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Draco18s

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Everything posted by Draco18s

  1. "It produces errors" I see. Let me just use my crystal ball to divine what those errors are....
  2. Also, I don't know why you'd want a separate file for each variant. So much nicer to have one json file.
  3. Are you including the Hypixel library in your mods folder when you run via Minecraft?
  4. You know that x and z block positions are on the corner of the block, right?
  5. Explanation on why it's multiplication: In order to store both of these: Red, Green, Blue, White North, South, East, West You get a list that looks like this: Red+North Red+South Red+East Red+West Green+North Greeen+South Green+East Green+West ...
  6. Ahem... this is the same as just blockIn . Actually, no, that does not even compile. You are correct. I just blindly copied the half he already had in order to beat him with the stupid stick of "how to check if something is equal."
  7. No, that would prevent all motion. You need to copy the existing onUpdate method and remove the alterations it makes to motionY to account for gravity.
  8. Take a look at the EnumToolMaterial class and see if you can figure it out.
  9. 1) Extend EntityArrow and override is onUpdate method 2) Should be an event for it, check the Bow class, if not you could wait for an EntityConstructed event, if it's an arrow, and the owner/firer is the player and the equipped bow has the enchantment, replace the entity being constructed. 3) Probably? You'd have to migrate all of the onUpdate code to a separate function, then in onUpdate call that function until the arrow collides with something 4) See #1, #2
  10. blockIn.getBlockState().getBlock() Wait for it == Drum roll please! Blocks.FIRE
  11. If you don't move your lightsource very often, you cut down on lighting updates. That's why the light effect in Artifacts only moves it when the light level drops below 10 at the player's current position.
  12. Your Forge directory. You know. Like how you ran gradle setupDevWorkspace and gradle eclipse
  13. If you used a vanilla texture, you don't need the modID (it defaults to "minecraft:")
  14. myThing.setUnlocalizedName(myThing.getRegistryName()); //magic
  15. As I said, I haven't done performance checks on it in a long time. I'm not even actively developing that mod any more.
  16. Mainly player.hasCapability(PlayerProvider.PLAYER_CAPABILITY, null) So you don't have to do stupid isntanceof checks or null checks. If it does not have the capability, don't try to get it.
  17. I haven't measured the performance impact lately. Here's my light block: https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/block/BlockLight.java (extends https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/block/IInvisibleBlock.java )
  18. Alternatively, like this https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/components/ComponentLight.java (Don't mind the class not actually being an Item, it uses the same methods).
  19. I suppose it could be an enum. It has the look of being an Item object, though.
  20. This right here is super clever: setUnlocalizedName(Reference.TestItems.INFUSED_LEGGINGS.getUnlocalizedName()); setRegistryName(Reference.TestItems.INFUSED_LEGGINGS.getRegistryName()); (Hint: no it's not, does not do what you want it do to,* and in fact is just going to crash the game)
  21. Your model does not have a parent. You should specify one (e.g. "parent": "blocks/block") as that will give you several parameters that your model is missing (such as display rotations). Your blockstate file also does not have an inventory or normal variant.

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