Jump to content

Recommended Posts

Posted

Pretty self explanatory, I know the issue is the 'Decayable" property is not getting set to true, but for some reason, even when I try to force it to be true, it remains false.

 

Leaf class here

 

Sapling class here

 

Tree generator class here

 

All these classes are on github so they are easier to read.

 

Does anyone have any idea as to why the leaves are not being set with Decayable true?

 

Posted

Solution Found Leaves will now decay

After posting a previous answer which on further testing was bugged which I removed,

I have since found the answer. The Easiest way for me as I am too lazy to copy and paste the code from my class is to provide a github link below.

Look here and look at getStateFromMeta and getMetaFromState.

Also take a look at onBlockPlaced as it fixes the way that if you place a leaf block it will set the decayable property to true.

Hope this helps

Did you really need to know?

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Yes that’s the full log, I managed to get it working last night, the anvil fix mod is what was causing it to crash
    • Hey guys, i'm currently developping a mod with forge 1.12.2 2860 and i'm using optifine and gradle 4.9. The thing is i'm trying to figure out how to show the player's body in first person. So far everything's going well since i've try to use a shader. The player's body started to blink dark when using a shader. I've try a lot of shader like chocapic, zeus etc etc but still the same issue. So my question is : How should i apply the current shader to the body ? At the same time i'm also drawing a HUD so maybe it could be the problem?   Here is the issue :    And here is the code where i'm trying to display the body :    private static void renderFirstPersonBody(EntityPlayerSP player, float partialTicks) { Minecraft mc = Minecraft.getMinecraft(); GlStateManager.pushMatrix(); GlStateManager.pushAttrib(); try { // Préparation OpenGL GlStateManager.enableDepth(); GlStateManager.depthMask(true); GlStateManager.enableAlpha(); GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Éclairage correct pour shaders GlStateManager.enableLighting(); RenderHelper.enableStandardItemLighting(); GlStateManager.enableRescaleNormal(); // Active la lightmap pour les shaders mc.entityRenderer.enableLightmap(); // Position de rendu interpolée double px = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks; double py = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks; double pz = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks; GlStateManager.translate( px - mc.getRenderManager().viewerPosX, py - mc.getRenderManager().viewerPosY, pz - mc.getRenderManager().viewerPosZ ); // Rendu du joueur sans la tête Render<?> render = mc.getRenderManager().getEntityRenderObject(player); if (render instanceof RenderPlayer) { RenderPlayer renderPlayer = (RenderPlayer) render; boolean oldHeadHidden = renderPlayer.getMainModel().bipedHead.isHidden; boolean oldHeadwearHidden = renderPlayer.getMainModel().bipedHeadwear.isHidden; renderPlayer.getMainModel().bipedHead.isHidden = true; renderPlayer.getMainModel().bipedHeadwear.isHidden = true; setArmorHeadVisibility(renderPlayer, false); renderPlayer.doRender(player, 0, 0, 0, player.rotationYaw, partialTicks); renderPlayer.getMainModel().bipedHead.isHidden = oldHeadHidden; renderPlayer.getMainModel().bipedHeadwear.isHidden = oldHeadwearHidden; setArmorHeadVisibility(renderPlayer, !oldHeadwearHidden); } // Nettoyage post rendu mc.entityRenderer.disableLightmap(); GlStateManager.disableRescaleNormal(); } catch (Exception e) { // silent fail } finally { GlStateManager.popAttrib(); GlStateManager.popMatrix(); } }   Ty for your help. 
    • Item successfully registered, but there was a problem with the texture of the item, it did not insert and has just the wrong texture.     
    • Keep on using the original Launcher Run Vanilla 1.12.2 once and close the game Download Optifine and run optifine as installer (click on the optifine jar) Start the launcher and make sure the Optifine profile is selected - then test it again  
    • Hi everyone, I’m hoping to revisit an old version of Minecraft — specifically around Beta 1.7.3 — for nostalgia’s sake. I’ve heard you can do this through the official Minecraft Launcher, but I’m unsure how to do it safely without affecting my current installation or save files. Are there any compatibility issues I should watch out for when switching between versions? Would really appreciate any tips or advice from anyone who’s done this before! – Adam
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.