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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Each chunk has its own coords. World#getChunkFromChunkCoords(x, z) or World#getChunkFromBlockCoords(BlockPos). Then you can get the chunk coords aka the ChunkPos. Or you could just bit shift by 16 from the blocks x and z. And no you should use a World Capability in my opinion because when you save it it will be a lot of data.
  2. Nothing except AttachCapabilitiesEvent<World> And then the only other difference is you could also use WorldSavedData. Which I believe is meant more for small data like a few int(s), boolean(s), etc.
  3. You will have to map it to each chunk. Like Map<ChunkPos, Integer> chunkData; // Probably going to have to make ChunkPos which will just hold an x and a z.
  4. It's called from sendUpdateWithInterval which is, itself, not called. So no. I didn't think it was
  5. Is your sendUpdate method getting called? And you should just put your github in your signature.
  6. Packets so maybe.
  7. You could use World#getEntitiesInAABB(...) to achieve this.
  8. private, protected, public; whatever you want it just cant be static or final.
  9. Here: Know that I understand what you mean, your blockToBreak field is a static one it can't be that or all instances of your TE will have the same one.
  10. Could you show what you mean, either with a video or a gif?
  11. First you should get antiquated with Capabilities. http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/ http://www.planetminecraft.com/blog/forge-tutorial-capability-system/ This will let you save extra data to the player. Then you will need to get used to OpenGL(if you are not already). This is the main rendering engine for Minecraft. You will need to use RenderPlayerEvent.Pre to override the Players model and render it yourself. The next thing is getting used to GUIs in Minecraft. They are pretty simple in nature. Create an extension of GuiScreen or GuiContainer(if it has Slots for Items). Note Gui#drawTexturedModelRect limits the full texture size to 256x256. Now to edit the players max health you need to use SharedMonsterAttributes. EntityPlayer#getEntityAttribute(SharedMonsterAttributes...).applyModifier(new AttributeModifier(...));
  12. It has to be lowercase "assets/modid/lang/en_us.lang"
  13. Try placing the block again.
  14. Sorry but 1.7.10 is no longer supported on this forum. Once a moderator sees this post it will be locked, so you should update to the latest version or at least 1.10.2.
  15. Ok try registering your entities in the init method instead.
  16. You have printlns are they printing?
  17. Not registered, but instantiated/created.
  18. The digDown method posted works for me, is it being called? Is your TE being loaded? *Edit: make sure to save your blockToDestroy as well.
  19. Could you show your TileEntityBase and IEnergyDisplay?

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