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[1.15] TileEntityRenderer guide
I've figured out how to render textured cuboids, but how do I make them transparent and how do I tint the texture? (It doesn't seem rendering a quad is possible, only cuboids)
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[1.15] TileEntityRenderer guide
So I have implemented and registered a TileEntity with TileEntityRenderer but i have no idea how to use it. The vanilla code not being deobfuscated doesn't help either. I just want to render a transparent quad with a tinted texture - supposed to look like water or another liquid. Where do I start?
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[1.15] How to register TileEntityRenderer
t h n k s
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[1.15] How to register TileEntityRenderer
I'm having some trouble registering a TileEntityRenderer what am I doing wrong? Code: ClientRegistry.bindTileEntityRenderer(ModTileEntityTypes.DRYER, new DryerTileEntityRenderer(TileEntityRendererDispatcher.instance)); IntelliJ error: tileEntityType: Required type: TileEntityType<T> Provided: TileEntityType<capture of ?> rendererFactory: Required type: Function<? super TileEntityRendererDispatcher, ? extends TileEntityRenderer<? super T>> Provided: DryerTileEntityRenderer reason: no instance(s) of type variable(s) T exist so that DryerTileEntityRenderer conforms to Function<? super TileEntityRendererDispatcher, ? extends TileEntityRenderer<? super T>> DryerTileEntityRenderer class: public class DryerTileEntityRenderer extends TileEntityRenderer<DryerTileEntity> { public DryerTileEntityRenderer(TileEntityRendererDispatcher p_i226006_1_) { super(p_i226006_1_); } @Override public void func_225616_a_(DryerTileEntity p_225616_1_, float p_225616_2_, MatrixStack p_225616_3_, IRenderTypeBuffer p_225616_4_, int p_225616_5_, int p_225616_6_) { } }
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[1.15] Config Behaviour
Is there a way to store a string array or multiline string? nvm, figued it out
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[1.15] Config Behaviour
Great tutorial, however, I have a couple of questions: What is the specPair thing about? Is there any difference between CLIENT and SERVER configs in terms of setup? Thanks for the reply
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[1.15] Config Behaviour
there's a config file in the config folder and another one gets generated in the serverconfig folder of a save, but it has only default values I thought maybe the values from the global config file are supposed to be in the serverconfig too, because the game is using values from the serverconfig, and why even have the global config if that wasn't the case? Main: Config.loadConfig(FMLPaths.CONFIGDIR.get().resolve("qrystal.toml").toString()); ModLoadingContext.get().registerConfig(ModConfig.Type.SERVER, Config.config1, "qrystal.toml"); Config.loadConfig: public static void loadConfig(String path) { final CommentedFileConfig file = CommentedFileConfig.builder(new File(path)).sync().autosave().writingMode(WritingMode.REPLACE).build(); file.load(); config1.setConfig(file); } how do I make the game use the values from the global config? Am I misunderstanding how this works?
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[1.15] Change block drops when mined with my tool
config files are deprecated now? or it's just this one thing
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[1.15] Change block drops when mined with my tool
I thought I'd make it simple for them, not having to create loot tables and such, just assigning the block to be hammerable Since I'm getting no responses on how, but rather why, I guess it's not really possible (except for mixins???)
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[1.15] Change block drops when mined with my tool
people who put together modpacks
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[1.15] Change block drops when mined with my tool
Making certain (not known until startup which) blocks drop dusts instead of their normal drops when mined by a hammer
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[1.15] Change block drops when mined with my tool
this is pretty convoluted way to say fuck you
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[1.15] Change block drops when mined with my tool
then how do I make them controlled by configuration?
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[1.15] Change block drops when mined with my tool
because the output depends on the mod configuration well, then how can I do that without loot tables?
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[1.15] Change block drops when mined with my tool
I mean generating them when the game is started
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