Those who are discussing the "fairness" problem;
That should not even be the government's concern, they are private sector companies, not government companies, key-word is private.
They should be allowed to do what they want, it's their own resources that keeps their company running, if you think it's unfair then don't work for the company.
This is one of the first rules of life kids used to learn; The private sector is not a democracy, when you are working for someone you are sitting on the operator's personal, private property, respect their rules and take up your problems with them directly, if you don't want a $2.50 wage then don't join the company, their service is obviously wrong for you.
By the government deciding (for some MASSIVELY insane reason) that making the private sector a fair place is now their problem they are destroying a model of the economy that existed before, not to mention that they are now pulling some of the responsibility of keeping workers using private sector jobs onto their own shoulders (Which they will do zero to act on, afterall they have federal workers to worry about).
This is a rushed, poorly thought-out decision made from the beliefs of the individuals in the government and it's getting majority support because the majority of people are not company owners and have no interest in the broader ecosystem of the economy at all so want whatever benefits them most (Which is fairness).
The private sector is NOT a fair place, I will certainly defend the right for company owners to decide how employees interact with THEIR PROPERTY AND RESOURCES and I will NEVER support the government's decision to try and leverage regulations meant to control private sector operations.
Do you know how silly you sound?
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ENIM: Custom Entity Models
The ENIM mod is an in-development mod that adds the ability to alter and replace entity and tile entity models and their animations through the use of resource packs. To implement this, ENIM uses a format similar to the vanilla block model format, with additions and changes where blocks and entities differ. Moreover, ENIM is designed to be easy for other mods to use, enabling other mods to opt-in to the ENIM system with the same effort as creating a block.
Details
ENIM uses a JSON format for "entitystates" and entity model files. This format includes defining cuboid model elements with optional scaling and rotation, defining animations under varied circumstances, defining properties such as shadow size and nameplate height, and importing elements and animations from arbitrary model files.
Animations are written in a custom script called AbieScript. Animations define (symbolic) model element names which are rotated and translated according to different curve schema, either linear or sinusoidal. Transformations may be grouped together in frames which are played one after another; and optional frame containing initial transformations may also be provided.
Project Repository
ENIM is open source and may be found on GitHub using this link (https://github.com/kvverti/enim).
Releases
Please report bugs below or on the project GitHub!
Dev release 3 (requires Forge for MC1.11): Download from GitHub | See release notes
Screenshots
Any resource pack artists wanting to submit screenshots of their creations are welcome to message/post below.
Documentation
Please see the wiki pages on GitHub for detailed information on the model and animation systems. Source code is also available on GitHub. Resource pack artists should check the latest release notes for the latest features. Mod authors interested in using ENIM should check the wiki documentation and source for examples on how to create and register entity models.
Interoperability with Optifine Custom Entity Models (CEM)
Optifine CEM will override ENIM entity models if enabled. It is perfectly fine to have both ENIM and CEM active at the same time, but Optifine CEM will take precedence over ENIM if custom entity models is enabled in Optifine.
Multiplayer/Mod Compatibility
ENIM is a client-only mod. This means that ENIM does not need to (and should not) be installed on servers. All features of ENIM should still work properly in multiplayer. If there is any discrepancy, please report it!
ENIM is not yet known to be incompatible with any other Forge mod. Please report incompatibilities below or on GitHub!
Questions? Criticism?
Post it below! Before posting, please check that you are using the current version and that your question is not already answered.
Report a Bug
Submit an issue report on the project GitHub repository, or post it below. Please put crash reports and logs in spoiler tags.
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You did not make an item model. Item models go in the models/item directory, or I believe you can specify one using Forge blockstates.
Or you possibly did not register an item model for the block. Item models are no longer automatically registered.
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The render manager you passed in the constructor will be null if you call it in preInit() instead of init().
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It's caused by server tick lag due to overload of the server. That's usually caused by insufficient memory or processing power.
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Register in preInit(...).
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You have the modid written twice in the texture resource location. Also you can have the EntityAlbinoBat class simply extend EntityBat, instead of copying.
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It's in entity/bed
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Beds are now a tile entity. The texture would be stored in textures/entity rather than textures/block.
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No. Texture animations are looped, and you cannot specify when/where they start.
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You need to save the direction variable of the tile entity to NBT and then read it from NBT when the block is loaded.
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It's probably because of the glass pane's weird texture mapping. You might have to go into the model files and change the glass panes to use uvlock.
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This is strikingly similar to the way Forge registers recipes. I mean, it's like the method call was translated into a json structure.
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If it's open source you can download and edit the source to your heart's content. You'll have to check the mod's license to see if you can publish your modified version though.
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Passing in a different value for the scale parameter in the model's render(...) method should work. This will scale the entire entity, though.
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I believe that the onBlockPlaced method has the World and the BlockPos passed as arguments. On 1.7.10 the BlockPos is instead 3 ints, these are the x, y, z of the block.