Posted April 27, 20214 yr I'm currently working on an industrial mod which should add some useful machines. Among other things, I added a milestone which has a TER, which turns the milewheel when it processes a recipe which works perfectly even if there is only one milestone in the world if i place a second one and only one has an active recipe, both milewheels turn now my question, how do I prevent this? this is my TER Edited April 28, 20214 yr by Luis_ST
April 27, 20214 yr Author 1 hour ago, DietmarKracht said: Where do you register your tile entity renderer? here
April 29, 20214 yr Author Update: after a lot of testing I still haven't found the problem and I have no idea what else to try so if someone still has an idea what to try it would be very helpful
April 29, 20214 yr Author 7 minutes ago, diesieben07 said: There is only one instance of your TESR. However your TESR has internal state, which is then shared between all rendering of course. Where is this internal state? so what i have to change? because I've tried to save the rotation speed in the TE (but it didn't work).
April 29, 20214 yr Author 36 minutes ago, diesieben07 said: You have to store the rotation speed as well as the rotation value itself in the TE. You also need to do the rotation animation in the tile entity's tick method so that the animation speed is actually consistent no matter what the FPS is. okay, but how should I render the TESR from the tick method of my TE, since rendering is the task of the TESR. 36 minutes ago, diesieben07 said: To make the animation not 20 FPS then you have to not just store the rotation value but also remember the rotation value from last tick. Then in your TESR use MathHelper.lerp(partialTicks, previousValue, currentValue) to get the rotation you need to render at. I try to create this using the BellTileEntity and BellTileEntityRenderer because, as far as I know, this is the only TE/TESR that has an animation Edited April 29, 20214 yr by Luis_ST
April 29, 20214 yr Author 3 hours ago, diesieben07 said: ou have to store the rotation speed as well as the rotation value itself in the TE. You also need to do the rotation animation in the tile entity's tick method so that the animation speed is actually consistent no matter what the FPS is. To make the animation not 20 FPS then you have to not just store the rotation value but also remember the rotation value from last tick. Then in your TESR use MathHelper.lerp(partialTicks, previousValue, currentValue) to get the rotation you need to render at. done, but all TE's still have the same TEST, the only thing that has changed is that the animation has become smoother this is now the TE and this the TESR Edited April 29, 20214 yr by Luis_ST
April 29, 20214 yr Author 1 hour ago, diesieben07 said: This is in your model. There is only one instance of this model. You cannot use it to keep track of the rotation, otherwise all your blocks share the same rotation value. You need to keep track of the rotation in your tile entity and animate (modify based on the speed every tick) it there. Then in your TESR you need to lerp between the rotation value (from the TE!) and its previous tick value. Then set yRot to that value. okay thanks, i have to adjust the speed again, but the rotation works
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