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Showing content with the highest reputation on 07/07/20 in Posts

  1. Watch this: https://www.youtube.com/watch?v=FyCYva9DhsI
  2. Howdy Short answer is - you can use either one, your choice! handlePerspective is more flexible, but also more complicated. -TGG
  3. The docs answers this question. But yes, IForgeBakedModel::handlePerspective should be enough if you're going to leave IBakedModel::getItemCameraTransforms defaulted.
  4. Howdy I would suggest that you should use the TER to render your lines. Since your TileEntity stores the position of the next marker, just draw a line to the next position (relative to the position of the TE being drawn, of course). Very simple, very scaleable. renderworldlastevent should be a last resort I think. The only likely issue is that lines will disappear when the TE is unloaded (goes out of chunk range), which may become very noticeable if the markers are far apart from each other, i.e. you are close to one of the markers when the next marker goes off the edge of the chunk limit. You could probably work around this by drawing to both the previous and the next markers; if necessary keeping track of which lines have already been drawn during that frame so that you don't draw the same line twice. -TGG
  5. <image of vanilla code removed - diesieben07>
  6. { ... "result": { "item": "your_item", "nbt": { //Your nbt tag goes here. } } }
  7. Or refactor your code to access the capability directly instead of through a method so you can use ifPresent properly. (That is, your method serves no purpose)
  8. Howdy You could consider implementing a custom BakedModel and overriding @Override public ItemCameraTransforms getItemCameraTransforms() { return parentModel.getItemCameraTransforms(); } There is an example of a custom BakedModel for items here, if you are interested https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe15_item_dynamic_item_model -TGG
  9. Since screen is client side only, changes done through the screen will only affect the client which server does not know anything from it (will not be saved), so you will need packets to tell the server what you've changed from client. And the reason for the works because you are making changes on server ( in tick() ), which it saves and knows what you've done.

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