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Draco18s

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Everything posted by Draco18s

  1. You can use submodels to combine two models. http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/#sub-models
  2. EnumFacing rightSide = world.getBlockState(pos).getValue(FACING).rotate(Axis.UP); There you go.
  3. This thread might offer some insight.
  4. You need to provide a model for your block that makes it use a 2D inventory model.
  5. To be fair, you knew exactly what segment of code to look for. I did this: 1) opened the class 2) scrolled down until I saw something called "isBurning" which happened to be a field wrapped in a getter function 3) I searched for this text 4) I found an if-statement checking the value via the getter that did something.
  6. 1) 1.7.10 is no longer supported by Forge 2) If you build things right, single player and multiplayer are identical. The problem you have is that you've assumed that the client and server are running on the same thread (bad, bad idea, even for Single Player) and thus don't differentiate between Client and Server worlds/entities. You need to discriminate using a Proxy and Packet Handlers.
  7. Because all you're doing on the respawn/clone event is telling the client about the old data. You're not actually transferring the data to the new capability.
  8. Really? Try line 274. It took me: 32 seconds to open eclipse 16 seconds to open the file 22 seconds to locate that line 35 seconds to make this reply. I want my minute and a half back.
  9. You could go read the TileEntityFurnace class...
  10. More of a "future reference" thing. Anyway. [03:21:49] [Client thread/ERROR] [FML]: Model definition for location odm:oak_wardrobe#normal not found You don't have a normal variant specified. E.g: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/dummy_ore_zinc.json#L12
  11. If I did, I'd have said something, but I didn't, so no.
  12. Also, posting code as images is stupid. Use a [nobbc] [/nobbc] tag instead, or pastebin, or github.
  13. Because the variable represents a discrete amount.
  14. No shit all your blocks do the same thing. You can't store information in the block class like this, much less as a static variable. You MUST encode it in the blockstate (metadata) or as the TileEntity information and reference it through such.
  15. Where are you checking for isBurning right now, and how?
  16. You need to ask the te if it is burning. If it is for the inventory, then it will always be false, no?
  17. I don't think you can. I think uvlock covers the whole model.
  18. You'll have to examine the EntityWolf class to see how it does it.
  19. EXP only drops if mobs are killed by the player.
  20. The class implements it. setCustomStateMapper registers it. But yes.
  21. You are correct. I was looking for something that wasn't there, but which didn't need to be either.

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