Posted September 21, 20169 yr I'm working on implementing custom airships for my mod, something like http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1289952-archimedes-ships-v1-7-banking-ships but I'm stuck on how to render blocks at different position than they acctually are. I have managed to locate code that is likely responsible for rendering blocks inside RenderChunk class, extend from that class, and have my own code executed. I have copied the original code, and tried to modify it so that each block gets rendered at a position 16 blocks higher than it should be, but with no effect. I know that this is a difficult task, but if someone knows something of use, any help would be appriciated. Here is my code so far: public void rebuildChunk1(float x, float y, float z, ChunkCompileTaskGenerator generator) { CompiledChunk compiledchunk = new CompiledChunk(); int i = 1; //L.d("Getting position"); BlockPos blockpos = Util.getField(thiz, "position"); //L.d("Position get"); BlockPos blockpos1 = blockpos.add(15, 15, 15); generator.getLock().lock(); try { if (generator.getStatus() != ChunkCompileTaskGenerator.Status.COMPILING) { return; } generator.setCompiledChunk(compiledchunk); } finally { generator.getLock().unlock(); } VisGraph lvt_9_1_ = new VisGraph(); HashSet lvt_10_1_ = Sets.newHashSet(); ChunkCache region = Util.getField(thiz, "region"); if (!region.extendedLevelsInChunkCache()) { ++thiz.renderChunksUpdated; boolean[] aboolean = new boolean[blockRenderLayer.values().length]; BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher(); BlockPos.MutableBlockPos renderPos = new MutableBlockPos(); BlockPos.MutableBlockPos renderPos0 = new MutableBlockPos(blockpos); renderPos0.add(0, 16, 0); for (BlockPos.MutableBlockPos blockpos$mutableblockpos : BlockPos.getAllInBoxMutable(blockpos, blockpos1)) { renderPos.setPos(blockpos$mutableblockpos); //renderPos.add(0, 16, 0); //L.d("REndering in: " + blockpos$mutableblockpos); IBlockState iblockstate = region.getBlockState(blockpos$mutableblockpos); Block block = iblockstate.getBlock(); if (block == Blocks.GOLD_ORE) { L.d("Gold confirmed"); } //L.s("block state: " + iblockstate); if (iblockstate.isOpaqueCube()) { lvt_9_1_.setOpaqueCube(renderPos); } /*if (block.hasTileEntity(iblockstate)) { TileEntity tileentity = region.func_190300_a(blockpos$mutableblockpos, Chunk.EnumCreateEntityType.CHECK); if (tileentity != null) { TileEntitySpecialRenderer<TileEntity> tileentityspecialrenderer = TileEntityRendererDispatcher.instance.<TileEntity>getSpecialRenderer(tileentity); if (tileentityspecialrenderer != null) { compiledchunk.addTileEntity(tileentity); if (tileentityspecialrenderer.isGlobalRenderer(tileentity)) { lvt_10_1_.add(tileentity); } } } }*/ for (BlockRenderLayer blockrenderlayer1 : BlockRenderLayer.values()) { if (!block.canRenderInLayer(iblockstate, blockrenderlayer1)) continue; net.minecraftforge.client.ForgeHooksClient.setRenderLayer(blockrenderlayer1); int j = blockrenderlayer1.ordinal(); if (block.getDefaultState().getRenderType() != EnumBlockRenderType.INVISIBLE) { net.minecraft.client.renderer.VertexBuffer vertexbuffer = generator.getRegionRenderCacheBuilder().getWorldRendererByLayerId(j); if (!compiledchunk.isLayerStarted(blockrenderlayer1)) { compiledchunk.setLayerStarted(blockrenderlayer1); //thiz.preRenderBlocks(vertexbuffer, blockpos); Util.callMethod1(thiz, "preRenderBlocks", vertexbuffer, renderPos0); } aboolean[j] |= blockrendererdispatcher.renderBlock(iblockstate, renderPos, region, vertexbuffer); } } net.minecraftforge.client.ForgeHooksClient.setRenderLayer(null); } for (BlockRenderLayer blockrenderlayer : BlockRenderLayer.values()) { if (aboolean[blockrenderlayer.ordinal()]) { //compiledchunk.setLayerUsed(blockrenderlayer); Util.callMethod1(compiledchunk, "setLayerUsed", blockrenderlayer); } if (compiledchunk.isLayerStarted(blockrenderlayer)) { //thiz.postRenderBlocks(blockrenderlayer, x, y, z, generator.getRegionRenderCacheBuilder().getWorldRendererByLayer(blockrenderlayer), compiledchunk); Util.callMethod1(thiz, "postRenderBlocks", blockrenderlayer, x, y, z, generator.getRegionRenderCacheBuilder().getWorldRendererByLayer(blockrenderlayer), compiledchunk); } } } compiledchunk.setVisibility(lvt_9_1_.computeVisibility()); ReentrantLock lockCompileTask = Util.getField(thiz, "lockCompileTask"); Set<TileEntity> setTileEntities = Util.getField(thiz, "setTileEntities"); RenderGlobal renderGlobal = Util.getField(thiz, "renderGlobal"); lockCompileTask.lock(); try { Set<TileEntity> set = Sets.newHashSet(lvt_10_1_); Set<TileEntity> set1 = Sets.newHashSet(setTileEntities); set.removeAll(setTileEntities); set1.removeAll(lvt_10_1_); setTileEntities.clear(); setTileEntities.addAll(lvt_10_1_); renderGlobal.updateTileEntities(set1, set); } finally { lockCompileTask.unlock(); } } Note: the lines if (block == Blocks.GOLD_ORE) { L.d("Gold confirmed"); } Correctly detect when I place a gold block in the targeted area, so I got that going for me at least.
September 21, 20169 yr Im pretty sure it needs to be an entity or something that can store data and move VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
September 21, 20169 yr Author I can render a Tile entity with special renderer (like a chest) anywhere I want (currently even from another dimension), but blocks are just so much more complicated it seems.
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