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[1.8.9] When does ModelbakeEvent happen?


paradoxbomb

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I'm following GreyGhost's MinecraftByExample example project on ISBMs, and I can't for the life of me figure out when ModelBakeEventHandler "catches" events. My intent is to have a mechanic to replace existing blocks with TEs that I can then perform rendering on, but I don't know how to tell the model factory what type of block to paint itself as.

 

double edit for additional information: I know that GG has a method of choosing a random nearby block and then clones that, but I want to only copy the block it is replacing.

 

edited for clarity of version

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I kind of think that he's actually replacing the block with his own block, which has a tile entity.  He wants to know how to store the original so it can be rendered.

 

The answer to that is: store the original in the TE and reference it during rendering.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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After derping around with stuff, I managed to come up with

 

this.worldObj.setBlockState(blockpos, ModBlocks.blockCanvas.getExtendedState(iblockstate, this.worldObj, blockpos));

 

on my projectile (the thing that will actually be placing the block) code. However, it seems to just break a block and then immediately replace it with the vanilla version of itself, as determined by a simple item that prints out what block it was used on to the console.

 

The answer to that is: store the original in the TE and reference it during rendering.

 

I don't actually have a TE for my block, but it sounds like I should look into it. I assume you were referencing the TE in the canvas (camouflage) block?

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if I have one set default state, though, that seems like it would defeat the purpose of the block: to have a dynamic texture. As it stands, the block works in three parts:

 

[spoiler="BlockCanvas.java]

//block that will replace a block in the world with a copy of its texture that can be tinted

package com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock;

import com.paradoxbomb.inkcannon.StringLib;
import com.paradoxbomb.inkcannon.common.items.ModItems;

import net.minecraft.block.Block;
import net.minecraft.block.ITileEntityProvider;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.state.BlockState;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.BlockPos;
import net.minecraft.util.EnumWorldBlockLayer;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.common.property.IExtendedBlockState;
import net.minecraftforge.common.property.IUnlistedProperty;
import net.minecraftforge.common.property.ExtendedBlockState;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

public class BlockCanvas extends Block implements ITileEntityProvider
{

public static final UnlistedPropertyPaintedBlock PAINTED_BLOCK = new UnlistedPropertyPaintedBlock();

public BlockCanvas (String unlocalizedName)
{
	super(Material.cloth);
	this.setUnlocalizedName(StringLib.CANVAS_BLOCK);
	this.setCreativeTab(ModItems.tabInkCannon);
}

public BlockCanvas (Block disguiseBlock, World worldIn, BlockPos pos)
{
	super(disguiseBlock.getMaterial());
	this.setUnlocalizedName(StringLib.CANVAS_BLOCK);
	this.setHarvestLevel(disguiseBlock.getHarvestTool((IBlockState)disguiseBlock.getBlockState()),disguiseBlock.getHarvestLevel((IBlockState)disguiseBlock.getBlockState()));
	this.setHardness(disguiseBlock.getBlockHardness(worldIn, pos));
	this.setResistance(5.0f);
	this.isBlockContainer = true;
	this.setDefaultState((IBlockState)disguiseBlock.getDefaultState());
}

public TileEntity createNewTileEntity(World worldIn, int meta) 
{
	return new TECanvas();
}

@Override
protected BlockState createBlockState()
{
	IProperty [] listedProperties = new IProperty[0];	//no listed properties
	IUnlistedProperty [] unlistedProperties = new IUnlistedProperty [] {PAINTED_BLOCK};
	return new ExtendedBlockState (this, listedProperties, unlistedProperties);
}

@Override
public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack)
{
	super.onBlockPlacedBy(worldIn, pos, state, placer, stack);
	TileEntity canvasEntity = worldIn.getTileEntity(pos);
	if (canvasEntity instanceof TECanvas)
	{
		//initialize TE data
	}
}

@SideOnly(Side.CLIENT)
public EnumWorldBlockLayer getBlockLayer()
{
	return EnumWorldBlockLayer.SOLID;
}

@Override
public IBlockState getExtendedState(IBlockState state, IBlockAccess world, BlockPos pos)
{
	if (state instanceof IExtendedBlockState)
	{
		IExtendedBlockState returnState = (IExtendedBlockState)state;
		returnState = returnState.withProperty(PAINTED_BLOCK, state);
		return returnState;
	}
	return state;
}

@Override
public boolean isOpaqueCube()
{
	return true;
}

@Override
public boolean isFullCube()
{
	return true;
}

@Override
public int getRenderType()
{
	return 3;
}
}

 

(There are some things in there regarding TileEntities but they don't do anything at the moment; I plan on using the TE data to allow the block to be shaded)

 

[spoiler=CanvasBlockModelFactory.java]

//class to assist in creating the model for canvas blocks
//code based on http://bit.ly/1R1SbXO

package com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock;

import java.util.List;

import com.paradoxbomb.inkcannon.LogHelper;

import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BlockModelShapes;
import net.minecraft.client.renderer.BlockRendererDispatcher;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.resources.model.IBakedModel;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.init.Blocks;
import net.minecraft.util.EnumFacing;
import net.minecraftforge.client.model.ISmartBlockModel;
import net.minecraftforge.common.property.IExtendedBlockState;

@SuppressWarnings("deprecation")
public class CanvasBlockModelFactory implements ISmartBlockModel 
{
private IBakedModel modelWhenNotPainted;

public CanvasBlockModelFactory (IBakedModel unPaintedBlock)
{
	modelWhenNotPainted = unPaintedBlock;
}

//creates model resource location for canvas block
public static final ModelResourceLocation modelResourceLocation = new ModelResourceLocation("inkcannon:blockCanvas");

// creates an IBakedModel based on the IBlockState of the block state that is passed
@Override
public IBakedModel handleBlockState(IBlockState state) 
{
	IBakedModel returnModel = modelWhenNotPainted;	//default
	IBlockState unPaintedBlock = Blocks.air.getDefaultState();

	if (state instanceof IExtendedBlockState)
	{
		IExtendedBlockState extendedState = (IExtendedBlockState)state;
		IBlockState paintedBlockIBlockState = extendedState.getValue(BlockCanvas.PAINTED_BLOCK);

		if (paintedBlockIBlockState != unPaintedBlock)
		{
			Minecraft mc = Minecraft.getMinecraft();
			BlockRendererDispatcher blockRendererDispatcher = mc.getBlockRendererDispatcher();
			BlockModelShapes blockModelShapes = blockRendererDispatcher.getBlockModelShapes();
			IBakedModel copiedBlockModel = blockModelShapes.getModelForState(paintedBlockIBlockState);

			if(copiedBlockModel instanceof ISmartBlockModel)
			{
				copiedBlockModel = ((ISmartBlockModel)copiedBlockModel).handleBlockState(paintedBlockIBlockState);
			}
			returnModel = copiedBlockModel;
		}
	}

	return returnModel;
}

//used in case of a player being inside a block; game will crash unless something meaningful is used here
@Override
public TextureAtlasSprite getParticleTexture() 
{
	return modelWhenNotPainted.getParticleTexture();
}


//unused methods; would only be used in case of other mod blocks
@Override
public List<BakedQuad> getFaceQuads(EnumFacing p_177551_1_) 
{
	LogHelper.error("Unsupported render method getFaceQuads accessed from mod Ink Cannon!\nPlease contact the mod developer!");
	throw new UnsupportedOperationException();
}

@Override
public List<BakedQuad> getGeneralQuads() 
{
	LogHelper.error("Unsupported render method getgeneralQuads accessed from mod Ink Cannon!\nPlease contact the mod developer!");
	throw new UnsupportedOperationException();
}

@Override
public boolean isAmbientOcclusion() 
{
	LogHelper.error("Unsuppoerted method isAmbientOcclusion accessed from mod Ink Cannon!\nPlease contact the mod developer!");
	throw new UnsupportedOperationException();
}

@Override
public boolean isGui3d() 
{
	LogHelper.error("Unsuppoerted method isGui3d accessed from mod Ink Cannon!\nPlease contact the mod developer!");
	return false;
}

@Override
public boolean isBuiltInRenderer() 
{
	LogHelper.error("Unsuppoerted method isBuiltInRenderer accessed from mod Ink Cannon!\nPlease contact the mod developer!");
	throw new UnsupportedOperationException();
}

@Override
public ItemCameraTransforms getItemCameraTransforms()
{
	LogHelper.error("Unsuppoerted method getItemCameraTransform accessed from mod Ink Cannon!\nPlease contact the mod developer!");
	throw new UnsupportedOperationException();
}



}

 

 

 

[spoiler="ModelBakeEventHandler.java]

//class to allow dynamically altering Moderlmanager's registry

package com.paradoxbomb.inkcannon.client.render;

import com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock.CanvasBlockModelFactory;

import net.minecraft.client.resources.model.IBakedModel;
import net.minecraftforge.client.event.ModelBakeEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

public class ModelBakeEventHandler 
{
public static final ModelBakeEventHandler instance = new ModelBakeEventHandler();

private ModelBakeEventHandler() {};

@SubscribeEvent
public void onModelBakeEvent(ModelBakeEvent e)
{
	Object object = e.modelRegistry.getObject(CanvasBlockModelFactory.modelResourceLocation);
	if (object instanceof IBakedModel)
	{
		IBakedModel existingModel = (IBakedModel)object;
		CanvasBlockModelFactory customModel = new CanvasBlockModelFactory(existingModel);
		e.modelRegistry.putObject(CanvasBlockModelFactory.modelResourceLocation, customModel);
	}
}
}

 

 

 

I think what I need to do is related to the ModelBake event so that I can pass the IBlockState into the factory, but I have no idea when that happens.

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I assume that I need to pass the IBlockState from the in-world block into the CanvasBlockModelFactory before it gets placed, but I'm stuck on how to do that. I've tried looking up topics that I think might be useful for figuring this out, but I am completely lost.

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I'm very confused then, because when I test the code that I have, it creates canvas blocks that are untextured.

[spoiler=ClientProxy.java]

/*
* File to hold commands that need to be run only on the client side (rendering, UI, etc)
*/

package com.paradoxbomb.inkcannon;

import com.paradoxbomb.inkcannon.client.render.BlockRenderRegister;
import com.paradoxbomb.inkcannon.client.render.ItemRenderRegister;
import com.paradoxbomb.inkcannon.client.render.ModelBakeEventHandler;
import com.paradoxbomb.inkcannon.common.blocks.ModBlocks;
import com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock.BlockCanvas;
import com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock.CanvasBlockModelFactory;

import net.minecraft.block.state.IBlockState;
import net.minecraft.client.renderer.block.statemap.StateMapperBase;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.item.Item;
import net.minecraftforge.client.model.ModelLoader;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.registry.GameRegistry;

public class ClientProxy extends CommonProxy 
{

@Override
public void preinit(FMLPreInitializationEvent event) 
{
	super.preinit(event);

	//tells Forge how to map BlockCanvas's IBlockState onto ModelResourceLocation
	//since this block is special, an anonymous class is used instead of the normal methos
	StateMapperBase ignoreState = new StateMapperBase()
			{
				@Override
				protected ModelResourceLocation getModelResourceLocation(IBlockState blockState)
				{
					return CanvasBlockModelFactory.modelResourceLocation;
				}
			};
	ModelLoader.setCustomStateMapper((BlockCanvas)ModBlocks.blockCanvas, ignoreState);

	//register the custom event handler
	MinecraftForge.EVENT_BUS.register(ModelBakeEventHandler.instance);

	//make canvas block render properly while an item
	Item itemBlockCanvas = GameRegistry.findItem(StringLib.MODID, StringLib.CANVAS_BLOCK);
	ModelResourceLocation itemModelResourceLoaction = new ModelResourceLocation(StringLib.MODID+":"+StringLib.CANVAS_BLOCK, "inventory");
	final int DEFAULT_ITEM_SUBTYPE = 0;
	ModelLoader.setCustomModelResourceLocation(itemBlockCanvas, DEFAULT_ITEM_SUBTYPE, itemModelResourceLoaction);
}

@Override
public void init(FMLInitializationEvent event) 
{
	super.init(event);
	//register items and block to be rendered
	ItemRenderRegister.registerItemRenderer();
	BlockRenderRegister.registerBlockRenderer();
}

@Override
public void postInit(FMLPostInitializationEvent event) 
{
	super.postInit(event);
}

}

 

 

[spoiler=CommonProxy.java]

/*
* File to hold commands that need to be run through both the server and client proxies
*/

package com.paradoxbomb.inkcannon;

import com.paradoxbomb.inkcannon.common.blocks.ModBlocks;
import com.paradoxbomb.inkcannon.common.items.ModItems;
import com.paradoxbomb.inkcannon.common.misc.Crafting;
import com.paradoxbomb.inkcannon.common.tileEntities.ModTileEntities;

import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;

public class CommonProxy 
{
public void preinit(FMLPreInitializationEvent event)
{
	ModItems.createItems();				//initialize mod items
	ModBlocks.createBlocks();			//initialize mod blocks
	ModTileEntities.init(); 			//initialize tile entities
}

public void init(FMLInitializationEvent event)
{
	Crafting.initCrafting();			//initialize crafting recipes
}

public void postInit(FMLPostInitializationEvent event)
{

}
}

 

 

 

Is the problem somewhere in my proxies?

 

 

edit: or could it be in here?

[spoiler=placement code on projectile]

  //checking for material rather than using isAirBlock() allows for mod blocks to not interfere with the flight path
        if (block.getMaterial() != Material.air)
        {
        	LogHelper.info("Collided successfully!");
        	LogHelper.info("Collided with:" + block.toString());
        	this.worldObj.destroyBlock(blockpos, false);
        	this.worldObj.setBlockState(blockpos, ModBlocks.blockCanvas.getDefaultState());
        	this.setDead();
        }

 

 

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World#setBlockState

and

World#getBlockState

only operate on property values that are stored in metadata. If you want to store more than 16 unique value combinations, you need to store the data in a

TileEntity

(or derive it from the location, e.g. neighbouring blocks) and then retrieve it in

Block#getExtendedState

/

Block#getActualState

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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(or derive it from the location' date=' e.g. neighbouring blocks)[/quote']

I thought that's what I was doing in the

handleBlockState 

of

CanvasBlockModelFactory

?

 

If you have a single canvas

Block

and store the

IBlockState

it's imitating in the

TileEntity

, you need to override

Block#getExtendedState

to return an extended state with the

PAINTED_BLOCK

property set to the imitated

IBlockState

(retrieved from the

TileEntity

at that position).

 

If you have one canvas

Block

per

IBlockState

, you don't need the extended state at all; just get the imitated

IBlockState

directly from the canvas

Block

.

 

In

CanvasBlockModelFactory#handleBlockState

, retrieve the imitated

IBlockState

from the extended state or from the

Block

and create the model using it.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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I'm sorry for being such a noob, but could you possibly explain how to do that? I've tried looking up how to add data to a tile entitiy but I just can't seem to wrap my head around it. I tried

[spoiler=TECanvas.java]

package com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock;

import com.paradoxbomb.inkcannon.LogHelper;
import com.paradoxbomb.inkcannon.NBTHelper;

import net.minecraft.block.state.IBlockState;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;

public class TECanvas extends TileEntity   
{
private IBlockState disguisedBlock;


public void setDisguiseState(IBlockState newState)
{
	this.disguisedBlock = newState;
}

public IBlockState getDisguisedState()
{
	return this.disguisedBlock;
}


@Override
public void writeToNBT(NBTTagCompound compound)
{
	LogHelper.info("Saving data to NBT");
	super.writeToNBT(compound);

	NBTTagCompound blockState = new NBTTagCompound();
	((TileEntity) this.disguisedBlock).writeToNBT(blockState);
	compound.setTag("PAINTED_BLOCK", blockState);
	LogHelper.info(compound.toString());
}

 @Override
 public void readFromNBT(NBTTagCompound compound)
 {

 }

}

 

 

 

but

writeToNBT

never seems to get called.

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There's no point in using it,

Block

itself has methods that allow you to create a

TileEntity

(i.e.

Block#hasTileEntity(IBlockState)

and

Block#createTileEntity(World, IBlockState)

).

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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    • Perjudian online telah menjadi tren yang populer di kalangan penggemar permainan kasino. Salah satu permainan yang paling diminati adalah mesin slot online. Mesin slot online menawarkan kesenangan dan kegembiraan yang tak tertandingi, serta peluang untuk memenangkan hadiah besar. Salah satu situs slot online resmi yang menarik perhatian banyak pemain adalah Tuyul Slot. Kenapa Memilih Tuyul Slot? Tuyul Slot adalah situs slot online resmi yang menawarkan berbagai keuntungan bagi para pemainnya. Berikut adalah beberapa alasan mengapa Anda harus memilih Tuyul Slot: 1. Keamanan dan Kepercayaan Tuyul Slot adalah situs slot online resmi yang terpercaya dan memiliki reputasi yang baik di kalangan pemain judi online. Situs ini menggunakan teknologi keamanan terkini untuk melindungi data pribadi dan transaksi keuangan pemain. Anda dapat bermain dengan tenang dan yakin bahwa informasi Anda aman. 2. Pilihan Permainan yang Beragam Tuyul Slot menawarkan berbagai macam permainan slot online yang menarik. Anda dapat memilih dari ratusan judul permainan yang berbeda, dengan tema dan fitur yang beragam. Setiap permainan memiliki tampilan grafis yang menarik dan suara yang menghibur, memberikan pengalaman bermain yang tak terlupakan. 3. Kemudahan Menang Salah satu keunggulan utama dari Tuyul Slot adalah kemudahan untuk memenangkan hadiah. Situs ini menyediakan mesin slot online dengan tingkat pengembalian yang tinggi, sehingga peluang Anda untuk memenangkan hadiah besar lebih tinggi. Selain itu, Tuyul Slot juga menawarkan berbagai bonus dan promosi menarik yang dapat meningkatkan peluang Anda untuk menang. Cara Memulai Bermain di Tuyul Slot Untuk memulai bermain di Tuyul Slot, Anda perlu mengikuti langkah-langkah berikut: 1. Daftar Akun Kunjungi situs Tuyul Slot dan klik tombol "Daftar" untuk membuat akun baru. Isi formulir pendaftaran dengan informasi pribadi yang valid dan lengkap. Pastikan untuk memberikan data yang akurat dan jaga kerahasiaan informasi Anda. 2. Deposit Dana Setelah mendaftar, Anda perlu melakukan deposit dana ke akun Anda. Tuyul Slot menyediakan berbagai metode pembayaran yang aman dan terpercaya. Pilih metode yang paling nyaman untuk Anda dan ikuti petunjuk untuk melakukan deposit. 3. Pilih Permainan Setelah memiliki dana di akun Anda, Anda dapat memilih permainan slot online yang ingin Anda mainkan. Telusuri koleksi permainan yang tersedia dan pilih yang paling menarik bagi Anda. Anda juga dapat mencoba permainan secara gratis sebelum memasang taruhan uang sungguhan. 4. Mulai Bermain Saat Anda sudah memilih permainan, klik tombol "Main" untuk memulai permainan. Anda dapat mengatur jumlah taruhan dan jumlah garis pembayaran sesuai dengan preferensi Anda. Setelah itu, tekan tombol "Putar" dan lihat apakah Anda beruntung untuk memenangkan hadiah. Promosi dan Bonus Tuyul Slot menawarkan berbagai promosi dan bonus menarik kepada para pemainnya. Beberapa jenis promosi yang tersedia termasuk bonus deposit, cashback, dan turnamen slot. Pastikan untuk memanfaatkan promosi ini untuk meningkatkan peluang Anda memenangkan hadiah besar. Kesimpulan Tuyul Slot adalah situs slot online resmi yang menawarkan pengalaman bermain yang seru dan peluang menang yang tinggi. Dengan keamanan dan kepercayaan yang terjamin, berbagai pilihan permainan yang menarik, serta bonus dan promosi yang menguntungkan, Tuyul Slot menjadi pilihan yang tepat bagi para penggemar mesin slot online. Segera daftar akun dan mulai bermain di Tuyul Slot untuk kesempatan memenangkan hadiah besar!
    • I have been having a problem with minecraft forge. Any version. Everytime I try to launch it it always comes back with error code 1. I have tried launching from curseforge, from the minecraft launcher. I have also tried resetting my computer to see if that would help. It works on my other computer but that one is too old to run it properly. I have tried with and without mods aswell. Fabric works, optifine works, and MultiMC works aswell but i want to use forge. If you can help with this issue please DM on discord my # is Haole_Dawg#6676
    • Add the latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here  
    • I have no idea how a UI mod crashed a whole world but HUGE props to you man, just saved me +2 months of progress!  
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