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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. What you need to do is the same thing you would for a TileEntity. Create a IItemHandlerModifiable field in your Entity and override hasCapability and getCapability in your Entities class. Read the docs specifically the Using an Existing Capability section.
  2. Open them in a text editor or download and install a plugin for JSON files from the eclipse marketplace. I recommend the second option cause it gives syntax errors.
  3. Guis are on the client so if the data doesn't update on the client and you use the data in an if statement then yes.
  4. Packets, or Container#detectAndSendChanges
  5. EntitiyLiving, EntitiesLivingBase, or other things that extend EntityLivingBase that would be appropriate.
  6. Do not extend EntityMob.
  7. It is a registryName for Entities.
  8. Are you in Peaceful mode?
  9. You can't have a null ResourceLocation here https://github.com/SparkyTheFox/Sparkys-Mod-1.11.2-1.3.0-Alpha-SourceCode/blob/master/common/mod/sparkyfox/servermod/init/ModEntities.java#L17
  10. Do you have a renderer for it? I do not see one.
  11. Are you crashing? If so post the most recent crash.
  12. When does it disappear?
  13. Does your ClientProxy extend CommonProxy?
  14. You make custom JSON files that act as models. Look at the vanilla Cauldron.json it would be the most similar to your case.
  15. Do you ever sync the money after changing it?
  16. You are going to want to use the ClientTickEvent and in there check if your key is down to apply movement every tick. KeyInputEvent should only be called every so often.
  17. I would suggest looking at the code for writing a NBTTagCompound to a ByteBuf and find the limitation or you could just send multiple packets for each inventory.
  18. Use the eclipse market place and search JSON.
  19. You should get a plugin for your IDE that tells you about these errors.
  20. You don't have any commas in your Block model....
  21. You need to register the TileEntity using GameRegistry.registerTileEntity() And what do you mean by invincible.
  22. I believe the problem is you are spawning the particles with zero speed and inside the block so they are not visible.
  23. Use the PlayerEvent.HavestCheck event and the PlayerEvent.BreakSpeed event.
  24. Did you edit your ModBlock#onBlockActivated before posting it here? Because the way it is currently would not even compile.
  25. Are you calling markDirty() every time the double changes/any saved data changes?

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