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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Was there an error in the log also you should only be registering models on the client.
  2. The jumpyness you are talking about is actuallly because there is a syncing problem between server and client one is running faster than the other. Sending more updates would make this worse sending less updates would make it not as accurate as it is. This is the problem tou are facing i think the only way to do this would to be overriding all entities you want with the EntityConstructingEvent or sad to say a coremod. All the update stuff is hardcoded so no Reflection is possible.
  3. I do t think this will work, but i have not tried. If the prior metioned method doesnt work try using BakedModels and if that doesnt work sadly i think you will have to resort to a TESR.
  4. Ok you have an egg for an Entity hoe did you register the renderer? Define doesn't do anything.
  5. You are not comparing metadata from the stacks so what you are doing is hey is this a ston block which will be true for diorite andesite granite and smooth stone.
  6. That would be very simple just do it before the game actually starts loading and by that i mean before it starts loading the resources.
  7. Modifying a vanilla method is not supported by forge or this forum as that requires editing base classes which is a coremod.
  8. and whats the event for death? I believe it is called LivingDeathEvent.
  9. I think you meant client-side-only proxy.
  10. When dealing with resources do not use capital letters.
  11. When you register your Block register an ItemBlock like so. GameRegistry.register(new ItemBlock(block).setRegistryName(block.getRegistryName()));
  12. For the creative tab you have to set it using Block#setCreativeTab(creativeTab)
  13. 1.7 is not supported on this forum anymore once a moderator sees this thread it will be locked and asked to update so please update.
  14. It calls on the server side if false()l!world.isRemote this is server side)
  15. What is the problem now?
  16. There is Item.getItemFromBlock(block)
  17. Why did you create an ItemBlock map when you could just have a block map then when registering create the instance. Look at my block tutorial if you want i do something similar.
  18. There is no direct way of saving BlockEvents or any class like that, because it is not a base field like ints and doubles are. You will have to save the data yourself. Meaning you need the blocks registryName, any blockstate information ie metadata or its properties, the position, and the type of event. Use WorldSavedData to save it to the world or alternatively an event for when the world loads/saves or capabilites for players.
  19. Grab the blockstate and handle the data from that or in some cases where they override getStateFromMeta you could just write the meta then use that method to grab the correct blockstate.
  20. You only need to save the pertinent data(the block, the position and whether it is breaking or placing the block) which means you need to write that data to a text file or some other type of file then parse the fata when loading.

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