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Draco18s

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Everything posted by Draco18s

  1. In which case: Stop suggesting custom entities for simple problems. It is the wrong solution.
  2. There is no reason to call new WorldGenCustomNameHere() every time the chunk generates. You can create one in the constructor of CustomGeneration and save it in a private field and reuse the same generator. Also, "WorldGenCustomNameHere" is a terrible name.
  3. Forge still saves a .log file. But I suspect that this isn't a Java issue but a computer issue.
  4. If an item has the wrong texture (e.g. missing) there is a problem with the item's JSON model or with its registration, there is nothing wrong with Vanilla's EntityItem class. There is no reason to create a custom EntityItem class unless you need to override certain EntityItem behavior. Please stop suggesting a complicated solution to a simple problem.
  5. It has a different name in different versions. I think in 1.10 it's called VertexBuffer
  6. Would you be willing to explain in a little more detail? This goes against what I understood to be the whole point of an event-driven model. The code is executed on an "as needed" basis, in response to certain criteria being met. How will new chunks get decorated if this subroutine is not executed? BiomeEvent.CreateDecorator is fired when a decorator is instanciated which happens once per decorator. BiomeEvent.Decorate is fired for every chunk when the decorator.generate() is called.
  7. 1.6.4 is not supported here and has not been supported for 2 years.
  8. For this (dropping an item), no you do not. You've told like three people now that they need a custom entity and in all three cases you have been flat wrong. Stop doing this.
  9. No. Blocks take up 1 block worth of space.
  10. They're called at different times. IIRC removedByPlayer calls onBlockHarvested. onBlockHarvested is probably better for what you're doing.
  11. Closest I can recommend: https://github.com/Draco18s/Artifacts Look at the ItemArtifact class.
  12. Try using onBlockHarvested or removedByPlayer
  13. I love how Animefan had to tell you the same thing four times.
  14. Good job learning nothing.
  15. You can't. GUIChest assumes that all inventories opened with it will have 9n inventory slots.
  16. 0.0625F isn't "infinitesimally." It's 1/16th, or a whole pixel. Also you meant "smaller"
  17. There's also the existing loot table system which you could purpose for this.
  18. That's because you have "blocks/block"
  19. Likely you need to subscribe to one of the rendering events and draw some additional geometry in the locations you wish it to appear.
  20. "Implement an interface" is a Java thing, not a Forge thing. Ye, the interface in question is a Forge-supplied interface, but implementing it requires no special knowledge of Forge.
  21. By "slightly smaller" we mean "by 0.001 is sufficient" It will still look like a full block.
  22. Or you can point it at block/cube, block/cube_all, or block/block
  23. Short answer: no. Long answer: yes, if you update to 1.8 or later.
  24. Show the Reference.MainItems class.

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