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Draco18s

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Everything posted by Draco18s

  1. This until Forge patches it.
  2. Routing energy through a wirenetwork isn't pathfinding?
  3. Please stop using getUnlocalizedName for things that aren't display. ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(item.getRegistryName(), "spelltype="+meta));
  4. "my project"\src\api
  5. The hell? https://github.com/16ColorGames/SuperTechTweaks/blob/master/src/main/java/com/sixteencolorgames/supertechtweaks/world/WorldGeneratorBase.java#L132-L135 Why are you sing random.double() for an integer value? https://github.com/16ColorGames/SuperTechTweaks/blob/master/src/main/java/com/sixteencolorgames/supertechtweaks/world/WorldGeneratorBase.java#L136 Also, your base Y value is 0, then you add 0, then you add 0 again. Also you randomize X and Z in three different places: https://github.com/16ColorGames/SuperTechTweaks/blob/master/src/main/java/com/sixteencolorgames/supertechtweaks/world/WorldGeneratorBase.java#L136 https://github.com/16ColorGames/SuperTechTweaks/blob/master/src/main/java/com/sixteencolorgames/supertechtweaks/world/WorldGeneratorCluster.java#L36 https://github.com/16ColorGames/SuperTechTweaks/blob/master/src/main/java/com/sixteencolorgames/supertechtweaks/world/WorldGeneratorCluster.java#L36 (or line 42)
  6. You need to create a new class for your armors, rather than using new Chestplate
  7. Sorry, I haven't been all here. You can do this with an event, too.
  8. public class MyForgeEventHandler { @SubscribeEvent public void pickupItem(EntityItemPickupEvent event) { System.out.println("Item picked up!"); } } ... MinecraftForge.EVENT_BUS.register(new MyForgeEventHandler());
  9. In an event handler class. http://mcforge.readthedocs.io/en/latest/events/intro/
  10. With the amount of code you posted it was impossible for anyone here to have spotted your error. All you posted was your crafting recipe line. That's it. It's an obvious error to literally everyone that you have to pass in the same object to the recipe as to the game registry because if you don't how is the game supposed to know they're the same object? You created two different objects. So yeah, you'll get undefined behavior when you try to do something that was never intended to be done.
  11. Sooo you want to store an ItemStack on an Entity
  12. Let me put it this way: Everything is possible, but it might be very very complicated or hackish.
  13. I think you have to go up to the previous event to that one. The...PlayerInteractEvent Edit: Ah, no, you'd have to cancel the PlayerInteractEvent.EntityInteract
  14. https://www.google.com/search?q=A*&ie=utf-8&oe=utf-8
  15. Ways to remove an item from your inventory: Dying Click-and-move in a GUI Shift-click in a GUI Q Click-and drop in a GUI Item Frame (There is no event or any other notification to any system anywhere that this occurs! The item stack is literally cloned and inserted into the frame and the original deleted (if stack-size of 1, otherwise the stack size is decremented)).
  16. You need to sync the progress to the client. There are a bunch of threads on this forum about that.
  17. Is that Ring classified as a MainHand item?
  18. With a min-enchantability of 41! it'll almost never get picked, as generally speaking the highest enchantment possible that can show up on an item is ~30. You should also override canApplyAtEnchantingTable and canApply.
  19. You shouldn't be manually parsing JSON files. You should be using a deserializer.
  20. No. The are at least five ways items can leave the player's inventory and I know for a fact that at least one of them is undetectable. And the other four have no event to prevent.
  21. The answer is "yes it will." The reason it isn't has to do with the fact that the server isn't even loading your class, which invalidates the test.

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