitpick>
  5. Not from a client side only perspective. The client world is just told that the world changed (which could happen for any reason).
  6. Show your item model registration code.
  7. Better idea: set the block hardness to -1, like bedrock. Its unclear from your post what you are actually trying to achieve.
  8. Oh, at least you tried. Now add a code tag at the top, then wrap it in a spoiler. Or better yet, make a github repo. Also, update, 1.7.10 is no longer supported here.
  9. Have you looked at shouldSideBeRendered()?
  10. Look at the vanilla leaves classes. You may even want to just extend BlockLeavesBase.
  11. https://github.com/MinecraftForge/MinecraftForge/issues/3419
  12. ForgeRegistries.ENTITIES I found that by looking at GameRegistry.registerModEntity and seeing what it called.
  13. Item.REGISTRY.getObjectById(id)
  14. If the command runs on the main thread--where entities are also run--then it can't cause a race condition.
  15. Well, are you getting an error in the log?
  16. Yeah, my eyes missed the model it loads. That said, you're using Tabula Models and I have no idea how those are supposed to work.
  17. Your RenderDeer class is empty. There's nothing there.
  18. There is no need to capitalize every word.
  19. If you are on the client and you want to tell the server soemthing, there is... Only. Ever. One. Solution. Packets.
  20. If it doesn't, then why does IBlockState exist? And why would getStateFromMeta exist?
  21. There's a reason our FAQ is actually an EAQ
  22. What on earth is going on here.
  23. withVariant() and getBlock() are counter to each other. withVariant() defines which variant (and thus metadata) to use. getBlock() strips metadata information. If you want to register a variant block as a recipe, you need to get the item stack of that variant. Presumably you have a getDrops() or getPickBlock() method overridden in your block class that will do that. Also, this button is for inline code:
  24. You replace GameRegistry.registerRecipe(...) with a call to Foo.registerRecipe(...) where Foo is whatever you named the class with that code in it. Then, when you run the game, it will generate a bunch of json files in the config/recipes folder. You then copy these files to your assets and disable the Foo.registerRecipe(...) calls.

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