There is some method called "addScoreObjective", you might want that.
In case it is not deobfed in 1.8 (I found it on 1.7.10),
it has two parameters : String, IScoreObjectiveCriteria, and it returns ScoreObjective.
It wouldn't be called automatically unless you call it yourself.
So.. What is the purpose of the InventoryTool class? If it is from some container,
you should call openInventory/closeInventory there.
So if what you want to do is just testing some custom terrain generation,
just create a dimension with your chunkprovider, and transfer the player to the dimension.
It would be the easiest way for your purpose.
Do you want to change Overworld? It strongly depends on your purpose.
If you only have to change World Generation, Then you should make your own WorldType
So... What is your actual purpose?
1. Does your test world contains TileEntityAlchemycrafter? If not, it could be a bug, and you should try updating forge.
2. If your test would contains the TileEntityAlchemycrafter, then this issue would be related with RenderAlchemycrafter class. In that case, pls post the class.
Just in case you have some interest,
I made some system called "ItemEntity" which is TileEntity for Items.
You don't need it in this case, but if you want some Position-Based Item functionality,
You would really need something like my "ItemEntity", as ItemStack does not contain any position information.
So.. if you have any interest, PM me.
You don't need any fake mobs. Just find the path, and force the player to follow the path on client side.
(Some Entity AIs contain pathfinding code, so it would be helpful)
And on placing and breaking, you would just invoke right click to place, and left click to break.
(NOTE : You might need some reflection trick to do that.)
Then you should trigger some methods in playercontroller. See Minecraft and PlayerController code that how it works.
(Yes, it should be handled on client side)
No, Shaders only changes objects which they were applied to.
And No again, there is no easier way then shaders to render grayscale.(You cannot do that only with GL11)
Maybe modifying texture would work, but it would not be any easier..
It is really pity that this is impossible in minecraft system...
You cannot get the 'source' of a movement, Since it could just be from addVelocity or sth.
Actually I also wanted to do something similar for altering gravitation,
but LexManos said that even a PR on it would be rejected...