• Recently Browsing

    No registered users viewing this page.

  • Posts

    • Why the fauk does your renderer change what blocks are in the world? That's not the job of a renderer.
    • Please provide debug.log (more info on where it is and how to provide it in my signature below, just expand the spoiler) Edit: Do not hijack other people's threads, response moved.
    • Some zip managers like to take control of the .jar file extension away from Java. Make sure you have Java installed and try running Jarfix once, then try the installer again.
    • This seems to come from the server not having proper attachment to a valid terminal
    • I need help once again. I came up with a "special block", which is supposed to "preserve empty space" while the door is open. It acts as it should - doesn't block movement and is transparent, when installed manually, but when it's put instead of a door element by the renderer, it blocks movement. Also, it seems like renderer doesn't unload on block replacement. Any ideas on what gould have gone wrong are appreciated.    I know that removing block before placing a new one in not really necessery.    "special block" :        Renderer public class SpecialBlock extends Block { private static final BooleanProperty POWERED = BlockStateProperties.POWERED; private static final DirectionProperty FACING = BlockStateProperties.HORIZONTAL_FACING; public SpecialBlock (){ super(Block.Properties.create(Material.WOOD).doesNotBlockMovement()); } @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return VoxelShapes.empty(); } @Nullable @Override public BlockState getStateForPlacement(BlockItemUseContext context){ return this.getDefaultState().with(FACING, context.getPlacementHorizontalFacing().getOpposite()); } @Override public boolean canDropFromExplosion (Explosion explosion) {return false;}; @Override protected void fillStateContainer(StateContainer.Builder<net.minecraft.block.Block, BlockState> builder) { builder.add(FACING, POWERED); } @Override public BlockRenderType getRenderType(BlockState state) { return BlockRenderType.INVISIBLE; } @Override public boolean hasTileEntity(BlockState state) { return false; } } :    public class WindowTileEntityRenderer extends TileEntityRenderer <WindowTileEntity> { public WindowTileEntityRenderer(TileEntityRendererDispatcher rendererDispatcherIn) { super(rendererDispatcherIn); } IBakedModel model; Direction direction; BlockState state; private static DirectionProperty facing = BlockStateProperties.FACING; World world; BlockPos pos; boolean power; @Override public void render(WindowTileEntity tileEntityIn, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) { state = tileEntityIn.getBlockState(); if (state.getBlock().equals(RegistryHandler.WINDOW_TILE.get().getDefaultState().getBlock())){ // float a = tileEntityIn.turnAngle(); pos = tileEntityIn.getPos(); world = tileEntityIn.getWorld(); direction = world.getBlockState(pos).get(facing); if (world.isBlockPowered(pos) == true) {power = true;} else {power = false;}; BlockRendererDispatcher dispatcher = Minecraft.getInstance().getBlockRendererDispatcher(); if (power) { world = tileEntityIn.getWorld(); world.removeTileEntity(pos); world.removeBlock(pos,false); System.out.println(state.toString()); System.out.println(direction.toString()); world.setBlockState(pos, RegistryHandler.SPECIAL_BLOCK.get().getDefaultState(),3); return; } model = dispatcher.getModelForState(world.getBlockState(pos)); matrixStackIn.push(); MatrixStack.Entry currentMatrix = matrixStackIn.getLast(); float red = 1; float green = 1; float blue = 1; IVertexBuilder vertexBuffer = bufferIn.getBuffer(RenderType.getTranslucent()); dispatcher.getBlockModelRenderer().renderModel(currentMatrix, vertexBuffer, null, model, red, green, blue, combinedLightIn, combinedOverlayIn, EmptyModelData.INSTANCE); matrixStackIn.pop(); } } @Override public boolean isGlobalRenderer(WindowTileEntity windowTileEntity) { return false; } }  
  • Topics

  • Who's Online (See full list)