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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Write two things, a boolean and the id, but the booleans value would be if the players id was written. Read and write the boolean first.
  2. It has a forge registry event.
  3. Dont you want to spawn your Tardis block?
  4. This is true, but you should know about the offset for when you switch back to your own AABB. You should try stepping through your code with a debugger at your getRenderBoundingBox.
  5. You need to offset your bounding box to the coordinates of your te. You can see this in the super of getRenderBoundingBox
  6. How are you compiling your code? Just in case read this general issues #1.
  7. It would be easier if you posted the whole error, but I believe this is an issue with sidedness.
  8. You need to do a isRemote check, because the event is ran on both the client and server.
  9. PlayerEvent.Clone should be there I have forge version 1.12.2-14.23.4.2732 and it is still there. It is even on the forge github, so it hasn't been removed. It sounds like there is a problem with your workspace.
  10. You can keep the one with the EntityPlayer parameter, but there needs to be a constructor with no arguments. This is because when the world is loaded and the TE needs to be placed it doesn't have the EntityPlayer that placed it, or anything else.
  11. Problematic code #11 Also you shouldn't be calling writeToNBT in your update method.
  12. Then it is pretty obvious what you have to do if this is an actual problem. Sync it when the player joins the world with a custom packet.
  13. Paste your json into this website. It will check if your json is valid.
  14. This isn't completely true. The server may have less mods than the client, the only requirement is that the client has all the mods the server does.
  15. You need to install chameleon
  16. Is there a change in the crash? Also why aren't all of the mods in your .minecraft mods folder in your server's mods folder?
  17. No, you cannot attach an CapabilityItemHandler.ITEM_HANDLER_CAPABILITY to the player as there is already one, but you can make your own capability that uses IItemHandler as its data(I believe. someone will correct me if I am wrong). And then attach this capability in AttachCapabilityEvent<Entity> to the player. Then reference it by EntityPlayer#getCapability
  18. IItemHandler is an interface that ItemStackHandler implements. An instance of ItemStackHandler should work fine for this case.
  19. No problem, glad I could help. Also it will look weird if you model protrudes outside of a 1 block space into another blocks, so you may wanna shrink it a little.
  20. Do this in FMLPreInitializationEvent instead.
  21. I am unsure as to the process of exporting and making the model myself. But I believe that if it was finding your file it would be throwing a different exception our way, than the one that specifies a json file. Could you post the file path to your .obj and .mtl file and show the code where you call OBJLoader.addDomain also add the .obj extension back to your blockstate file according to the docs that is the correct way to do that.
  22. There is a forge docs page for models and it includes .obj files.
  23. Your model path should not have ".obj at the end of it" And your texture path should not have the ".png" at the end of it. These will be automatically appended.

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