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TheOrangeInd

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About TheOrangeInd

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  1. As a result, I came to the conclusion that the problem was a conflict between the render of the fluid and its tank. That is, a tank whose render type was set to Translucent simply did not allow fluids with similar render types to be rendered. I'm not sure if there is a way to fix this, but for now I decided to just change the render type of the tank.
  2. I tried to change the buffer value, but it didn't work. Current buffer value: IVertexBuilder builder = buffer.getBuffer(RenderType.getText(AtlasTexture.LOCATION_BLOCKS_TEXTURE));
  3. Ok. This is how the renderer looks now:
  4. I have a custom fluid tank tileentity with attached special renderer for internal fluid. The problem is that fluid rendering does not happen when the player is not looking at any block. If I remove the interface with the F1 key, the rendering also fails. Does anyone know what could be causing this renderer behavior? This is how I registering my Renderer: private void setupClient(final FMLClientSetupEvent event) { RenderTypeLookup.setRenderLayer(RegistryHandler.BLOCK_FLUID_TANK.get(), RenderType.getTranslucent()); ClientRegistry.bindTileEntityRenderer(HTUTileEntityT
  5. Since I couldn't find a way to do it like in earlier game versions, I decided to make each side of the model a separate flat box. If anyone knows a better way, please let me know.
  6. I have a translucent block with custom model. What I need to include in my Java or JSON code to make the sides of my block always render? (I want to see the other side of block, when looking through it). I will be very grateful for any help.
  7. After fixing some mistakes, I managed to write my Grid to the world NBT. But the reading is still not happening. Under what conditions is the read() method called? NBTHandler class: public class NBTHandler extends WorldSavedData { private static final String DATA_IDENTIFIER = MainClass.MODID + "_nbt"; public final Set<ISaveable> subscribers = new HashSet(); public NBTHandler() { this(DATA_IDENTIFIER); } public NBTHandler(String name) { super(name); } public static NBTHandler get(World world) { if(!(world instanceof ServerWorld)) throw new Runti
  8. For some reason, the read(), wright() and isDirty() methods are not called. I cannot figure out what I am missing.
  9. Should I call the read and write methods of my NBTHandler in any event?
  10. Is there any recent documentation for WorldSaveData? I have a rather poor understanding of how it should be attached to the world.
  11. The point is that my Grid is not tied to any position in the world. It acts as a data store for connected pipes, from which these pipes can extract information about the contained fluid when interacting with the world. So, is there a way to avoid binding the Grid to specific chunks?
  12. I have fluid pipes in my mod and I use a custom Grid object to distribute fluid in this pipes. This Grid object does not inherit either Tilentity or Entity, but I need to write data from it to the world NBT. The only solution that I have found is to create my own class that inherits WorldSavedData. The problem is that I don't quite understand how to use it correctly in newer versions of the game and I'm not sure if this is the best way. I would be very grateful for any advice. Custom WorldSavedData implementation: public class NBTHandler extends WorldSavedData { private static fi
  13. I need to move one entity together with another. I do this by setting the position of the second entity in the class of the first. The problem is that the second entity moves in jerks, slightly ahead of the first. If anyone knows what could be the reason, I would be very grateful for the tips. P.s. Sorry for my English. Code from the first class, responsible for the movement of the second entity: private void movePart(EntityPart part) { part.setPosition( this.getPosX(), this.getPosY() + 1.3f, this.getPosZ() );
  14. I trying to create a custom entity with multiple hitboxes (like vanilla Ender Dragon). The problem is that I'm not sure how to properly spawn parts of an entity. All I've found in vanilla code is creating an instances of EnderDragonPartEntity in the EnderDragonEntity constructor. And the parts themselves do not imply the use of the addEntity method on them. So, I want to understand how to correctly create a similar Part entity that inherits the type of the parent entity using forge. Or should I create a separate type for this Part? I would be grateful for any advice. P.S. Sorry for my Eng
  15. I have a custom hostile entity, that can grab his attack target. In general, target becomes a passenger of my entity, when AI task is triggered. So, I have a problem with position of this passenger. When my entity grabs, for example, a villager, it all looks fine. But, when this attack applied to player, the last one gets some twitching and usually located above attacker (screenshots are below the text). It's seems like something makes a conflict with a method, which I'm using... Can somebody help me. please? Correct work example: And this is my problem...
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