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About Anrza

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    Tree Puncher
  1. @Alpvax Thanks for your answers! For the record, I'm not listening for any sleep events. Since AFAIK it's not fired if time is set by a command, I'm using a more general approach. @poopoodice Thanks for your reply! I am indeed looking to use an offset variable. It's a good point that I shouldn't have to store any other time variable, and I'll look into that.
  2. Hello! I am looking to have a global time variable that ticks up with the normal gameTick but skips forward when you use the time command or skip the night by sleeping, in order to simulate the time that has passed. Quite confident with the logical part of it, but I have a few questions regarding how to save/sync and properly update every tick: What is the proper way to run code every tick? I've looked at listening for TickEvent or ClientTickEvent and ServerTickEvent. Would it be sensible to use them? How do I save global data on the server? The documentation is somewhat useful,
  3. @Draco18s Thank you, that was useful.
  4. Thanks for the information, however, it doesn't help me with my problem. What do you mean by "evaporates"? To be clear: the issue I have is not that it disappears gradually, as flowing water usually behaves in MC. As I said, "it does not flow". It simply disappears after about half a second. Flowing water can exist in the world without a source block. If you want to see what I mean, create a 1x2x1 space in the world and place water in the upper of those blocks, that is then a source block, while the block below becomes flowing water. Then remove the source block, and th
  5. Hey! I'm trying to place flowing water in the world. I do this: world.setBlockState(pos, Fluids.FLOWING_WATER.getDefaultState().getBlockState()); I can place it, and it appears. Using World#getFluidState and World#getBlockState indicates that it has worked. It seems to happen on both the client and the server side. However, it does not flow and disappears almost instantly after being placed. Interestingly, it behaves as expected if I place two blocks next to each other rapidly. Can anyone help me?
  6. Hello! I'm rendering a model with a TileEntityRenderer. The rendering works fine apart from the texture, which looks like all textures in MC pasted together. I've tried to use TextureManager#bindTexture(ResourceLocation), but it doesn't affect the rendering at all. package net.anju.larus.renderer; import com.mojang.blaze3d.matrix.MatrixStack; import com.mojang.blaze3d.vertex.IVertexBuilder; import net.anju.larus.LarusMod; import net.anju.larus.block.CrucibleBlock; import net.anju.larus.block.LarusBlocks; import net.anju.larus.tileentity.CrucibleTileEntity; import net.minecraft
  7. Using a normal TER is a bit clumsy for my purposes. I've found TileEntityRendererAnimation that is supposed to work with the Forge model system and animations. It seems to depend on the block's IModelData having the Properties.AnimationProperty IBakedModel model = blockRenderer.getBlockModelShapes().getModel(state); IModelData data = model.getModelData(world, pos, state, ModelDataManager.getModelData(te.getWorld(), pos)); if (data.hasProperty(Properties.AnimationProperty)) //do animations but I haven't been able to find a way to add the Animation
  8. Hey! I'm new to modding with Forge. I'm trying to animate a block and I'm following the documentation but I can't seem to find the class AnimationTESR. I assume this is because it has been removed in 1.16 and replaced with something else. Can anyone point me toward it or some update notes?
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