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Showing content with the highest reputation on 02/25/18 in all areas

  1. Ah, yes, you can do it that way too. I did things the way I did things because it worked for me. I wanted to treat my codebase as "one mod" as they were all related to each other, but distribute as separate mods, so people could pick and choose. You should be able to, but I don't know how.
    1 point
  2. That's pretty cool actually. One thing about red is that it is a primary display color so makes me think that somewhere that it should be white FFFFFF is somehow FF0000 through shifting or something. But I can't see anything there. I don't think it is a problem with finding the texture since the shapes of the snowflakes are correct. As far as I can think, it can be a blending issue (maybe even blending from before the renderer is called if the GLState has something left over, so look at that GL stuff at the top. Secondly, it could be direct color methods but your color() methods seem to be white. Lastly it could maybe be a lighting issue, although I'm not aware of lighting changing color, but you could look at how it get lighting. I'm most suspicious that the GLState is somehow blending red due to something left over in the state. However, the state is explicitly set to white with the GLStateManager.color() method call, so it is very curious as to how you're getting red. I do feel that it has something to do with blending though. Did you try to disable the blending? You can use GLStateManager.disableBlend() early on in your code (probably right after the enable call). Don't just comment out the enable call because it can possibly already be enabled and you need to make sure it is disabled. One other thing for debug, when I copy code with a lot of fields with obfuscated names like j1, f3, and such, I like to go through and figure out what they do and refactor the name to something meaningful. You might find a clue as you do that.
    1 point
  3. If you use the WorldGenMinable(IBlockState, int) constructor, your ore will only generate in the "natural" variants of Blocks.STONE (i.e. Stone, Granite, Diorite or Andesite; but not the Smooth variants). These don't normally generate in the Nether, so your ore won't generate either. To generate your ore in other blocks, you need to use the WorldGenMinable(IBlockState, int, Predicate<IBlockState>) constructor and supply a Predicate that returns true for the block(s) your ore can generate in. Vanilla provides several Predicate<IBlockState> implementations in the net.minecraft.block.state.pattern package, you can also specify your own using a lambda or method reference.
    1 point
  4. As I discovered in this topic, you need to set Block#useNeighborBrightness to true. For some reason, Vanilla does this in Block.registerBlocks instead of in the constructors of the appropriate Block classes.
    1 point
  5. 1 point
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