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Toost

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  1. You don't understand. I'm not trying to remove a vanilla blocks creative tab; I'm trying to remove one of my own blocks creative tab. EDIT: Nvm. I was being stupid.
  2. The class I have created extends the Torch class, so it automatically inherits the original creative tab. I don't want to change my item's creative tab; I just want to remove it.
  3. Is there a way to remove an item from a creative tab? That is, keep an item from showing up in a creative tab?
  4. That's a lot of particles . Is that per mod?
  5. NAILED IT. It took me a little bit to realize that the boolean generate method inside WorldGenReed was set up identical to WorldGenMinable's generate method. I didn't try the fix until this morning though.
  6. So here's what I've found: Vanilla reeds use this method: public boolean generate(World worldIn, Random rand, BlockPos position) { for (int i = 0; i < 20; ++i) { BlockPos blockpos = position.add(rand.nextInt(4) - rand.nextInt(4), 0, rand.nextInt(4) - rand.nextInt(4)); if (worldIn.isAirBlock(blockpos)) { BlockPos blockpos1 = blockpos.down(); if (worldIn.getBlockState(blockpos1.west()).getBlock().getMaterial() == Material.water || worldIn.getBlockState(blockpos1.east()).getBlock().getMaterial() == Material.water || worldIn.getBlockState(blockpos1.north()).getBlock().getMaterial() == Material.water || worldIn.getBlockState(blockpos1.south()).getBlock().getMaterial() == Material.water) { int j = 2 + rand.nextInt(rand.nextInt(3) + 1); for (int k = 0; k < j; ++k) { if (Blocks.reeds.canBlockStay(worldIn, blockpos)) { worldIn.setBlockState(blockpos.up(k), Blocks.reeds.getDefaultState(), 2); } } } } } return true; } But with Forge, I think you're supposed to use this method: @Override public void generate(Random random, int chunkX, int chunkZ, World world,IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { } How do I convert from the boolean to void? Also, the parameters of the two methods don't match. Basically, I just want to know how I convert the vanilla method(boolean) to the one forge uses(void).
  7. I want to be able to generate a reed-like plant into the world, but the only resources I could find related to generation were with ores. Could I spawn a reed-like plant in the same manner, or should I handle it differently?
  8. Toost replied to Toost's topic in General Discussion
    Minecraft 1.3 full, right?(Not beta)
  9. So what exactly is the technical difference between Minecraft Forge and Forge Mod Loader?
  10. OHHHhhh. That makes so much more sense now.
  11. I don't really understand json files, so I just sorta want to know what they are for. EDIT: I thought they were for rendering, but appearently not.
  12. I made it so that vanilla torches explode, using events. That was fun.
  13. How simple would it be to render, say, a pipe shape, with json files?

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