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HalestormXV

Forge Modder
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Everything posted by HalestormXV

  1. Outstanding, I knew it was probably a small oversight that I just wasn't aware of. And I also set the maxStack size in the appropriate location. Thank you for pointing that out to me. My last question with these grenades seems to be how I cast the entity. I cast it too Living base and it works, but I don't think Minecraft likes that. How should I alter the code? Here is the rather obvious error lol: http://pastebin.com/1H0wQyBV And here is my entity class: http://pastebin.com/Ve2f04vr Once again I apologize for how noobish I sound and how obvious these errors are but I really am trying to learn and I would rather learn correctly, rather then let the errors sit there since the item works as is. Thank you again.
  2. Hello there. I have just taken up creating mods. I am working on my first mod and it is coming along very nicely. (Or at least I think so lol). I am running into a tiny issue that I can't seem to figure out. I have read multiple tutorials. Specifically I read this one (http://www.minecraftforge.net/wiki/Tutorials/Basic_Shooter_Item_-_Blaster_Rifle) and watched some tutorial videos to get my "Grenade" item working fine. So my grenade does EXACTLY what it is supposed to do and I am very happy with it. However I am looking to add a cost to it. So, if the player doesnt have the "reagent" item in their inventory the event will fail and the item will not be used. Here is my class: http://pastebin.com/vGAMLzgY So this works. Actually it subtracts the item requirement as well. I know what the issue is. In my if I simply am subtracting the itemstack provided you have the "reagent" item as well. So what the code does is subtract both the "reagent" item as well as the item stack. I am trying to make it so that if you do not have the "reagent" item in your inventory you cannot use the item. I know am sure it is really simple to do, but since I am a noobie coder/modder I am missing something so obvious. Thank You in Advanced.

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