
RInventor7
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Hey. I created by custom bus entity, so it's narrow (3 blocks) and long (11 blocks). The problem is that if the bounding box is 3x3x3 then when the bus center point/bounding box is behind the player but the player is still inside or next to the bus facing the same direction, then the model is not rendered even though the front end should still be visible. Is there any other way to force the model to be rendered rather than changing the bounding box to 11x11x3 (which causes a lot more other issues)? It is possible to create a custom AABB of course but is it possible to rotate it (the AABB) 15 degrees for example? Thanks.
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Hey. I'm using the FTB Chunks and Teams mods in my server with my own mod. It has an overlay that is rendered when any screen is open (for example pause screen or inventory) When I open some custom screen from my mod then the FTB overlay is rendered on top of my screen hiding parts of my screen. Is it possible to somehow disable that overlay from being rendered when my custom screen is open? Thanks.
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1.19.2 Block entity renderer model forcing not working [1.19.2][SOLVED]
RInventor7 replied to RInventor7's topic in Modder Support
That worked. Thanks for clarifying everything else. -
1.19.2 Block entity renderer model forcing not working [1.19.2][SOLVED]
RInventor7 replied to RInventor7's topic in Modder Support
That was my mistake, I had remebered it incorrectly. That's a good point. I understand I need to specify my model location in my BER render method by changing the ModelData argument, right? blockRenderer.renderSingleBlock(bs, poseStack, bufferSource, combinedLight, OverlayTexture.NO_OVERLAY, ModelData.EMPTY, RenderType.cutout()); The problem is can't seem to find a way to specify my model's resource location anyhow... ModelData modelData = ModelData.builder().with(somePropertySomething???).build(); Is this even the correct way or is it done differently? ModelData modelData = ModelData.builder().with(new ModelProperty<>(), new ResourceLocation(MyMod.MOD_ID, "models/block/rail.json")).build(); This also doesn't seem to do anything... I'm probably doing it wrong? Are there any examples somewhere (I couldn't seem to find any)? -
Hi! I'm trying to get my block entity rederer working, which in fact already works. When I set the RenderType to ENTITYBLOCK_ANIMATED then BER doesn't render anything. When I don't set it, then minecraft reders my block and BER redner's it again. If I change my BER's rotation or translation I wish to not see the original block model. So I set RenderType to ENTITYBLOCK_ANIMATED. The model isn't loaded by default, so I force the model to load myself using ModelEvent$RegisterAdditional event on the mod bus, but it's not doing anything. Subscribing works and the event fires noramally. Thanks for any help. @SubscribeEvent public static void registerBlockEntityModels(ModelEvent.RegisterAdditional event) { event.register(new ResourceLocation(MyMod.MOD_ID, "models/block/rail.json")); }
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Hello. I have a screen with 5 buttons and some rendered text. If I just change the text rendering location a little then the HotSwap works. Then I close the game and add another 6th button to the screen and start the game again. And if I now want to change the text rendering location or anything else in any other method then HotSwap fails. Does anybody know why the HotSwap fails after adding the 6th button and how to solve this strange issue? Thanks.
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Yeah nothing that I already don't know. In my case it's not so simple as just a block. I'm trying to implement a map editor/system into my mod like JourneyMap's fullscreen map with some extras. The problem is that when I try to map all regions of the world, it only maps what's in the player's view distance and everything else will be blank/transparent images, because the level.getBlockState(pos) in unloaded chunks always returns Block{minecraft:void_air}. So at the moment I'm trying to read the block data from the world region files (.mca). But I have no idea how to decode the 64-bit integers into actual understandable hints to the chunk section palette...
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Hi! If I want to know what block is for example at position (10, 64, 100), it is very easy to get that block as long as this position is in the players view distance (which means the chunk where the block is located is loaded). But how can I get a block from a location where the player has been previously but what is out of the player's view distance at the moment. Since the chunk is not loaded I get always the same result (Block{void_air}) even if there is grass block. How can I fix this issue and is it even possible to fix it? Thanks.
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Hello. I'd like to save some data to custom client config file. The problem is, that the data has to be associated with a Minecraft world. For single player I can just add the world name prefix to the data. But how can I get a unique identifier (There might be 2 different servers with a same name for example.) of a public server where the player has been playing? Thanks.
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Hello. I'm trying to add a fullscreen map editor with layers to my mod. I'm still experimenting with a lot of stuff. When player presses a custom key binding then a screen opens. I have some .png images I'd like to display on that screen. I can render the image easily when it is within the mod and has a ResourceLocation, but when I have dynamically created my png image as a BufferedImage I can't render it on the screen? Or can I? Or should I be using something else and not BufferedImage? Thanks.
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Get world saved data on client for a screen [1.19.2]
RInventor7 replied to RInventor7's topic in Modder Support
That made things more clear. And I am using SimpleChannel to do networking, I just don’t know where to use it. I know I have to send the clientbound packet at some point to the player when the screen is opened, but I don’t understand where I have to send it in order to get the SavedData value on client for the screen. Code updated. -
Get world saved data on client for a screen [1.19.2]
RInventor7 replied to RInventor7's topic in Modder Support
This is where I got stuck. I looked bunch of Vanilla classes and tried to do this myself, but now I have so many questions. The code is here. I added comments to the places in code where I am confused. (I’m not even sure what I’m doing wrong...) -
Hi! I have some problems with world saved data since it is server-side only. I have created like an in-game computer system with a lot of screens. I'm using world saved data to store the data and so all players can access it from anywhere in the world. Problems arise with getting data to display on the screen. If player edits data on a screen I can send a custom packet to server and save the data to world saved data. How can I get the data from world saved data when I reopen the screen on client to display the data on the screen? Send packet to server -> get data -> send 2nd packet back to client?? Thanks.
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Hi! I have a block entity and when you right click it opens a screen. I want to open the screen always when on singleplayer and only for operators when on multiplayer. How can I check if the player is in singleplayer or multiplayer world? And how can I check if the player is an operator when on multiplayer? Thanks in advance.
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Hi! I am saving a number to the level. In single player world it works fine. In multiplayer not. I’d like all the players to be able to edit it and see the changes somebody else has made. I have all the communication already setup, but when a player changes the number -> world saved data instance is marked dirty, but the actual writing to the .dat file happens 20-60 seconds later or when the world is closed and reopened. Is it possible to somehow force the saved data to write to the file as soon as it’s marked dirty? (Don’t really want to wait 45 seconds for everybody else to see the changes) Thanks in advance.