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Draco18s

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Everything posted by Draco18s

  1. To clarify: you need to register both. The old 'registerBlock' method automatically created an itemblock for you, but not any more (allowing for technical blocks). Just create a new instance of the ItemBlock and give it the same registry name as your block.
  2. I mean the fact that after using the method it gets a nice line through it that's supposed to hint to you, "Hey dummy! This method is deprecated!" And then you look at the Javadoc (C# had something similar too) and read it and think, "Oh, this method is deprecated and tells me what to use instead, maybe I should dip that thing."
  3. Something something something getTotalWorldTime() something something...
  4. You know that the block instance being used is passed to the method, right? blockState.getBlock() There is literally no reason to look it up via string manipulation.
  5. These two objects are not the same. You should come back when you understand Java because it is clear that you do not know wtf you are doing.
  6. C# had ways to mark methods as deprecated too.
  7. You realize that in SSP the game can be paused, right? If you were to stand on the spawner, hit escape, and walk away for a few hours, as soon as you resumed paying, you'd get a dozen spawns immediately.
  8. Thanks, I could not remember the exact interface name and was unable to look it up (traveling).
  9. Ok, that's not gloss. That's full bright. This is gloss: http://www.acegikmo.com/shaderforge/images/web/maininputs/main_input_gloss.gif[/img]
  10. FYI, door (item) and door (block) aren't actually related, iirc (I know cake, red stone, and reeds aren't). That is, those items are not ItemBlocks, they are items that when used, or a block into the world. What you should do is create an item model for your blocks that is used for the inventory varient and specified in the block state json file.
  11. Use a different number, Specifically, a number of megabytes inbetween. I think I had to use some odd number like 1368mb; finding a value that was less than my ram available (mind, I have 3.25gb total) and more than it needed. (It would with crash having exceeded the amount I gave it, or would stall tyring to allocate more than I actually had, so I'd have to go in and spilt the difference)
  12. The entity item bobbing motion is handled by the entity's age.
  13. ModelBase isn't the problem, it is the fact that TESR isn't baked.
  14. register(IForgeRegistryObject)
  15. Does your cable need to animate? No? Don't use a TESR. Use the block model system.
  16. I'll say it again: What? Nothing you have posted has made any coherent sense. How does the verb "scan" and the noun "block" relate to "textures for a model"?
  17. FYI: "It didn't work" is the bestest way to communicate information. You should totally keep doing that. By which I mean DON'T DO THAT EVER AGAIN. IT IS NOT IN ANYWAY HELPFUL.
  18. The UVs I wanted were all 0 or 1. The problem was that I wanted to use: 0,0 0,1 1,0 And the default (no UVs specified) was: 0,0 0,1 1,1
  19. It lets you know if you duck up the method signature.
  20. Is your BaseItems class of type Item? I bet not.
  21. Or if you want to be super lazy, create an item entity (don't spawn it) and tell the render engine to render it normally.
  22. Why is the capability attached to your mod class, not the entity?
  23. Say...The timeInPortal counter that already exists in the Entity class....
  24. On obj: I tried this the other week, to display a triangular prism (block cut in half diagonally) and I could not specify UV coordinates such that the triangular face displayed the way I wanted (that is, not distorted). Heck, the example on the Read the Docs (is that where I saw it?) had a standard obj file shown with all the vt lines commented out! Both of my attempts to leave them in resulted in parsing errors.

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