June 3, 20178 yr Author After changing the 75 to a 25 (which still generates very much ores), there are much less lag spikes. Thank you! ^^ Now, there is only 1 thing left: Is there a way, that the TESR renders the ItemStack, too? I saw a method ForgeHooksClient#registerTESRItemStack, but I can't get it working (and it's deprecated and should have been removed in 1.9?) Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
June 3, 20178 yr You should use custom IBakedModels for your items if you need something complex, and forge's animation api if you need your items animated. That method only exists to allow rendering of tile entities as items (vanilla examples - chests, mob skulls, banners, etc.). And as you've pointed out yourself it is clearly marked for deletion.
June 3, 20178 yr Author I tried to figure out, how Chests are rendered and saw, that the chest has got an item-model-file, whose parent is "builtin/entity". I did that for the black ore, too, but then the item is just invisible. Then I saw the function TileEntityItemStackRenderer#renderByItem. The interesting part there, is this line: net.minecraftforge.client.ForgeHooksClient.renderTileItem(itemStackIn.getItem(), itemStackIn.getMetadata()); Well, then i looked into ForgeHooksClient#renderTileItem, but then I saw, that I should register my item with the function, which is very deprecated... Should I use this one then? it would work though Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
June 3, 20178 yr What exactly are you trying to achieve? Most likely you can just create a standart json model, bind it in your blockstates file and let standart model rendering take things from there.
June 3, 20178 yr Author Well, this was a silly question Got it working by adjusting the blockstates-json, thank you very much Bringing the best mod back alive! Our mod REFORGED! Balkon's Weapons for 1.8: https://github.com/TheOnlySilverClaw/Reforged/releases
June 3, 20178 yr 21 hours ago, V0idWa1k3r said: WorldGenMinable already offsets the positions for you so no need to do the +rand.nextInt(16). Minable's offset is a fixed +8 +8 to move away from the problematic north and west edges (south and east always have neighbors already, so it's ok for ores to push into them). Minable does not randomize, so a mod still needs to do that. Some mods don't use WorldGenMinable (perhaps because they must do other work or make other decisions) . Those are the mods that must beware of runaway worldgen and produce their own offset to avoid generating anything along the north or west edge of the given chunk (which would trigger neighbor updates into unloaded chunks, which would trigger more worldgen). The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.
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