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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Because you are using an unsupported version of the game.
  2. You will have to ask elsewhere.
  3. Yes, but it is as simple as copying over the data from the previous player instance to the new one in the PlayerCloneEvent. I assume you mean one portal in the overworld/nether/end(whatever dimension you travel from to get to your dimension). Would I be correct in assuming that?
  4. This means you did not register the tile entity. However if you store this in a TileEntity it will only store it once for all players. So you should store it in the player as a capability instead.
  5. Capabilities just wrap around World Saved Data. However it may need to be an entity capability if it is something like the provided example.
  6. Try loading without any mods.
  7. Post your debug.log it will be found in your logs folder, if you don't have one post your latest.log
  8. Check the version of liteloader, but this sounds more like a lite loader problem than a forge problem.
  9. This is possible, but is not supported here and there are no tutorials. And ultimately the absolute last resort. You should just replace the entities with custom ones when they are spawned.
  10. You can't do this. No. Cool. Create a capability attach it to the player and it needs to contain at least an int for a timer. You will set the timer to the amount of ticks that you want the overlay to be rendered when the player kills an entity. And in the overlay event render it as long as the timer value is greater than 0. And in a client tick event decrement the timer variable in the client player. You may need to send a packet to the client when you detect that the player has killed an entity(not sure if it fires on both client and server).
  11. 1.7.10 is no longer supported on this forum, update to receive assistance.
  12. The modules added in java 9, ObjectHolder uses reflection to populate the variables.
  13. They will all be under a sub package called event or events in the forge code.
  14. You can not make a custom set of armor without programming it.
  15. I have no idea what you are trying to say.
  16. Minecraft#player since keybinds happen on the client.
  17. Which isnt that hard, forge has one for block models if you need to you can take a look at that. However if it renders on a button push it requires a little more code. Assuming on button push it needs to render for all players on the player who pushed the button this will require a capability and custom packets to sync the capability. However if not you could simply have a boolean accessible from your proxies. And render off of that.
  18. It has to do with the TileEntityItemStackRenderer implementation.
  19. You will need a custom ItemBlock implementation which I assume you have because your block has metadata. There is where you will override the method I said above.
  20. Override getUnlocalizedName(ItemStack) and base it off of the metadata. Then you will have to put multiple entries into your lang file.
  21. Of course you could do a hash map and you can use a boolean in one, but you should instead have a capability attached to the player that stores all this then iterate through all the connected players and access the capability.
  22. Step through it with your IDEs debugger and you'll be able to confirm if it is being spawned at all, or if it is rendering at all.
  23. Not according to the crash report. "net.journey.entity.projectile.EntitySizzlingKnife.<init>(net.minecraft.world.World, net.minecraft.entity.EntityLivingBase, float, int)"
  24. No because the server will only have one instance of jumpedUp, jumpedForward, canReset, and tick.

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