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Draco18s

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Everything posted by Draco18s

  1. Your assets. Textures, json files...the folders containing them... The stuff-that-isn't-working
  2. I'd be willing to bet your file names aren't all lower case.
  3. Release it and make another one.
  4. This is because strings are being used, and if the strings don't match exactly, then it won't work.
  5. You can't use a GamRegistry, as it doesn't exist. A GameRegistery though, sure.
  6. You've extended BlockContainer. Don't do this. It does several things that you don't actually want. The first of which is setting the ModelType to INVISIBLE. Instead, override getTileEntity() and hasTileEntity() in the Block class.
  7. Use only ModelLoader.SetCustomResourceLocation This should be called in PreInit or in the ModelRegistryEvent
  8. 16 states. 4 bits.
  9. The answer is always packets.
  10. (Or really, any animated block, like the command block, water, fire, lava...)
  11. I will note, however, that onEntityWalk is not 100% reliable.
  12. https://www.planetminecraft.com/blog/how-to-make-animated-textures-resource-pack-tutorial/
  13. ("jade_dragon_scales", "jade_dragon_scales") Will it ever occur to you people that when you're passing in the same string twice, there might be a better way?
  14. That works when the value is natively a number, sure.
  15. The problem is that block models in 1.10 and newer have been precalculated and baked. The rendering system is not as flexible as it was in 1.7
  16. 1) It's "cubes." with an E. This is a cube, this is a cub. 2) Good fucking luck. The whole rendering system changed from 1.7 to 1.10, you as a new modder have no chance at updating it. 3) " doesn't seem to care about updating it till its stable.." Uh. 1.11 is very stable. So stable we've started working on 1.12...
  17. Sounds like a Forge PR in the making (to at least throw a warning to the log that a model has 0 elements)
  18. You shouldn't need to do that.
  19. The javadoc on that method is wrong. If you follow where it gets its value from you'll find that nothing modulates it down below 24,000. You mean /time set 0? Well...yeah...
  20. Sorry, try World.# getWorldTime() I get the two confused sometimes. And yes, it accounts for sleeping.
  21. World#getTotalWorldTime() / 24000
  22. It is preferred, yes. However with build 1.12-14.21.0.2348 the registry events fire after preInit (rather before), so preInit registration still works.
  23. *cough* item.getRegistryName() already has the mod ID baked in. *cough*

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