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Draco18s

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Everything posted by Draco18s

  1. I use a new world less frequently than that. Usually only if I screw up royally. Generally that's any time it crashes on load.
  2. Sorry I misunderstood yours. I saw code and I saw code that wasn't doing anything useful, so I had to comment on its uselessness.
  3. Here's the line that is throwing the error phoenix.render((Entity)data[1], 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0625f); Hmm. Lets see. The only object here is phoenix, lets go see where that's used elsewhere. protected ModelPhoenixBlastereModel phoenix; THAT'S FUNNY, ITS NEVER ASSIGNED A VALUE. LAWL. NO WONDER IT'S NULL!
  4. See that f=16 part? That makes the explosion bigger.
  5. @Override public void saveNBTData(NBTTagCompound compound) { // here you are creating a new tag NBTTagCompound nbt = new NBTTagCompound(); // and here you save data to the new tag nbt.setTag(EXT_MEC, this.IMEC.saveInventoryToNBT()); //but lets forget to do anything with our variable nbt later // but the tag in the parameter, 'compound', is the tag that will be loaded // you need to save to the tag given by the method parameter: compound.setTag(EXT_MEC, IMEC.saveInventoryToNBT()); //and just duplicate the effort instead! }
  6. Has it occurred to you that you offset your explosion point from where the TNT actually sits?
  7. Use the GuiOpenEvent from forge to replace the MainMenu. Which requires copying GuiMainMenu. Which you said you don't want to do.
  8. Read your f*ing error. Null pointer at ItemRender line 45. Look at the f*ing code that's there and figure out which object is null. It's really f*ing obvious. (Hint, there's only one object there that is using references to its properties or methods)
  9. That would be the method you're already bitching about.
  10. ASM. Which is even more advanced.
  11. The basic concept applies to 3D volumes in the same way.
  12. Your assets is not inside your source directory. I can't see, but there should be a folder called /resources that sits right next to /java inside your /src directory. Assets should be inside that.
  13. Do you know what an AxisAlignedBoundingBox is?
  14. ....Yes. Forge doesn't know what your mod ID is when you start, so it's not going to make the folders for you.
  15. @Override public final NBTTagCompound writeToNBT(NBTTagCompound nbt) { NBTTagCompound tankData = new NBTTagCompound(); super.writeToNBT(tankData); this.writeTankToNBT(tankData); nbt.setCompoundTag(this.name, tankData); return nbt; } Woah. Slow down. First, you've unneccessarily duplicated your functions. You shouldn't need the this.writeTankToNBT(tankData); part at all (not to mention that that function is empty and does nothing). Second, you've marked that function as final. You don't need that. In fact, probably shouldn't have it. I have half a mind saying that because you marked it as final, the function signature changed and it's no longer overriding. Though my other half says not. Either way, you don't need it. Third, don't use this.name as a key...you can't be sure that that name won't change between a save and a load...
  16. Read the chest, go "oh, a chest," read the chest contents, destroy the chest contents, continue as you're already doing.
  17. Yes. If you know a little programming.
  18. They have fake blocks providing the colliders. When any one of the blocks involved in the multi-tile object are broken, they're all broken.
  19. Bats already spawn only in caves. It's called world.canBlockSeeSky()
  20. floor, ceiling, round...none of those are going to locate a tile entity that encases the player's feet. You should get the location of the tile entity from itself and pass the xyz in the packet.
  21. TileHandheldFurnace tilehandheld = new TileHandheldFurnace(); Uh. You're going to want to approach this differently.

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