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stewbasic

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  1. Sorry to resurrect an old thread, but this is the first search result for that error and I think it's good to keep the info in one place. I think the problem is not the name of the mesh, but whether the exported model contains a single object. The B3DLoader expects the root node to be a mesh, but if you export several mesh objects together, you get something like this BB3D NODE name=ROOT NODE name=Body MESH ANIM NODE <bones> NODE name=LeftArm MESH ANIM NODE <bones> <etc> However if you join the objects into one mesh (ctrl+J), you get BB3D NODE name=Body MESH ANIM NODE <bones>
  2. I would like my mod to support vanilla clients when running on a server, as much as possible. I know that the following work: The server will accept connections from vanilla clients if I set acceptableRemoteVersions = "*" If I add a recipe, the client will not see a preview of the result, but they can still shift-click the output box and perform the recipe. I'm OK with this. I saw items with the default model (purple/black box) while playing on a server using a vanilla client. So I know that in some cases the vanilla client will use this when it doesn't know how to render an item (but I don't know the details). When I naively tried to connect to a server with my mod, I found out: The vanilla client will crash if the server sends it an unknown item id. I am wondering if I can get the server to substitute a vanilla item when it sends packets to a vanilla client; ie the server will know the player is holding mymod:item, but it will check if the client is vanilla, and if so it will tell the client the player is holding minecraft:dirt. Is there any hook I could use to accomplish this, or another approach? See https://github.com/stewbasic/CommandItem if more specifics are needed.

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