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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. What do you think this does, this.entityInventory = new InventoryBasic("NPC Inventory", true, Iterables.size(this.inventoryArmor) + Iterables.size(this.heldEquipment));
  2. There needs to be a assets folder before your modid.
  3. Because they are accessing their variables not yours.
  4. Private variables only allow that instance to access them and they only exist within those bounds.
  5. You never actually set oldMouseX or oldMouseY to anything after declaring them.
  6. Look at the names of the parameters in drawEntiryOnScreen specifically the ladt two floats.
  7. Cast it, dont forget instanceof.
  8. Definitely will, it has a read and write method
  9. First the new version is easy. GameRegistry.register(block/item/enchantment/etc) as long as they have their registry name set. And I did not mean the class where you register and initialize blocks, but your class that has the @Mod annotation.
  10. I would say best bet would be to rearrange your slots/ItemStacks.
  11. Post your main mod class and Common Proxy, Client Proxy if anything has changed, as well as your GuiHandler.
  12. Put a println in your renderTileEntityAt method, if something prints then the TESR is there; and it would help a lot if you limit it down to a specific area that it fails at, if it doesn't then we have a problem.
  13. If you are saving an inventory to a TE, you should just be able to do itemStackHandlerField.serialize/deserialize. Have you switched over to the new Capability system?
  14. Look at ItemStackHandler#deserializeNBT for how it loads an ItemStack from NBT and ItemStackHandler#serializeNBT for writing of ItemStacks.
  15. Could you post an image of what you mean, and post updated code.
  16. When they die get their spawnpoint and randomize it.
  17. PlayerInteractEvent.RightClickBlock
  18. Which question are you attempting to answer? Could you be more explicit? Overriding what Container? I am extending the ContainerPlayer class and overriding some of the methods, if that's what you mean. And I'm replacing the regular player.inventoryContainer with my player container during the EntityJoinWorldEvent. But you could have seen that from the code I posted earlier, so maybe you meant something else? Oops, didn't catch that. The problem is that you call super in your Containers constructor so it adds all the slots that vanilla adds. Which is impossible to prevent. So you have to options. [*]Override the slots by manually setting them in the inventorySlots field using List#set(int, Slot) [*]Or switch to extending Container and adding the abilities/functions of the Players default container. Note that overriding the Gui and Container may lead to incompatibility if done wrong.
  19. Are you ever overriding the Container? If not just call player.openGui
  20. You are correct, but on Bukkit you do not need to download anything to your client. And you can technically make custom blocks and items with vanilla. You do this with a custom resource pack for items, and for blocks in Bukkit it is a bunch of entity manipulation.

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