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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Dont do this, you will have to split it up the blocks you cant have collision greater than 1, 1.5, 1.
  2. You also need to override createBlockState and pass in all of your properties to the new BlockStateContainer.
  3. Please no necroposting this thread is over a year old, make your own thread.
  4. Your property is an IUnlistedProperty you need to use an ExtendedBlockStateContainer.
  5. Stanford has a Java Programming course that they recorded the lectures of and put on YouTube, I dont have the link but it is pretty good. I dont have any books I can recommend. I mostly learned by doing and various google searches and my time here on the forum picking up various tidbits of information.
  6. Could you post your Block class and parent classes.
  7. Is the TileEntity actually being placed down where the block is? Is the TileEntity registered?
  8. The only thing that could be causing a null pointer crash here would be "tileentity" you have to be passing null to the constructor.
  9. Well post updated code, the new error report and which line it is crashing on.
  10. Do you have a custom implementation of IGuiHandler that is registered via NetworkRegistry?
  11. I would look at my previous multilayer model and see what was different as well as explain what means, preferably with the log.
  12. Since they happen at a set period of time after each other the game has a deltaTime(partialTicks) variable between each tick that is used for rendering things smoothly. So the game would update the position as to where it should be every tick and then render at that position with the partialTicks. Though your way of doing it works this is just the way minecraft handles these things.
  13. I'm not sure if TEISRs are given GL access, but the it could be done using a combination of the two. If you use a TESR that doesnt do anything but a single conditional check every frame except for when the Item uses a TEISR it should be a better performing render. The reason I brought up GL access is TESRFast would obviously be the better method instead of just a TESR.
  14. Wouldn't it have just been faster to attempt this than to make a forum post and ask. My answer would be yes, it should work when done correctly.
  15. You will have to use the Events for RightClicking. Probably the event that is client side would be the most appropriate the class should be Inputsomething unless the PlayerInteractEvents work for this.
  16. .You should instead use a custom IBakedModel and add the quads of the Item to the Blocks model. Override TileEntity#getUpdatePacket/getUpdateTag/onDataPacket/handleUpdateTag
  17. Check if any of the Items in the players inventory as you iterate to see if they have the enchantment on them.
  18. If you want it to be forced to stay equipped you would have to use the PlayerTickEvent and iterate through there inventory and upon finding one move it to the armor slot, but only if there already isn't one. And watch out for concurrent modification exceptions.
  19. Are they your own Items override addInformation in your Item or Block class. If they are not subscribe to the ItemToolTipEvent, you can read more about events on the forge docs.
  20. You need to determine the unlocalized name based on the metadata of the ItemStack
  21. Entity(something)#getHorizontalFacing
  22. Are you sending the data to the client or to the server? If changing the IItemHandlers stack on the client doesnt update the container/gui have your packet also update the container.

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