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Showing content with the highest reputation on 02/14/19 in all areas

  1. 1. No you don't need to bump. 2. Use for loops to clean up your rendering code. 3. Please post your code for your tile entity. 4. Line 55: float scale = (1.0f) * fluid.amount / (te.energy); Yes I see, you are trying to get the scaled amount of your liquid, but this line has problems. Dividing the fluid amount by the energy amount makes no sense. You are trying to get how full the pipe is, so you need to doing something like fluid.amount / te.maximunFluidAmount 5. The FastTESR#renderTileEntityFast has x, y, and z as parameters. Use them instead of the xyz from TileEntity.pos. 6. Since your fluid isn't rendering at all, I would suggest you to add a debug line after Line 55 to print out the value of scale , just in case it is 0 the whole time. 7. That is not how a FastTESR is to be used. Read https://mcforge.readthedocs.io/en/latest/tileentities/tesr/#fasttesr again. FastTESR#renderTileEntityFast provides a bufferbuilder. Use the provided bufferbuilder. Moreover, GlStateManager and GLXX cannot be used in FastTESR. 8. FluidStack fluid = new FluidStack(ModFluids.FLUX_FLUID, 1); if (fluid == null) { return; } This null check is pointless. You just assigned an instance of FluidStack to fluid on the previous line. Again, since you did not post your code for your tile entity, we cannot be sure what went wrong. "Fluid not rendering" is too vague, as many things can cause that problem. Posting your full code helps us to find out all the problems that lead to "fluid not rendering".
    1 point
  2. I thought about making a block that emmits light but what will happen when, for example, player stands near a torch or swims in the water?So, at this point I've done some research and decided to add dynamic_lights.properties to my mod./*Sorry for my english*/
    1 point
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