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Draco18s

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Everything posted by Draco18s

  1. you aren't registering the entity itself, only a renderer for it.
  2. No, that is not what that is for. What that is for its when we should delete the tile entity and all of its data and create a new one.
  3. None of the classes you have posted are the RegistryHandler class. Feel free to ctrl-F that yourself.
  4. A specific piece of text? All text?
  5. Mhm. Of course, I've intentionally delayed one particular oredict registration before, as I needed to know "has any mod registered X?" before I registered my own, having registered my own it would have been more troublesome to figure out (as mine was going to get registered anyway, but I had to do another operation first).
  6. No, because now I need your RegistryHandler class. #ShouldHaveSeenThisComing
  7. Change the opacity of what?
  8. And this is why I hate the editor this forum has. The symbols used for certain things are sometimes obtuse.
  9. Try manually adding the import: import net.minecraftforge.fml.common.Mod; Does that work?
  10. Only if you're doing it with the registry event. If you're using JSON files, it just isn't loaded.
  11. That's workable for now.
  12. Nope! It does not!
  13. You can't put it there, that's why. No items exist when that list is created.
  14. It is still a bad choice when you want to return an Item. Trust me, I did it once. It was not pretty.
  15. You done gone fucked up trying to quote me and put your rely inside the quote. In any case, in theory, a recipe registered with an oredict reference will work even if that oredict entry doesn't exist at the time of recipe creation (but does later) because the recipe actually operates on those strings when you use the crafting table. I've never messed around with it though. But it might screw up something else (e.g. "don't register this recipe unless oredict entry exists")
  16. Indeed. I already tried shoving a recipe into my own assets directory under /minecraft and it did diddly squat. Had to search around for a thread on recipe removal. Which, of course, leads to some vanilla advancements throwing an error when they load because the recipe is now missing.
  17. Oh, that's good. Will that condition accept an oredict reference the way other Item specification does? (This was the bigger deal, I can suffer 16 json files, but disabling them was more important).
  18. Honestly, you should probably do it "as early as you can."
  19. The Compass way is terribad. It can only determine what model to show based on a float. If you want to do it based on NBT you need to use an ItemMeshDefinition. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/industry/item/ItemCastingMold.java#L80-L108
  20. https://github.com/VoxelBuster/StarboundMod/blob/master/forge-1.12-14.21.1.2387-mdk/src/main/java/io/github/voxelbuster/sbmod/common/block/IndustrialFurnaceBlock.java#L76 You need to create your own GUI.
  21. Nnnnope! If you use a parent of "item/generated" you don't need the display properties at all: item/generated does them for you. Unless you want it to display differently* (e.g. item/handheld overrides some of the display properies and is the parent of swords, axes, and other tools). *I have an item which parents to item/handheld and I still override some display properties, but that's an exception, not a rule.
  22. 1) Please stop mentioning me directly, any number of other people can weigh in on your problem as well. 2) What part of "I've never created a terrain generator" did not make any sense to you?
  23. Beats me, I've never created a terrain generator before.
  24. This doesn't work for me on Forge 2462, the event never fires. Nevermind, I was using a non-static event handler and copied in a static method.

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