Thank you for that clarification. Is there any way to include the Project1 and Project2 outlined in the code block?
Development
Forge
the stuff normally in the forge dir
src
Project1
Project1 Stuff
Project2
Project2 Stuff
try using the following Psuedocode
@Override
public void tickEnd(EnumSet<TickType> type, Object... tickData)
{
if (type.contains(TickType.WORLD))
{
onWorldTick(new Random());
}
}
*laughs* Red Power 2 source code, available? *laughs a lot more*
But seriously, I'm not guaranteeing the code quality, but Mekanism is an Open Source mod that has blocks that do what you want. Look at Energy cubes in here. But that is for 1.5.1... If you really want 1.4.7, just backtrack through the commits...
Some mods already do;
Forestry has one for the farms, named [Forestry]
Buildcraft has one for the quarry, et al, named [buildcraft]
Red Power 2 has one for its block placers/breakers, and IIRC, it's named [Redpower]
Forge already has hooks for this, but it isn't compulsory to use them, yet...
The damage value wildcard for ItemStacks has changed, but I can't remember what it changed to...
I think it changed to Integer.MIN_VALUE but I'm not certain...
Because of the unified code that forge has implemented (Which IMHO is a very good thing). If you just used ModLoader you would have to maintain to separate code-bases, but wouldn't run into this issue.
It's being run on both the server and the client...
That
if (par1World.isRemote)
{
return true;
}else{
//Code goes here
}
is checking if it is on the client, and if it is, return true. If it isn't, it is actually doing stuff...