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[1.11.2] Help with custom TNT


funsize888

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6 minutes ago, V0idWa1k3r said:

Your type, not your render class instance. This is java basics. You do not need to use unknown and raw types as you know for a fact that this IRenderFactory you are implementing is used for registering an entity of type NukePrimed. Thus your type is NukePrimed.

@Override
	 public Render createRenderFor(RenderManager manager){
		
		return  (new NukePrimed(manager));
	}

	}

I'm still confused

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Well, all I can tell you at this point is to learn the basics of java before starting to create mods. Minecraft is fairly complex with java usages, and forge is even more complex. You need to understand the language, or at least it's common basics before using it.

 

createRenderFor requires you to return an instance of Render<T> where T(type) is the type of the entity the renderer is designed to render. IRenderFactory also uses the very same type. 

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28 minutes ago, V0idWa1k3r said:

Well, all I can tell you at this point is to learn the basics of java before starting to create mods. Minecraft is fairly complex with java usages, and forge is even more complex. You need to understand the language, or at least it's common basics before using it.

 

createRenderFor requires you to return an instance of Render<T> where T(type) is the type of the entity the renderer is designed to render. IRenderFactory also uses the very same type. 

I'm not a complete noob to coding, its just registering a entity changed a lot in 1.11. Would it be something like this?

@Override
	 public Render<? super T> createRenderFor(RenderManager manager){
		
		return  (Render<? super NukePrimed>));
	}

	}

 

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