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Posted

Source Code: https://github.com/kwill1429/EPDProj

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I'm currently trying to replicate the way TNT works but I cannot seem to get the entity to show. When I put breakpoints on the constructor and methods, it did break on the constructor but it did not break on any of the methods. I also tried printing the entities coordinates to the console but nothing seemed out of the oridinary there.

it did not spawn at all or did the rendering part just not work.

anyways I advice you to copy over the spawnPrime method into your tileentity and instead of using arguements in the method just set the coords of where to spawn the entity to the coords of the tile entity. then in your block class call the method from the tile entity.

  • Author

Updated the source to reflect the changes. I do believe the entity does spawn as the resulting explosion is affected by gravity. So thatย  leaves just a rendering bug right?

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edit: I thought I changed it correctly but now the entity doesn't even spawn. I will be reverting back spawnPrime for the time being.

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edit 2: I am also noticing that my frame rate is now terrible when running the mod. Screenshot of f3: http://imgur.com/qT0dDy1. My specs are an i7-4790k and a R9 280x. A quick test reveals that it is the registerRenders() method in my ClientProxy causing the lag.

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edit 3: Lag was not from registerRenders() it was just from all the conditional breakpoints I was putting in the renderEntities loop. Upon uncommenting registerRenders and disabling all break points the lag went away.

  • Author

So I've played with some breakpoints on spawnEntityInWorld and renderEntities which revealed that during spawnEntityInWorld, the entity was available in the loadedEntityList but the list (RenderGlobal: line 485) does not contain my entity.

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