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Draco18s

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Everything posted by Draco18s

  1. Simply: You can't use the vanilla cauldron. It does not have a TE and you need a TE to store items.
  2. Well, when you right-click the block with the item, store data in the stack's NBT tag.
  3. Why are you trying to render 2D and 3D things on the same event?
  4. You're going to have to debug. It looks like the UUID isn't saving or loading properly so it ends up as null.
  5. I don't know, but line 113 of the Scythe appears to be checking for equality, not actually doing an assignment (or...whatever its supposed to be doing, as that line accomplishes nothing). My guess is that the code is running both server side and client side, causing duplication.
  6. override getBlockRelativePlayerHardness (iirc the method name correctly, search the Block class)
  7. Well, get ready to learn. http://www.falloutsoftware.com/tutorials/gl/gl3.htm The Tessellator is just a wrapper around the OpenGL calls. There are other ways to use OpenGL than drawing quads, the Tessellator just forces quads because that's what it's used for.
  8. #2 has to do with the fact that the block decides on its own metadata after being placed, ignoring the metadata passed to the setBlock method. Just do world.setBlockMetadata(...) afterwards.
  9. isRemote (a property) is used when you're performing logic updates, where the server has precedence and sends updates to the client. side (an annotation) is used when you want to remove a method, class, or field entirely when it is loaded on the other side.
  10. See, your hashmaps are useless. this.addToBaseMap(this, baseBlock); //this serves no purpose If you have the block that is the key in that map ( registry.baseBlockMap.get(theBlock) ), you can just do theBlock.baseBlock and get the same thing. What you should be doing is storing a block1 -> block2 map where block1 is "this" and block2 is the next density (or whatever) down after its mined. Then you just have to create the blocks in the correct order (densest to least dense) adding to the map as you go.
  11. AFAIK that is an accurate statement.
  12. Its still a terrible, terrible loop. I'm almost certain there is a collection that would suit your needs better than a HashMap which you aren't even using as a hash map. You're treating them as arrays for no good reason. Because seriously, currentOre.ore.equals(registry.oreMap.get(inputBlock)) //being true could be done by currentOre = registry.oreMap.get(inputBlock) AFAICT.
  13. You can't do that in the json file, you need to do that in a custom renderer. BakedModelQuad, iirc.
  14. No, not really. It's way easier to destroy a project that has a database.
  15. Ok....what are you using meta for, then?
  16. Trying to have more than 16 density values is probably messing you up.
  17. I do not even know WTF you're doing here.
  18. Or if you do, count down. Because you removed an element, the next one is at the current index, which you increment before looking at a new element.
  19. Aside from the fact that I'd originally needed some slight customization between the different ores (which has become less and less needed) you can do it all through one class. You just need to push enough things into the constructor (or have setters).
  20. ...I wonder what happens if you run your mod along side Looking Glass.
  21. That's called Z-Fighting. https://en.wikipedia.org/wiki/Z-fighting
  22. Awesome mod btw. I was linked to it a few weeks back. I loved the series (both, actually) and think it was a cool mod concept.
  23. That's not how the furnace works. The furnace doesn't ACTUALLY rotate, it just displays a different texture (the "front") on a different side (NSEW).
  24. Even those of us who HAVE read the thread have no idea what you're trying to do.

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