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Rikka0_0

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Everything posted by Rikka0_0

  1. My mod has some .obj models for some multi-block structures. I want to treat mirrored structure as valid structures, so I have to somehow mirror the model/quads. Is there any method to apply a mirror transformation to a model/quads? I couldn't find any thing useful in json files.\\ https://github.com/RoyalAliceAcademyOfSciences/SimElectricity/blob/master/src/main/java/simelectricity/essential/client/grid/transformer/PowerTransformerRawModel.java Thanks QAQ
  2. I saw your blocks have TileEntity. I guess you should replace onBlockAdded() in Block classes with onLoad() in corresponding TileEntity class. The onLoad() event will be fired when ever the TileEntity is being initialize, on both server and client side. Placing block, chunk loading can both trigger onLoad() PS: Are you making your own energy system?
  3. I started upgrading to 1.11.2 yesterday, and get 1500+ errors. After temporarily removing some parts of my mod which are closely related to rendering, It can run in 1.11.2. Trying to rewrite the rendering code and solve weird bugs QAQ
  4. I'm planning to upgrade my 1.7.10 mod to support a more recent version of Minecraft. Due to the huge change in the block\item rendering, it is going to take a lot of effort to upgrade, almost equal to re-writing the mod. Which version should I target? 1.10.2, 1.11.2 or 1.12?
  5. I'm upgrading my mod from 1.7.10 to 1.11.2. In 1.11.2, can I still use the block type and block meta to check if two blocks are equal? Or is there a better way of doing this? Thanks /w\
  6. Hi guys I'm trying to implement a multi-block machine (geometrically unsymmetrical, irregular shape, need to interact with BuildCraft pipes and vanilla hoppers), i got 2 plans: Plan A: like immersive engineering, give each component block a tileentity and store its offset from the master tileentity, so that each block knows exactly where its master is. The master block do most of the logic stuff. concern: my machine can be as big as 9*6*6 (huge!) and it is going to add a lot of tileentities to the game. Will they cause lagging problem? (slave blocks do nothing in updateEntity()) Plan B: only few block have tileentity, the others dont. Slave blocks use some kind of CustomChunkDataProvider to find out the position of their master block. challenge: implementation of the CustomChunkDataProvider, custom data are stored in chunk NBTs. minecraft seems only send block information to the client, not the original chunk NBT data. so i have to manually sync my custom data to clients. sending packets are easy but i have no idea when to send the packet, i can not find any related forge event. I would like to hear your suggestion & opinion QAQ. Thanks I'm making a mod, its called simElectricity, source code avaliable on Github. https://github.com/RoyalAliceAcademyOfSciences/SimElectricity
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