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Draco18s

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Everything posted by Draco18s

  1. Whut. How about applying a Capability to the animals that stores the last world-time they were harvested? The butchers would then query that, do a calculation to see if that value is more than 24000 ticks ago, and then perform an action based on the result.
  2. Write your idea down. Go back to the basics. Step 0: learn Java Step 1: make some basic blocks that look pretty
  3. You have no idea what you're doing, do you?
  4. What have you tried?
  5. Your code currently gets the entity's name, throws it away (does nothing with the variable), and then kills the entity. 99% sure that has nothing to do with spawning entities. Please explain further.
  6. I don't know how to stop pressure plates from activating. It's a collision thing.
  7. By the way, you don't need the display tag. Those are already specified in the item handheld model. You only need it if you want to override the values.
  8. Probably. The names have changed a bit.
  9. Relevant log line: [22:11:53] [main/WARN] [FML/]: Registered override did not have an associated owner object. Name: rtm:ruby_pickaxe Type: net.minecraft.item.Item Value: jouri.RandomThingsMod.Init.Tools.CustomPickaxe@2f667f80
  10. I got that part. But you're sending a message to the server from onBlockActivated. This has nothing to do with that. Generally speaking, any method that isn't marked @SideOnly is called on both sides. I've run into a handful of cases where that's not been 100% true, but it's a good baseline. OnBlockAddedToWorld GetStateForPlacement
  11. I have no idea what you're trying to do with that code. onBlockActivated is already called by both sides.
  12. You only need mobs to tick faster. The "everything else" in the game can be ignored. You can just call a mob's EntityLivingUpdate method as much as you want.
  13. That tutorial is fucking stupid. Recipes (crafting, smelting, brewing, etc) need to be known by the server in order to function.
  14. ModelLoader is a client-side class, any references to it must be in your client proxy.
  15. 1) Why is this in "client"? https://github.com/ChellieH/BigDoors/blob/master/src/main/java/chelliesmods/tutorial/handlers/RegistryHandler.java#L15 2) Why is this in "common"? https://github.com/ChellieH/BigDoors/blob/master/src/main/java/chelliesmods/tutorial/handlers/RegistryHandler.java#L25-L26
  16. On the client: make both values false On the server: make them random When the server sends the update packet to the client (which would happen immediately) the client will become aware of the correct state.
  17. The client and server disagree about what blockstate was placed. Also: https://github.com/Thegamerchunk1/x3d/blob/master/src/main/java/x3d/blocks/chromosoneblock.java#L82-L90 Seriously? A for-each loop where you manually track an index? Use a regular for-loop. I mean, hell, having to do this should have clued you in.
  18. There will be errors in the log. Post those. Also your mod ID needs to be all lower case.
  19. Your texture had some not-quite-fully-transparent pixels.
  20. You don't have any code there. main/java is missing.
  21. This is what I've had to do to insure that changes get sent. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L95-L98 This is also assuming your read/write NBT methods are overridden to include the data you want to send.
  22. If it's in defaults and the variants don't change it, you don't need it in the variant block.
  23. And likely, neither does anyone else. Personally I'd rather use Eclipse for C# instead of Visual Studio, but that's not going to happen any time soon.

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