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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Define vision And also show what you have tried.
  2. Until you get into more advanced things than Block and Item models, like TE Animation, Entity Model Registration, etc. You actually do not need to have a Client Proxy. Now, I've never really found a use for a ServerProxy myself, but I feel there is some, but they are more advanced. So in reality you don't need a proxy for a while into building a mod, some mods won't event need them.
  3. Just subscribe to RenderPlayerEvent, and do your rendering there.
  4. How is your FPS? And the world TPS should be 20, is it?
  5. In your update method you only set it dead on the client.
  6. This won't ever be true. Block#getBlockState returns a BlockStateContainer while World#getBlockState(BlockPos) returns an IBlockState. So instead do Block#getDefaultState()
  7. You need to make your onPlayerTick method static.
  8. I don't believe this is what I told you to do, for (BlockPos blockPos <--- This is a variable : poses) Iterable<BlockPos> poses = BlockPos.getAllInBox
  9. Use the Iterable returned by the method instead of the list you have created. Why do you have the index variable just use the one created in the loop that is already a BlockPos.
  10. for(BlockPos blockPos : poses) Do you know what this line does? Why are you casting an Iterable to BlockPos, this shoudn't even compile.
  11. The PlayerTickEvent has a reference to the EntityPlayer as you know. All Entities including the player have a reference to the world they are in.
  12. You never set your world variable to anything, and you expected that to work?
  13. setBlockState is a method of world, it is also public so therefore you can call it from an instance of World. Which all Entities have a public instance. Also how well do you know Java?
  14. Double check that keravcraft matches your mods id. And is there anything put in the log about this.
  15. What happens in the if statement if the compound doesn't have a UUID saved to it. Hint: The entity will be null. clawshot_head.setDead(); What does this do? It references a new Entity just created in this method, not yet spawned in the world, and sets it to be dead. What it should do is gets the entity from the nbt and set that entity to be dead.
  16. You go into your account settings. You'll have to loop through the loadedEntityList and look for it yourself. Since there is no method available already.
  17. I didn't mean it like that, its meant more as a learning apparatus to understand how one might be able to do something, although forge adds some changes. IE Block#hasTileEntity/Block#createTileEntity with ITileEntityProvider/BlockContainer.
  18. First things first, this is not the proper forum for this type of post. This forum is for posting problems with code, models, etc. 1.7.10 is so old, it is 6 versions behind Minecraft itself and 5 versions behind the currently supported forge version. You should update to at least 1.10.2 and obviously at best 1.12.2 It is for these two reasons that this thread will be locked by a forum moderator/admin later.
  19. Just a note you should probably put the responsibility of each role, and what do you mean by plugin, are you talking forge mod, like a bukkit plugin, or both?
  20. It says what to use in the java doc above the method, if you look in GameRegistry it will tell you what to use instead.
  21. @diesieben07Could you lock this thread based on the fact that adiber isn't even using forge.

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