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Lgk

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  1. The problem is that I'm not sure where I passed that name. Here's my ModBlocks.java class. Maybe it's not necessary, I'm puzzled. public class ModBlocks { public static BlockMetadataBase blocks; public static void init() { blocks = register(new BlockMetadataBase("blocks")); } private static <T extends Block> T register(T block, ItemBlock itemBlock) { GameRegistry.register(block); GameRegistry.register(itemBlock); if (block instanceof BlockMetadataBase) { ((BlockMetadataBase)block).registerItemModel(itemBlock); ((BlockMetadataBase)block).registerBakeryVariants(); } return block; } private static <T extends Block> T register(T block) { ItemBlock itemBlock = new ItemBlockMetadataBase(block); itemBlock.setRegistryName(block.getUnlocalizedName()); return register(block, itemBlock); }
  2. I'd prefer it looked like this except (if you replace items with blocks)
  3. Well the problem is simply that my blockstate json will have to be called tile.blocks.json or something like that. And when I'm editing recipes in minetweaker I'll have to type extrastuff:tile.blocks:0, extrastuff:tile.blocks:1 etc.
  4. Is there any way to skip the tile part of the unlocalized name that i get from public BlockMetadataBase(String name) { super(Material.IRON); this.name = name; setUnlocalizedName(name); setRegistryName(name); } I'm making my mod for 1.10.2 if that's relevant.
  5. FTB Utilities has WorldBorder and Backup functions. Optifine and betterfps help with Lag. Minefactoryreloaded has sacred/mega rubber trees they are literally GiantTrees. Unfortunately there's no minefactoryreloaded for 1.10.2 yet so you'll have to settle with biomes of plenty sacred oak saplings for GiantTrees.

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