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Draco18s

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Everything posted by Draco18s

  1. Does your ModItems class have, or not have, a registerItemRenderer method? Does it, or does it not, call a registerItemRenderer method?
  2. Yes, you are correct. I was mobile and not considering such things (more focused on winning a game of Fury of Dracula).
  3. You still have registerItemRenderer in common code. That method calls Minecraft.getMinecraft() which will crash the dedicated server.
  4. You can sorta cheat with bounding boxes, but only in the +Y direction (see: fences), but in general you can't get larger than 1x1x1
  5. You're not going to be able to take the snow layer block and "change the texture to reflect the ingredients" because the snow only knows one thing: How tall it is. In order to track ingredients (meat, cheese vs. cheese, then meat) you're going to need a much more complex system (and probably a tile entity).
  6. 1) you call registerItemRenderer in init, not preinit. 2) You call it on common code, you should call it on client s side 3) you never call loadMetaItems
  7. MarkDirty() only insures that the server writes it to disc. You still need to send the data to the client.
  8. The world object contains an existing timer: getTotalWorldTime()
  9. Are you sure it isn't just not getting synced to the client?
  10. It entirely depends on what you are trying to do. As every custom machine has different types of input with different types of configuration, what to look at for an example will vary widely. Figure out what is closest to your goal and look at its source.
  11. Nothing is pre-configured for custom machines.
  12. Two things: 1) 0.999999999 is not small enough. You need 0.999 iirc 2) while sprinting a single block will not always catch onWalkedOn(), you can verify this with redstone
  13. You're a fucking idiot. The very first entry you opened up was a wrapper call. You never even bothered to trace the calls for that method. Following that, you ignored every other result just because it came from main()
  14. Your other thread was insufficient?
  15. if(stacks are the same): return else: put stack in slot Soo...no.
  16. This line: public static final EntityPlayer PLAYER = Minecraft.getMinecraft().thePlayer; Before the player has started a game or joined a server, PLAYER is guaranteed to be null.
  17. ItemStack does not override equals(). You must use stack.getItem() and compare Item instances
  18. Good jorb, the server has no idea you even added an entity at all: your entity registration is client-side-only because it is inside your client-proxy.
  19. Functions are not invoked by magic just because you wrote it.
  20. How about entity.getEntityWorld() so your actually using the local variable instead of calling getEntity again.
  21. Step 1: make a local variable (you skipped this in your last post) Step 2: fucking use it (you skipped this in your first post)
  22. Jesus fucking christ. The opposite of this.
  23. Whut??? Entity entity = event.getEntity(); World world = entity .getEntityWorld(); I see that, would it really matter? What reference you talking about? Entity entity This is a reference. If you don't use it, you're wasting space in the JVM stack. By calling getEntity() over and over again, you're wasting execution speed on bytes that are irrelevant (because the result is already stored in a local variable). Try to pretend that getEntity() takes 2 days to execute. You don't mind your program taking a day or two to execute, but a week would be too long. How many times would you call getEntity() then?

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