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arawra

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  1. One of the things I plan on doing is doing extra block damage. Because the block should be destroyed faster, would I need to send the block destruction event back to the client as it would effectively be desynced? E: Found the BreakSpeed event, and it looks like I only need to do... event.setNewSpeed(event.getOriginalSpeed() + value); How do I determine if the client needs this information?
  2. Sorry for the generic title, but I have many questions to throw out as this is the first time I'll be working with forge and the API. The mod I'd like to design will have arbitrary roles assigned to players that persist, with events that should occur based on those roles. So far from what I have seen I'll need to implement a storage handler, capability, and event handlers. When is the appropriate time to read, mark dirty, and write data? While I can attach the capability to a player for custom classes to save that data, I am not sure where to find appropriate documentation for the player entity or other classes. Where can I find this? If I have an event that fires, how can I determine if that data needs to be sent to or from the client and server? E: v1.14.4
  3. I'm starting work on an RPG mod where users have classes and races to choose from. These classes and races will of course modify the game and what not. I think ultimately, it would be nice to create a parent class "rpgClass" and "Race" and override events based on the class and race of each individual player (such as when a player dies or attacks another EntityLiving), but I'm not sure if I can override the events multiple times. Any suggestions for design would be HIGHLY appreciated.
  4. Short term resolution: coerce ICommandSender to PlayerEntity.
  5. So I'm learning the basics around Forge and the API. I wanted to add in a command, and in the tutorial I'm looking at ( http://www.minecraftforge.net/wiki/Server_Command ) it has this code: @Override public void processCommand(ICommandSender icommandsender, String[] astring) { if(astring.length == 0) { icommandsender.sendChatToPlayer("Invalid arguments"); return; } icommandsender.sendChatToPlayer("Sample: [" + astring[0] + "]"); } icommandsender.sendChatToPlayer("Sample: [" + astring[0] + "]"); } Obviously, eclipse is throwing errors on the sendChatToPlayer method. I change it to addChatMessage and it looks good, as the javadocs has that method in ICommandSender. Eclipse is telling me that addChatMessage can not be resolved or is not a field. Could I get some clarification?
  6. Trying to figure out why Eclipse is failing to compile just the base mod example. The only thing I could think that MIGHT have something to do with it is that I have JDK and JRE 7 and 8 on my Win64x machine, but I have changed the Run Configuration to use JRE 7 and changed my PATH to use JDK 7 instead.
  7. If a block is retrieved, would it be bad practice to manually call updateTick() on it?
  8. What decides whether a block is called randomly or on a schedule? The block is a custom block.
  9. I am working on some source code which calls this method, but I can't seem to find the parent class of updateTick(). I am wondering where I could find it, or if someone else could shed some light on its use. Welp, I found it in net.minecraft.block.Block

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