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Draco18s

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Everything posted by Draco18s

  1. > It crashed > No crash posted > No code posted "Doctor! It hurts!"
  2. Uh. Yes. That's....kind of how things work.
  3. This is because the client is responsible for the player's motion and sends its changes to the server. The server is then resetting the values and updating the client.
  4. For the record, I'm not ignoring your posts. I just have no fucking idea.
  5. ....you will also need to override isFullCube and isOpaqueCube and return false.
  6. The LivingHurtEvent obviously. And damage sources aren't registered. The just exist. But the source is passed in the event object.
  7. Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 64 column 2 Your json file is invalid.
  8. Diesieben07 is a mod, just FYI.
  9. Your registry name--and therefor your asset names--must be all lower case.
  10. Resource paths are already handling the colon: its the asset folder name. You DO have to tweak the lang file entry. That's what I meant. As for block model: always, always, ALWAYS check the log for errors. If you can't find our figure it out, always, always, ALWAYS post it.
  11. You should not use substring, you should instead update your assets with the new prefix.
  12. Method signatures, objects, overriding, events are just the ones i can think of.
  13. Yes and getBlockState, which returns an IBlockState object, which is sort of a compound of a Block and is metadata.
  14. You really should set the unlocalized name to the registry name: setUnlocalizedName (getRegistryName ())
  15. I don't know if there is a blockstate based getmaterial method. But that's what you would override.
  16. Go to Entity line 1217, "handleWaterMovement." Follow it down.
  17. Additionally the babyanimals mod is the one causing the problem. It does not appear to be programmed correctly and will not work on servers. You can tell because the crash includes "com/outlook/siribby/babyanimals/model/ModelNewPig" in the first line. Also, this should have gone in Support & Bug Reports. This forum (Modder Support) is for mod development.
  18. Persistent chunks are chunks that persist, i.e. are chunkloaded so that they NEVER unload unless the game is shutting down. So yes, that array would be empty. If you want to check for chunk unloading, subscribe to the ChunkEvent / ChunkDataEvent events (there's at least three between those that will be of interest).
  19. Look at how Vanilla does it.
  20. Because the water push logic is handled by Material.WATER checks in the Entity class, explicitly. If you want a block to push players/objects you will need to code that into your block class.
  21. List<ItemStack> drop = new ArrayList<>(); Cool, I have an array object if (drop == null) Nope, it's not null. It's an ArrayList of size zero. block.harvestBlock(world, player, pos, state, world.getTileEntity(pos), new ItemStack(block)); InventoryHelper.spawnItemStack(world, pos.getX(), pos.getY(), pos.getZ(), new ItemStack(block)); And now, I ignore the fuck out of my array object.
  22. You need a TickEvent handler and count ticks.

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