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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. If i am correct you need to run in debug mode for breakpoints to work, though i never use them much.
  2. Update to 1.10 and use the capability system.
  3. Blockstate doesnt belong in models.blockstate just blockstate
  4. Are yiu using metadata to specify what blockstate it is?
  5. The field named FACING look at how that is used.
  6. Do a != null check aswell as a isEmpty check
  7. The wonderfulness of the JSON system look in the furnaces blockstate JSON.
  8. Like so // You already have this. Inventory inventory = new Inventory(); inventory.readFromNBT(somehowGrabPlayerNBT); // Do rendering
  9. This was recently solved and is the same question. http://www.minecraftforge.net/forum/index.php/topic,41353.0.html
  10. Does your init method have @EventHandler annotation?
  11. I assume the best wat to make a custom ISound would be to create a class that implements ISound.
  12. If you know java you should know about casting.
  13. That is what is supposed to happen, you need to override onDescriptionPacket and getDescriptionPacket (not sure if i got those names right) in your TE's class. *Edit that is for syncing client and server.
  14. You mean like BlockPlanks.EnumType.OAK
  15. Does the console log that a portal is being placed when you enter the overworld again?
  16. You are missing @EventHandler for your init method.
  17. Try removing the space in the Joiner.on(" ")
  18. Could you explain a little more?
  19. You currently have it. Instead of setting your message variable to args[0] set it to res.
  20. Is the modid of your mod comtech all lower case?
  21. Is resources set as a source folder/are other assets being loaded? If so post your mcmod.info file.
  22. Because args.length is equal to the number of arguments aka "Hello my name is Anime" is 5 not 1.
  23. Why do you do this? if (this.worldObj.isRemote) { this.setDead(); } What you are doing is killing the Entity client side. Therefore it doesn't render.

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