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Showing content with the highest reputation on 05/09/22 in Posts

  1. You need to set the render layer using RenderTypeLookup#setRenderLayer within your FMLClientSetupEvent to make blocks transparent. It takes in two parameters: the block and the RenderType. The RenderTypes are as follows: Solid - field_228615_R_ Cutout Mipped - field_228616_S_ Cutout - field_228617_T_ Translucent - field_228618_U_ Translucent (No Crumbling) - field_228619_V_ Leash - field_228620_W_ Water Mask - field_228621_X_ Glint - field_228622_Y_ Entity Glint - field_228623_Z_ Lightning - field_228624_aa_ What you are looking for is either cutout mipped or cutout so use either RenderType#field_228616_S_ or RenderType#field_228617_T_ to accomplish this.
  2. I am trying to prevent a vanilla block from being placed under certain circumstances. I have used BlockEvent#PlaceEvent and PlayerInteractEvent#RightClickBlock successfully; however, a brief image of the block always appears on the screen, then quickly disappears. I would prefer to cancel the block placement without this brief image flashing on the screen. Is there a way to intercept the placement earlier? I've looked over the available events and didn't find anything else that seemed like it would work, but perhaps I'm missing something. I have also noticed that when canceling the block placement, the ItemStack size decreases, yet if I move the stack to a different inventory slot or log out and back in, it magically jumps back up to the original size—or even reappears from nothing if the stack was completely depleted. Anyone know what's up with that? Do I need to, like, manually modify the ItemStack to prevent that before canceling the event? Seems weird.
  3. You got an issue of brief Client-Server mis-match Server: Didn't allow the thing. -Your code did this Client: Allowed the thing. -Running as usual Server: No you didn't. -Client updates with data from Server Solution: Remove the World#isRemote check

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