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About nanorover59

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  1. I am currently working on an entirely server side mod that adds a new world type with its own unique chunk generator. So far the chunk generator works as expected when I load a world for the first time, but if I load the world after closing it, all new chunks are generated with the default overworld chunk generator. In addition, loading these worlds for a second time results in the experimental settings warning screen being displayed. I am not sure what is causing this behavior, but I suspect it has something to do with my chunk generator's codec (which I still do not fully understan
  2. Update: I found out how to do this. /** * Return a registered biome using its resource location name. */ public static Biome getBiomeFromName(String name) { return ForgeRegistries.BIOMES.getValue(new ResourceLocation(name)); }
  3. Hello! 1.15.2 appears to be supported for now. I can confirm that tile entities in generated structures should populated with items using loot tables (.json files included in vanilla Minecraft and mods). However, I am unsure how a mod could be blocking data from other mod's loot tables. As you already expect, my recommendation is that you try leaving out mods that involve generated structures and loot one at a time.
  4. Hello, it has been a while since I last posted here for help. I am currently trying to get an instance of a vanilla biome from the Forge registry. However, I am getting the error "Registry Object not present". Can someone tell me what I am doing incorrectly here? Code: (assume the string "name" is set to "minecraft:the_void" for testing purposes. The output log indicates this biome is entered into the Forge registry.) /** * Return a registered biome using its resource location name. */ public static Biome getBiomeFromName(String name) { RegistryObject<Biome> bi
  5. The render code iterates through all of the layers to render blocks. I should also note that there have been no problems rendering translucent blocks that are part of sub-worlds, the problem is translucent blocks in the main world blocking sub-worlds from rendering. If there was an event very similar to RenderWorldLastEvent except it is called before renderBlockLayer (essentially a "RenderWorldFirstEvent") I would use that instead. After looking at the vanilla render code, I have not found any events that would allow me to run my render code before renderBlockLayer.
  6. Hello! While working on a mod that renders some blocks in the world using a render class called by a RenderWorldLastEvent (my "sub-world" project), I noticed that the objects I am rendering are not visible behind semi-transparent blocks. These include stained glass, water, nether portal blocks, etc... but not blocks with full transparency like regular glass blocks. My render code (posted below) does not activate or deactivate any effects to do with transparency, and I am wondering if that is what I need to add to make this work properly. Here is a screenshot of the rendering
  7. It's been a while, but I am posting to say that tile entity rendering works fine now! It was was an issue with the vanilla TileEntityRendererDispatcher checking the distance between a tile entity's block position (in a sub-world) and the location of the player (in the main world).
  8. The sub-worlds already work by storing their contents in dimensions that are inaccessible to players. I did some research on how to use vanilla chunk renders to draw all of the blocks in those dimensions in the main world, but concluded it would be less work to create a new (non-chunk dependent) system for rendering the blocks. Although I could still try using vanilla style chunk rendering in the future, it shouldn't be necessary because for my purposes the sub-worlds are highly unlikely to contain anything that occupies more than several chunks. After recent testing I found t
  9. I needed to be able to get an individual dimension's world instance from the client and that (quite surprisingly looking back now) worked. Although it may not work if the player is on a dedicated server, so I should look for a replacement later. (Edit: A quick search has lead me to the conclusion that I have made a huge mistake by referencing the world this way, and might have even caused the code I posted to not be taken seriously. Finding a replacement is now a high priority.) From what I have tested, the render code can render normal blocks and also detect tile entities in sub-worlds.
  10. Only one line of error from a log usually isn't enough to find out what went wrong. You should post at least enough of the crash report that all lines about the error are visible. I also don't think this topic should be under "modder support" if what you are doing is setting up a server.
  11. As a sort of follow up to a past topic, I am working on a render class for mobile "sub-worlds" that is initially called from a RenderWorldLastEvent and involves rendering many blocks in the world. Because some blocks use a tile entity render instead of a normal block model, my next step is to be able to render tile entities in the world. However, the code I currently have is not able to render tile entities at all. I suspect it has something to do with the render type buffer I am trying to use. Here are the RenderWorldLastEvent and render classes:
  12. Thanks for pointing that out. I moved directly from 1.12.2 to 1.15.2 and somehow didn't find out that the rendering changes were as recent as 1.15.
  13. You should definitely be using one entity per ship (or perhaps some completely custom non-entity object). I admittedly made a system a few years ago using multiple entities per ship that just barely worked well enough for game play, and I was regularly finding and fixing problems. As someone who is currently working on a completely new mobile ship system, I recommend researching how to render blocks using the MatrixStack and IRenderTypeBuffer classes. (For some reason I assumed those were introduced before 1.15) If you want a more advanced system that performs block and tile entity u
  14. I was able to fix that final issue with lighting by iterating through all of the block render types. The "block" now looks exactly like a normal obsidian block in the world! From past experience, tile entities should be somewhat simpler to render because of their dedicated rendering functions that can be invoked. For anyone curious about rendering blocks this way, here is the final client event handler code: @Mod.EventBusSubscriber(Dist.CLIENT) public class ClientEvents { @SuppressWarnings({ "resource" }) @SubscribeEvent public static void renderWorldLastEvent(Rend
  15. I tried the other way of getting view point coordinates and it works now! One issue still remains, which is that the east, west, and bottom sides of the block appear slightly darker than the other sides. This lighting behavior is not visible on normal obsidian blocks.
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