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Showing content with the highest reputation on 09/27/20 in all areas

  1. Not being rude, that's more a result of poor animation rather than textures. If handled correctly, there should be no way to overlap the body. This is less related to Minecraft and more taking a texture, masking by color range, using some sort of neural algorithm to determine whether the pixels represent a line or not and then editing the values to achieve the effect you want.
    1 point
  2. As a personal note whenever it comes to textures of anything, always try to use the smallest size possible to represent your entity (e.g. 64x32 is the smallest for most entities). You can then ship another resource pack with your mod that displays the high quality textures. This negates the issue of lag from older model cpus/gpus when loading your mod. As a side note, avoid using non-powers of two in your texture. It causes some fun math issues when scaling the texture. With a ratio of 1:1.1953125, making smaller textures might as well be difficult when mapped. In this case, the smallest texture I could make is a 153x128 texture.
    1 point
  3. I would definitely recommend reading over the forge docs on this then. This is basically what you need to do for the fluid stack to send it across the network and then update the value in the container itself. The detect and send method just sends the information to the client. The track int arrays are a result of those values being sent using that method. You are basically hooking into detect and send, getting if the fluid stack has changed, and if so sending a packet to the container. I have already outlined above what packets you should need. If you need an example, ServerPlayerEntity should have the defined versions of the IContainerListener methods. You can see how the packet is structured and model yours similarly.
    1 point
  4. I feel like you're asking a different question for something else's logic (maybe use item keybind), but it would be relatively difficult. You would need to use some sort of JVM witchery (reflection, AT, etc.) to manually set a value in MouseHelper.
    1 point
  5. Hey everybody, I have some information which I'm currently storing in a global variable in my block's class. The idea is that every time the block is placed down, a number stored in this global variable increments. This is important for reasons which I won't explain here Problem is, the global variable is deleted when the game is quit (as I had expected) and I need this value to stick around for when the game is next re-opened. I also need the value to be stored per world, so it can be say 7 in one and 12 in another. I know some mods use txt files in the the world save to store info, so maybe I could do something like that? Otherwise, is there something like a Javascript Cookie or localStorage storage object in Java which I could use to store this value? Thanks in advance -Toastrackenigma
    1 point
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