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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. In your TESR you need to translate to the x, y, z parameters.
  2. You are extending the Gui class for the players inventory and then in the draw method you call the super. As for Capability advice you need to create a new Capability (of course) and then you need to add it to the player using AttachCapabilityEvent, all of this you know. In your Capability you will store an IItemHandler instance for storing your ItemStacks.
  3. Something you need to do is bind it to your TileEntity. ClientRegistry.bindTileEntitySpecialRenderer(tileEntityClass, TileEntitySpecialRenderer)
  4. It is the left over of the TileEntity api when metadata was how you determined different states.
  5. Read the first line of my signature.
  6. Think of it this way. You have two drawers filled with information and they have nothing to do with each other except that they are for about the same person. Do you put the two drawers into one and make it less organized and take longer to find what you need, or do you keep them separate and easier to find what you need? Also if you keep them separate then there is less data to get when you call the getCapability method.
  7. This line right here public EnumBlockRenderType getRenderType(IBlockState state) { return EnumBlockRenderType.ENTITYBLOCK_ANIMATED; } This tells the game that it doesn't have a model file, but is instead rendered using a TESR and I think the animation system? While this line will make it render based on a model file, and if you don't override the method it is already this. public EnumBlockRenderType getRenderType(IBlockState state) { return EnumBlockRenderType.MODEL; } Also instead of implementing ITileEntityProvider, just override the methods createTileEnty(World world, IBlockState state) and hasTileEntity(IBlockState state)
  8. Minecraft 1.7 10 in not supported here.
  9. Well basically we have two sides, client and server. The server handles basically everything, while the client only handles what needs to be handled on the client: keyboard and mouse input to GUIs. Have you generated a new world? Or chunks?
  10. You need to register the world generator in your main class.
  11. You will need to create a packet that sends this to the client(s).
  12. Use the hasTileEntity that has the IBlockState parameter.
  13. I think the PlayerDestroyItemEvent.
  14. Post your PacketServerToClient please.
  15. No the vanilla ocean, but the word ocean.
  16. Look for a Scoreboard object then access it and get the data. If you can't find a scoreboard object look for the gui for it.
  17. Try using your IDE's search feature to search for Ocean, because it seems like you might of missed where you put the name.
  18. There is one huge problem with this that I have. The blocks maybe started at the server, then a packet gets sent to the client and adds a block, ok ok. No problems yet. What if the block is supposed to have a custom function, that is where it gets iffy. How would you send the extra information? This is in case of your custom "mods".
  19. You didn't do that right. You do not put your variants in your normal tag.
  20. In your BlockState file under "variants" put "inventory": { Then point to your model to your Item model or do nothing in case of metadata} An item model for blocks typically just has the "parent" of the block model.
  21. More of an explanation of the problem itself would help. And you don't have an inventory variant in your BlockState file. As well as an Item model.
  22. Your class is the same name as the Event.
  23. Look in Minecraft.getMinecraft().gameSettings

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