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PopularGoat

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Everything posted by PopularGoat

  1. Woah! That worked! Extending BreakableBlock in the block's class file and adding the noOcclusion property worked. Thank you!
  2. Hello, I'm having a similar problem to the one described in this thread, but none of the advice here is helping me. I'm using the most recent version of Forge for 1.16.5. I've scanned dozens of old threads looking for answers, but the current version of Forge is apparently very different, and the old solutions I've come across are no longer applicable. I have a block which I have given the translucent RenderType in the same way as the original post: private void clientSetup(final FMLClientSetupEvent event) { RenderTypeLookup.setRenderLayer(BlockList.CRYSTAL.get(), RenderType.translucent()); } The above code does give the desired effect of making the block translucent, but it comes with undesirable side-effects that I am unable to resolve, which I will try to explain. In my BlockList class, I initialize my block with this line of code: public static final RegistryObject<Block> CRYSTAL = BLOCKS.register("crystal", () -> new Crystal(Block.Properties .of(Material.ICE))); which produces the in-game result: https://i.imgur.com/wuq6wf6.png The block allows light through, but it culls the faces of adjacent opaque blocks, which I do not want it to. Modifying the previous code to add the noOcclusion() property: public static final RegistryObject<Block> CRYSTAL = BLOCKS.register("crystal", () -> new Crystal(Block.Properties .of(Material.ICE) .noOcclusion())); results in a different undesired outcome: https://i.imgur.com/6qTtCBr.png The block is still translucent, but it renders faces between like blocks. It does not, however, suffer from the same culling issue as without the property. Does anyone know how I might resolve this issue? Any help would be appreciated.
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