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Draco18s

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Everything posted by Draco18s

  1. Post code and picture.
  2. There's also no reason to close the topic.
  3. Java actually doesn't care. There's all kinds of interfaces ( Comparable ) and subclassing that you/Forege/Mojang could be doing and aren't that would allow the two types to be compared meaningfully. There's no way for the IDE to determine that.
  4. I wonder what these do. this.perlinHeight = new NoiseGeneratorPerlin(rand, 4); (double)this.settings.stretchY float f5 = this.settings.biomeDepthOffSet + biomegenbase1.getBaseHeight() * this.settings.biomeDepthWeight; float f6 = this.settings.biomeScaleOffset + biomegenbase1.getHeightVariation() * this.settings.biomeScaleWeight;
  5. I suspect that you're using Vanilla's renderer for this and it does a "if block is X { render standing } else { render wall }" type check.
  6. If you're trying to charge another mod's items, there is no need to mess with the durability bar. That should happen on the other mod item's end. YOU just need to use the existent API to call ISomeInterface#someAddPowerMethod on the item (you will need to explicitly cast the Item)
  7. Specifically, <Class>#<method> refers to a method that requires an object instance, rather then a static method.
  8. I think having equals(null, null) return false is even more misleading. ...Fair. I was probably tired and not thinking.
  9. Ah, darn again. The other option is to write a custom ISimpleBlockRenderingHandler...which might run into the same issue. Hmm.
  10. container != Container
  11. Notunknown is correct. The class name got changed.
  12. That's going to be on your multiblock detection code, you'll identify a "top left" and set that one to clock:1 and work outwards from there.
  13. [me=Draco18s]facepalm.[/me] if(stack1 == null || stack2 == null) return stack1 == stack2; You should just return false here. Passing two null stacks and getting a true is misleading (would you EVER want to do anything with two null stacks?), where as a single null stack and a not-null stack will always return false.
  14. Post your Block code
  15. I'm not sure how to make the rendering update just because the player changed survival/creative off-hand, not without using a TileEntity and a TESR. You could try looking at--wait, nevermind. The barrier block was added in 1.8
  16. Your structure should be laid out with metadata as follows: [ 1] [ 2] [ 3] [ 4] [ 5] [ 6] [ 7] [ 8] [ 9] [10] [11] [12] [13] [14] [15] [16] As your texture should be split up as well.
  17. You are going to need a TileEntity to store the block the player r-clicked with, for one. For two, you're going to need to make the renderer for this block look up, then render, the mesh for the stored block.
  18. I think I have now realized your issue: ItemStacks aren't combining at all (because of your NBT) and you want to force them to combine (rather than, as I initially thought, preventing them from combining). That's tricky, as there are multiple places where this needs to occur, not just at the EntityItemStack level.
  19. IIRC, shouldSideBeRendered is a client-side only method (that is, the vanilla method is marked @SideOnly(CLIENT)) which means you will be able to access Minecraft.getMinecraft() in order to retrieve a reference for the client-side player and check for creative status.
  20. ...You realize that when that block gets placed that NBT information is lost...right?

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