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Draco18s

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Everything posted by Draco18s

  1. (Client)EasyRegistry for 1.12 now available. Usage is straight forward. There's a separate method for every type of registration you may be interested in performing--block with item, block without item, item, items with IStateMappers, items with custom MeshDefinitions...--(if one's missing its because I haven't needed support for it myself). Note that if you wish to utilize this class, you may, just put it into a different package so it doesn't conflict if our mods are ever loaded side by side. Note that the EasyRegistry is treated as both a proxy and event handler.
  2. Hold on, let me quote the OP. Wait just one second...
  3. That's not the only place that 64 is assumed (for reference, that same comment is found in... at least fourteen classes). We also have ItemStackHandler.java, which lacks that comment: @Override public int getSlotLimit(int slot) { return 64; }
  4. int blockIsActive = (state.getValue(BURNING) ? 1 : 0) << 2;
  5. *cough*
  6. Burning: bx0010 (two values, shifted) Facing: bx0011 (four values, unshifted) Hmmm
  7. Facing is 0-6 Active is 0-1 You can't just add those together. You need to offset one or the other to a free bit.
  8. You can combine bools and integers in metadata. You just need to bitwise your data together.
  9. EntityRegistry.registerModEntity(new ResourceLocation("hi","smile"), Entity303.class, "smile", 200, renderManager, 0, 0, false);
  10. There is no way to know. For example, with squids, if you included the tentacles, would that be while they are close in against each other, or when they're spread out? Both? Animated along with the visuals?
  11. That's putting textures in an assets directory. You can load them as a resource pack through code. I haven't done it, so I don't have a lot of information, I know I've seen things about it on the forum, though..
  12. onArmorTick is common code, Minecraft.getMinecraft() is client-side-only, you can't do this. You have to set up a KeyInputEvent listener and send a packet to the server when the key is pressed. The server then checks to see if the action is valid, and if so, performs the resulting behavior.
  13. Caused by: java.io.FileNotFoundException: ppextreme:models/item/itemsilverore.json
  14. I have an item that uses NBT to determine what model / texture to use. The NBT values possible are defined by recipes, which are loaded after items. I tried calling ModelBakery.registerItemVariants and ModelLoader.setCustomMeshDefinition on the known result stack when the recipe was created, but it still left me with an untextured item.
  15. It's "ravine" with an E. And yes, your problem is the InitMapGenEvent. That is not how you create new map generation features. You need to register them, not forcibly inject them into an event.
  16. If you really want to do it in the single-call format (that is, your main class contains a new Block() line followed by a registerBlock() line) I'm in the process of updating my EasyRegistry class to 1.12, hasn't been pushed to git yet, but should be available in a day or so.
  17. You can add resource packs via code.
  18. I would love to have it.
  19. Use Capabilities instead.
  20. Let me put it this way: Where are you calling EntityRegistry.registerModEntity?
  21. Have you checked that the function runs on the server side. That's why you should use break points. Look at what the game is doing, make sure it is correct.
  22. The only button in your GUI that tells the server to do anything is the last one, TowncenterButtons.PLUS. None of the other buttons send a packet to the server and the server is the one in charge and the only one that can save data.

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