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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. They are registered with the modid aswell, so it makes it harder.
  2. PlayerCapability cannot be cast to IPlayerCapabilty.... IPlayerCapability is your own class
  3. Why did you do this Also you are registering a ItemColorHandler every item update tick.
  4. Could you show me your Client and Server proxies.
  5. Do these actually point to your Client Proxy and Server Proxy public static final String CLIENT_PROXY_CLASS = "com.t10a.minedran.proxy.ClientProxy"; public static final String SERVER_PROXY_CLASS = "com.t10a.minedran.proxy.ServerProxy";
  6. Do you have any variants in you Block, rather is it supposed to be like the furnace and face you?
  7. Yes I understood what they do, but once I get some sleep and my brain is working "better" than it is currently I will read all of what you posted to understand it better. Thank you again diesieben. Can I assume it is still not working? Also if your code for the TeleportCommand is not "readable" then you should update forge to its most recent version and see if it is readable then.
  8. Well you were correct so it won't crash, but it won't work. That just changes the reason to not use it. Unless the OP wants it to only work on a dedicated server.
  9. What if this code is going to be run in a SinglePlayer world wouldn't it crash because the method doesn't exist
  10. Don't use ASideOnly(SIde.SERVER) use !world.isRemote
  11. Head Blocks JSON is broken is that the block you are talking about? Is so post JSON
  12. Why not look into GuiCreateFlatWorld to see what causes the world to generate as a flat world.
  13. Lets do a quick run down 1. Do you have a Block model JSON and an Item Model JSON (it is already apparent you have a blockstate) 2. Do you call ModelLoader.setCustomModelLocation() in your preInit 3. Are there any error logs 3.1. Are the error logs missing textures if so check your texture paths in you JSONs and in your directory 3.2. Are they missing models if so correct the model location. 4. If none of the above post updated JSONs, Block Registration, and Model registry code.
  14. That is because Walls are hardcoded to only connect to BlockFenceGate and itself, sorry you won't be able to make it do that until Forge takes that pull request.
  15. As long as you already override the methods that use the enumtype you should be able to pass in null.
  16. Maybe LivingSpawnEvent not sure if that gets called for the player though.
  17. If you do it should connect with other vanilla fences and walls.
  18. GameRegistry.register(enchantmentField.setRegistryName("enchantmentName"));
  19. I assume that the reason it doesn't connect is because FenceGates connecting is hardcoded aswell with the variant system. *Edit does your Fence Gate extend BlockFenceGate?
  20. You create an instance of EntityPlayer, but you check if the Entity is an instanceof EntityLivingBase...
  21. What? Those are the same thing, one is just specific to armor. Just set the potion effect length to whatever you want after checking that the player doesn't already have that potion effect. You are right, I was just remembering back to 1.5 when I was just getting into this and couldn't get it to get rid of the potion effect when one piece of the armor is taken off....
  22. Also onArmorTick might not work unless you set the potion effects time to a small number, as Diesieben said might wanna use onUpdate.
  23. Does your container still work after that?

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