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Draco18s

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Everything posted by Draco18s

  1. Not really. You were told it didn't match and you said "yes proxy is in the string" when it wasn't. And you still haven't figured out how to right click ITextComponent and "view type hierarchy."
  2. Your English is terrible, but the short answer is: no. You should not be creating your own Minecraft client. It is against the EULA.
  3. If your block has 6 facings, you need to add 8 (or better yet, boolean-or with 8 ) when getting the meta. If it has 4 (BlockHorizontal) then you can get away with adding 4.
  4. It isn't translated because the player doesn't have the mod (and therefore doesn't have the mod's lang file). You can't fix this as the server cannot translate.
  5. When I tried it, it hadn't worked. [tt]Now it does. Hopefully[/tt] Do I have to use the button...? Yes, apparently. And it still parses interior BBCode, which is going to wreck teletype on array usage... You know, array.whatever Yep. It italicised the rest of the post....obligatory end-italics. Also, preview and spoilers are still broked.
  6. Then you're calling things in the correct order. What's the problem now?
  7. By not being an idiot and swapping two lines of code so they get executed in the correct order.
  8. Mojang is enforcing it because Capitilization screws things up. Windows sees Uppercase and lowercase as being The Same Thing, but the zip format (jar files are zip files with a different extension) does not. By enforcing lower case and only lower case, this problem goes away magically.
  9. You still shouldn't be using them. Reflection can do the same thing.
  10. Correction: You will need to use Reflection. Access Transformers are coremodding and coremodding is not sanctioned here.
  11. If you need a tutorial to do that, you are in too deep: give up and use the 16 color version. There will never be a tutorial for that because most people don't give a fuck, and the rest can figure it out on their own. Hell, I wrote a font renderer by looking at Minecraft's and fiddling around a little to convert the code into C# so I could use it in Unity.
  12. Because you're modifying the recipe stack. You need to clone it before adding it to the output slot.
  13. How do you know what inventory to render? Each save has a different player profile, with a different inventory...
  14. I did something like this previously. These two classes act as my library mod's Common and Client proxy files, but have static methods so that they can be used from anywhere. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/EasyRegistry.java https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java
  15. Every time you create a new one, those fields get set back to default. You can't do that. You want those fields, put them in YOUR tile entity!
  16. We lost the TeleType bbcode tag that would display in-line code segments, eg. TileEntity#getCapability We can do code still: But it's only good for large blocks and won't render in-line There is the font tag to fake it; e.g. this should be monospaced. But it's harder to get at (have to type it manually, the rich text editor toolbar does not have a font selection dropdown). Here's an old post that used [tt] (link preview doesn't render the post the same here either; seems it strips the code-block and renders the text inline and not monospaced (???)) Yep, code blocks are completely stripped in link previews: Also the post-preview button doesn't work for me. Testing if the nobbc tag still works. [nobbc]This should not be italicised at all[/nobbc] Nope.
  17. Because it doesn't call new every time.
  18. There's an AddCapabilities event. Register a listener for the ItemStack one, and when it fires, add an ItemHandler capability to it.
  19. Items don't have Capabilities, ItemStacks do.
  20. ....No. No it does not. Go learn some basic Java and come back in a couple weeks.

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