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Draco18s

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Everything posted by Draco18s

  1. class MySuperPick extends MyItemPickaxeClass
  2. It's fucking amazing what your IDE can do.
  3. You never assign anything to worldObj.
  4. Still doesn't address my question: What allows a player to spend currency other than giving it to another player? What allows a player to check their balance? How does a player earn currency? Money is not what makes an economy. Money is what greases the economic gears.
  5. getContainerItem(); //this line is doing nothing
  6. That doesn't explain what the wallet is used for.
  7. You create a custom item that is your "durable item" and you override those two functions.
  8. I don't know which side that is, but figure that out and mess with this line: ???Side.setInitialRotationPoint(0.0F, 8.0F, -8.0F); One of those three numbers will move it in a direction. Move em' around until things line up.
  9. Um. If its a wallet. How do they "use" the "money" it has in it?
  10. Looking at the code and seeing what it does.
  11. Whoops, sorry. It was some of my own helper code, haha. The one reply was done from my tablet, so I couldn't look at my code. It was an interface I created so that my TEs could be passed to an IItemRenderer, just as you've done and I didn't need a separate IItemRenderer for each TE. I apologize for the confusion.
  12. Those are the SRG names and they look like that because there hasn't been a friendly name applied to them yet, via MCPBot.
  13. Its 1.7.10 and what I'm using.
  14. You should write a custom arrow class. Note: it will not be easy.
  15. Implement TileEntityInventoryRenderer in your TESR
  16. That is not how you make an array of unique objects. indexOf() and contains() exist, use them. Secondly, you add a copy of the biome to the array for every non-matching entry, so your method doubly fails the "unique instances only" requirement: array = {plains, mountains} newBiome = plains //loop does newBiome == plains? yes. next does newBiome == mountains? no, add it to array //end loop array = {plains, mountains, plains}
  17. You're missing some commas down in your "textures" section.
  18. Seriously? This is like your third thread on this topic.
  19. BTW, to get it to render as a 3D item, you can render it just like in the world: just pass the renderer a dummy entity and render it at (0,0,0).
  20. You will need your own internal data structure mapping chunk->data, but you can read and write that data to the chunk during the ChunkDataEvent, same as if you were using a TileEntity (that is: the readFrom/writeTo functions give you access to the NBT, but you don't hold onto the NBT, but convert it back to live data).
  21. Remove what cooldown? The only cooldown you have is for players.
  22. I know what it's supposed to do, but I've seen really odd things when I try to do both a rotation and a translation with only the one pair. There was a forge wiki page on it (can't figure out which one now) that has the comment: //I don't know why you need another, but you do Or something along those lines. I don't have a renderer that's going bonkers right now (the one I was having trouble with most recently I ended up rebuilding in techne upside down because it refused to turn around properly).

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