These are the things that need to be in a GitHub project. If you have these you can simply clone it, run gradlew setupDecompWorkspace
and than your IDE stuff and you have it. No more than that.
Judging by your last reply, you do not know how events work. You don't have to create new instances of an Event, but rather listen to the events posted by Forge/FML. Seriously, google it.
ModelRenderer head = ...
ModelRenderer horn = ...
horn.setRotationPoint(head.rotationPointX,head.rotationPointY,head.rotationPointZ);
Also, please stop sending me personal messages when you can ask here on the forums (others can use this information too).
First of all, rename the parameters to something human-readable. It will make it much easier to read and debug code. Second, look at the super classes you extend to make sure you're not missing something.
Again, that's because your
index
value is wrong. You are initially setting the
index
value to the number of blocks in the structure (213), loop through the structure and increment the
index
213 times, which results in a total of 628 blocks.
Latest is probaby your best guess for modders, recommended for users. Using the latest version assures you you got the latest additions, as you could've guessed .
Never make a direct reference to a TileEntity over a long period! It can change and you will crash/bug out. Instead, just have a BlockPos variable you save to and read from NBT, and whenever you need to get the TileEntity, use
IBlockAccess#getTileEntity()
to get it. This makes sure you don't change a TileEntity that doesn't exist anymore.
Entity movement is different from other Minecraft aspects. Entity movement has to be done on both client and server, instead only on the server. Making the entity moe on both sides resolves the lagging behind issue, and maybe the other ones too.