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statphantom

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  1. Video Will be Live shortly.
  2. if the block already has an item then you can use HarvestDropsEvent. you first add a chance float then add your item. if the block has no drops or you want the item to drop with any tool (such as allowing obsidian to drop from an iron pciaxe) then you can use BreakEvent and spawn the item in the world.
  3. to store your own variables per player you want to create a class that extends IExtendedEntityProperties, but then you will need to create your own graphic GUI overlay by creating a class that extends Gui. I suggest looking up a tutorial on those classes first.
  4. I am not sure about minecart since it is an Item not a block, I have not yet messed with it but there is a specific event dedicated to minecarts 'MinecartEvent'. sadly I have no idea how to get the destruction or death of it though
  5. What? No! you're not? that's how I did all of my commands and they work, what's the better way?
  6. for 1.8 you want to implement ICommand Also I can not see a constructor, should add one with no parameters but inside the constructor add your aliases you want it to allow.
  7. honestly I'm just guessing. but it will add a new model mesh renderer to your item.
  8. maybe you are following an out of date tutorial. try it that way.
  9. the second half of my post....
  10. coaldust = new coaldust().setUnlocalizedName("coaldust").setTextureName("al:coaldust").setCreativeTab(tabAlchimia); add these methods in the constructor instead. you are not registering your textures try this... if (event.getSide() == Side.CLIENT) { regTexture(blockSau); } public void regTexture(Item item) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(MODID + ":" + item.getUnlocalizedName().substring(5), "inventory")); }
  11. post your code. code helps, always reference code.
  12. the letter goes first. 'D', StormMastery.extraction, 'P', Items.potionitem);
  13. you need to register and render the item BEFORE calling the recipe, I do all recipes in init and all item creating, registering, rendering etc in pre-init
  14. Ok it seems I can't do this from 'Block.isToolEffective()'. I'll try just doing getStrVsBlock and see if it is > 1.0f
  15. a) I can't seem to get 'world' from playerEvent.BreakSpeed so I had to make my own to not need that parameter. b) I'm still a little confused about how the classes calculate this all, it seems pickaxes are a special, other then that it calls the getHarvestTool method on the block and checks if that is ok? or something like that. it is a bit inconsistent and hard to follow but I'm learning my way through it.

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