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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. You would do it the same way you would ores, but instead of WorldGenMinable you need to make your own for trees, or you might be able to use a vanilla one.
  2. 1.7.10 is no longer supported on these forums please update.
  3. Your best bet would be to make sure you initialize everything that you are registering a render to or put a println before you actually register the tender that will tell you which one it is.
  4. What is #down and all the others you never point to a texture.
  5. Whatever item is at 652 is never initialized and if it is it is null. *Edit An item you pass into registerRender is null.
  6. In the blocks clads override a method i believe it is called getDrops() don't quote me on that...
  7. Yes because Blocks and Items are Singletons.
  8. First thing you should do is look in the IEnergy files. And you never call removeElectroliun. Or add an itemstack to the players inventory.
  9. You need to go into the run configurations and remove the one line in the VM args.
  10. The problem is you are returning and then trying to do something please learn a little more before coming back also your IDE tells you what is wrong assuming you are using eclipse or intelij.
  11. Anywhere else that offers it. Tutorials, any existing thread, etc.
  12. Two things 1.7.10 is not supported here you may update then come back with the code. And if it crashes we need the crash report.
  13. Well then you are going to have to add A new layer to your entity. this.addLayer and you need to pass in a ModelBiped.
  14. Override @SideOnly(Side.CLIENT) public net.minecraft.client.model.ModelBiped getArmorModel(EntityLivingBase entityLiving, ItemStack itemStack, EntityEquipmentSlot armorSlot, net.minecraft.client.model.ModelBiped _default) { return null; } In your Armors Class.
  15. The 10 there states it is saving ItemStacks not anything else. *Edit Don't mind me just being kinda brain dead....
  16. I dont think onCollideWithPlayer is ever called because it is not overriding anything, and you never call it.
  17. Instead of using an Item or a Block use an ItemStack and i believe it is metadata, if not it is nbt.
  18. Which constructor does your GUI use?
  19. *Defeats the whole purpose. DO NOT USE A LOOP ANYWHERE IN YOUR CODE. The tick event handler IS the loop. Ok.. So basically what I had was WHILE harvest was enabled (enabled by the key press), do some stuff including press down a key, after the key is pressed down I need to count ticks and when x ticks have gone by, release the key. How would I go about doing this if I cant use a while loop? *Defeats the whole purpose. DO NOT USE A LOOP ANYWHERE IN YOUR CODE. The tick event handler IS the loop.
  20. Do you have either a class that extends BlockContainer or a class that extends Block that Overrides hasTileEntity() and createTileEntity(). If not you didn't do it right. And that tutorial is wrong.
  21. What about when it is placed?
  22. What you should do is look for where it is being called not where it is being made/overriden. This way you can check the other requirements for an entity to spawn. As i dont know what else is checked, but you should look at the super method of getCanSpawnHere and override it if one of those is a problem.
  23. I put the comments there for people looking at that code if what i code isnt open source i dont add those unless i need it for myself.
  24. Oh your welcome i made that because people have a lot of difficulty with those things. I meant use the search feature in your IDE.
  25. I dont have a workspace, but you could search for where getCanSpawnHere and see where it is called. Look around and see what other stuff is checked.

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