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rolland0

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  1. I've never used custom renderers, but it looks like ModelBiped creates some kind of default model when you run its constructor. Are you sure that's how you want to initialize your armorModel? Shot in the dark: try initializing armorModel to null instead.
  2. Take a look around the ForgeGradle child board on the site. http://www.minecraftforge.net/forum/index.php/board,118.0.html
  3. I don't think that's the right class to look at. Take a look at BlockFluid, BlockStationary, and BlockFlowing from package net.minecraft.block. Specifically, look at BlockFluid.velocityToAddToEntity.
  4. I actually looked at this a few months ago when I was trying to fix the way attacking was handled. And yeah, it was a giant pain in the ass. These are the methods I created for testing (all of them were in my EventHandler) and pulled out of my Github repo; hopefully something here will be helpful. Note: this is very hacky and almost certainly won't work outside of an integrated server environment. public static EntityPlayer player = null; public static final int MOUSE_LEFT_CLICK = 0; public static final int MOUSE_RIGHT_CLICK = 1; public static final int MOUSE_MIDDLE_CLICK = 2; // @ForgeSubscribe // public void onPlayerInteractEvent(PlayerInteractEvent event) { // if (!event.entityPlayer.worldObj.isRemote) { // if (event.action == Action.LEFT_CLICK_BLOCK // && event.entityPlayer.swingProgressInt == -1) { // System.out.println("Click"); // } else { // System.out.println("Bad swing"); // event.entityPlayer.isSwingInProgress = false; // } // // } // } @ForgeSubscribe public void onMouseClick(MouseEvent event) { // logMousePress(event); if(player == null) { player = Minecraft.getMinecraft().thePlayer; } if(event.button == MOUSE_LEFT_CLICK && event.buttonstate) { if(player.swingProgressInt != 0) { event.setCanceled(true); } } } private void logMousePress(MouseEvent event) { if(event.button != -1) { StringBuilder builder = new StringBuilder(); builder.append("Button: "); builder.append(event.button); builder.append(" ButtonState: "); builder.append(event.buttonstate); builder.append(" Nanoseconds: "); builder.append(event.nanoseconds); builder.append(" X: "); builder.append(event.x); builder.append(" Y: "); builder.append(event.y); builder.append(" Dx: "); builder.append(event.dx); builder.append(" Dy: "); builder.append(event.dy); builder.append(" Dwheel: "); builder.append(event.dwheel); System.out.println(builder); } }
  5. Well, that depends on what you mean by finite. If you're talking about making water source blocks not create additional source blocks, that's definitely doable (whether or not you need to make a CoreMod to do so is another story). If you're referring to Minecraft liquids "flowing" when you place them in the world, that's something else entirely. Remember that those fluids are, in fact, finite. The source block is the only real block of fluid.
  6. Would it be possible to add a quantity property to the TileEntity that holds the current available amount of items? That way when the output slot is empty, you could have it clone the stack in the top slot with a quantity of as many as allowed and subtract that from the current available quantity.
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