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Draco18s

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Everything posted by Draco18s

  1. 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
  2. MarkDirty() only insures that the server writes it to disc. You still need to send the data to the client.
  3. The world object contains an existing timer: getTotalWorldTime()
  4. Are you sure it isn't just not getting synced to the client?
  5. 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.
  6. Nothing is pre-configured for custom machines.
  7. 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
  8. 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()
  9. Your other thread was insufficient?
  10. if(stacks are the same): return else: put stack in slot Soo...no.
  11. 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.
  12. ItemStack does not override equals(). You must use stack.getItem() and compare Item instances
  13. 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.
  14. Functions are not invoked by magic just because you wrote it.
  15. How about entity.getEntityWorld() so your actually using the local variable instead of calling getEntity again.
  16. 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)
  17. Jesus fucking christ. The opposite of this.
  18. 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?
  19. If you're doing a simple 3x3x3 cube around the block being broken, you can do that with a dirt-cheap 3-layer for-loop. One for x, -1 to 1, one for y, -1 to 1, and one for z, -1 to 1.
  20. IIRC, initGui is called every time the screen changes size. So that button and label are being recreated each time. The super-method, I believe, contains a call to buttonList.clear() and labelList.clear() which is why it only happens to your gui (you don't call super).
  21. Entity entity = event.getEntity(); World world = event.getEntity().getEntityWorld(); "Eh, just fuck that reference we made. Call that method again! "
  22. Note: you only need to check one parent, even though it, too, might have a patent.
  23. That's still 17 chunks long. The loaded size of the world is typically only 15 or so. Even at the maximum render distance (21 chunks) your entity is still 83% of that full diameter. There is no way in HELL you are going to make this work.

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