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Everything posted by DcZipPL
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[SOLVED][1.15.2] Tile Entity Render doesn't work
DcZipPL replied to DcZipPL's topic in Modder Support
Ok I fixed, I'm creating new tile entity instead of using existing TE. ClientRegistry.bindTileEntityRenderer(ModTileEntities.INFUSER_TE.get(), InfuserTileEntityRender::new); -
I tried make tile entity render but nothing work, //doClientStuff(final FMLClientSetupEvent event) ClientRegistry.bindTileEntityRenderer(TileEntityType.Builder.create(TankTileEntity::new, ModBlocks.TANK ).build(null), TankTileEntityRender::new); //ModTileEntities public static final DeferredRegister<TileEntityType<?>> ENTITY_TYPES = new DeferredRegister<>(ForgeRegistries.TILE_ENTITIES, Reference.MOD_ID); public static RegistryObject<TileEntityType<?>> TANK_TE = ENTITY_TYPES.register("tank_te", () -> TileEntityType.Builder.create(TankTileEntity::new,ModBlocks.TANK).build(null) ); public class TankTileEntityRender extends TileEntityRenderer<TankTileEntity> { public TankTileEntityRender(TileEntityRendererDispatcher p_i226006_1_) { super(p_i226006_1_); } @Override public void render(TankTileEntity tankTileEntity, float v, MatrixStack matrixStack, IRenderTypeBuffer iRenderTypeBuffer, int i, int i1) { matrixStack.push(); matrixStack.translate(tankTileEntity.getPos().getX(),tankTileEntity.getPos().getY(),tankTileEntity.getPos().getZ()); matrixStack.rotate(new Quaternion(0,0,0,0)); matrixStack.translate(0.5,0.1,0); Minecraft.getInstance().getItemRenderer().renderItem(new ItemStack(Items.REDSTONE_TORCH), ItemCameraTransforms.TransformType.GROUND,i,i1,matrixStack,iRenderTypeBuffer); matrixStack.pop(); } } public class TankTileEntity extends TileEntity { public TankTileEntity() { super(ModTileEntities.TANK_TE.get()); } } public class TankBlock extends Block { public VoxelShape SHAPE = Block.makeCuboidShape(1,0,1,15,16,15); public TankBlock(Properties properties) { super(properties); } @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return SHAPE; } @Override public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return SHAPE; } }
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I mean, how I can re-render nearby chunks which function?
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What I can do to remove that bug in my "air like" blocks?
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Same thing is with /fill x y z x1 y1 z1 torch command
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Placing "Air like" block that emits light (15) in example 4 block radius using BlockPos.getAllInBox.
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I don't know how update/recalculate lighting in nearby chunks because I get strange lighting issues after destroying blocks that emitting light. Repository: https://github.com/DcZipPL/lightestlampsmod Image:
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I'm making Anti-Torch and is possibility make to air-like block that blocks lighting and make area darker?
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I wanted to set the light to 6, one block above in TileEntity tick(), but I don't know how. I read that in 1.12 there was something like this: world.setLightFor(LightType, BlockPos, int) but now it is missing in version 1.14.4.
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I dont know. Can you Show all Code from your IDE?
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I forget private static final Logger LOGGER = LogManager.getLogger(); in Main Class
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I use something like that: In Main Class @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD) public static class RegistryEvents { @SubscribeEvent public static void onItemsRegistry(final RegistryEvent.Register<Item> itemsRegistryEvent) { itemsRegistryEvent.getRegistry().registerAll(ModItems.ITEMS.toArray(new Item[0])); LOGGER.info("HELLO from Register ITEM"); } } In ModItems Class public class ModItems { public static final List<Item> ITEMS = new ArrayList<>(); public static final Item REDSTONEPASTE = new ItemBase("redstone_paste"); } In ItemBase Class public class ItemBase extends Item { public ItemBase(String name) { super(new Item.Properties().group(ItemGroup.MISC)); setRegistryName(Reference.MOD_ID, name); ModItems.ITEMS.add(this); } } In Resources/assets/(MOD_ID)/models/item/ { "parent": "item/generated", "textures": { "layer0": "(MOD_ID):items/redstone_paste" } }