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Draco18s

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Everything posted by Draco18s

  1. That's funny.
  2. You mean the non-static method just above it that invokes the static one? addCollisionBoxToList?
  3. You can't override static methods.
  4. You can only do that for items that you control.
  5. There are circumstances where casting null is necessary. Such as when two methods have other wise ambiguous signatures, casting the null makes it unique.
  6. 1) You do not need new Object[]{}, that's the magic of varargs. 2) You can pass ItemStacks too. 3) HINT HINT, NUDGE NUDGE
  7. I have no idea what the hell that is, how it works, or what the problem is.
  8. Well, my first (uh...third) question is "Why are you not extending BlockBed?" Question two... public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state) { return new ItemStack(Items.BED); } Seriously? Now, as to your problem, if you run the game in the debugger, you'll find this: public boolean isBed(IBlockState state, IBlockAccess world, BlockPos pos, @Nullable Entity player) { return this == net.minecraft.init.Blocks.BED; }
  9. You imported your project into eclipse wrongly. Minecraft and Forge files should be a referenced jar, not raw .java files. And even so you should have excluded them with the git-ignore file because distributing Minecraft's source files is not allowed.
  10. How did you install your development environment?
  11. Ok, why are minecraft source files in your repository? Why is it under mcp? WHY ARE YOU NOT USING FORGE.
  12. You shouldn't modify the task list. You should instead have tasks return false from canExecute.
  13. Tell Pam to fix their shit so that it does work. I added that event so that the thing you want to do is possible and modders that add their own crops that don't inherit from the classes I had patched need to fire that event manually and it's the mod author's responsibility to do so. If they haven't, it's a bug, they should fix it.
  14. Forge patches Minecraft files, which you should see in said files.
  15. TESR are also no longer needed. You can use json models with tile entities just fine.
  16. Try running your game in Eclipse as the dedicated server*, then run a client and connect to it (server IP: 127.0.0.1) and interacting with your block. *Next to the green "run" button is a little down-pointing triangle. Click that and pick "Run Server" then again for "Run Client"
  17. Use the 60 KiB version and render it 22 times in slightly different places.
  18. That said, if you yourself are only invoking the method client side (through your proxy!) you can safely annotate it with @SideOnly(Side.CLIENT), which is the annotation's proper use.
  19. You need model jsons for your variants: Caused by: java.io.FileNotFoundException: alchemist:models/item/customcrystalstaff.json
  20. No. It's called twice per tick. Once before any vanilla logic occurs and once after. Phase.Start effectively happens absolfreakinglutelyimmediately after Phase.End as far as game-time is concerned, just not computation-wise as there are multiple dimensions to process.
  21. On the client? Yes.
  22. Yeah, because: It's the old pre-LootTables way It's 'easier' It still works
  23. Nope! And my helper methods are not even complete. There's definitely features of the Loot table I didn't include because I wasn't going to be using them (and virtually nothing else does, either).
  24. I had to write a whole helper class to get my head around Loot tables, what I could, and wanted, to do with them. Here's what I ended up with, although you're still going to need to read up on LootConditions as diesieben07 says.

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