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ExoMaster

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  1. Originally I only had !world.isRemote, but when I found the bug I added the @SideOnly annotation. And I'll check those vanilla blocks in a moment, but I thought they used onNeighborBlockChange as well. EDIT: I looked at BlockPistonBase and BlockNote, but I noticed something in BlockNote. There's something tracking the previous redstone state of the block. I wonder if this was because Mojang had a similar issue when making Note Blocks? I'm gonna try that.
  2. I think I did, but I'll check it out again. EDIT: Just tried it, it still happens.
  3. I'm trying to make a block that, when it gets a redstone signal, it makes the creeper sound to the nearest player. This works, but when the redstone wire that is powering it is getting its power from through a block, the block plays the sound upon receiving the redstone signal, but plays it again and much louder upon losing the signal. Here is the block code that makes the sound: @SideOnly(Side.CLIENT) @Override public void onNeighborBlockChange(World world, int x,int y, int z, Block block) { if (!world.isRemote && world.isBlockIndirectlyGettingPowered(x, y, z)) { world.playSoundAtEntity(world.getClosestPlayer(x, y, z, 20), "creeper.primed", 1.0F, 0.5F); return; } else { return; } }
  4. I am trying to make my Altar block, as the code listed here: package com.exomaster.mystictools.blocks; import com.exomaster.mystictools.modhelp.EVReference; import com.exomaster.mystictools.modhelp.RegisterHelper; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.IIcon; import net.minecraft.world.World; public class Altar extends Block { public IIcon Side0; public IIcon Side1; public IIcon Side2; public IIcon Side3; public IIcon Side4; public IIcon Side5; public static String[] recipes1 = new String[] {"Blocks.glowstone"}; public static String[] recipes2 = new String[] {"Items.diamond"}; @Override public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float f, float g, float t) { String item1; String item2; return true; } public Altar() { super(Material.rock); setCreativeTab(CreativeTabs.tabBlock); setBlockName(EVReference.modid+"_"+"Altar"); } public void registerBlockIcons(IIconRegister icon) { Side0 = icon.registerIcon(EVReference.modid + ":altar_bottom"); Side1 = icon.registerIcon(EVReference.modid + ":altar_top"); Side2 = icon.registerIcon(EVReference.modid + ":altar_side"); Side3 = icon.registerIcon(EVReference.modid + ":altar_side"); Side4 = icon.registerIcon(EVReference.modid + ":altar_side"); Side5 = icon.registerIcon(EVReference.modid + ":altar_side"); } public IIcon getIcon(int side, int meta) { if(side == 0){ return Side0; } else if(side == 1){ return Side1; } else if(side == 2){ return Side2; } else if(side == 3){ return Side3; } else if(side == 4){ return Side4; } else if(side == 5){ return Side5; } return null; } } to look for item entities above it of a certain type, say glowstone. Then look for the 2nd item required to complete the recipe, say a diamond. And after all of that is done, I will need to get rid of the item entities and summon a new one of a certain type. I'm slightly new to modding, so how would I go about doing this?

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