Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

1.13 without metadata, how will it work?


OsHeaven
 Share

Recommended Posts

in 1.13, the flattening, metadata  will remove. so we can use more then 16 block variants. I like it very much, so I can finish my ore-addition-mod in a more elegant way. but how will the new system work? is there any information out now? or does some of the reality controller guys here knowing something? any ideas?

will there be a posibility to create the new block "variants" automatically or do we have to hardcode every block?

Link to comment
Share on other sites

Block states already have IDs in 1.12.x and before, it is calculated from the 12 bit block ID and 4 bit metadata, making for 16 bit (65535 total block states possible in theory). But since not every block uses all 16 possible metadata values, you end up only using much less of that space.

Most likely (all speculation, I have not tried looking at the code) they just take the existing 16 bit ID and instead of splitting it up into block ID and metadata they assign it to the block states consecutively, meaning every block can use as many states as it needs (it will just use more 16 bit numbers) and it will use as many state IDs as it actually needs (instead of now where every block uses 16 state IDs no matter what).

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • okay thank you for clarifying! I'll try to implement the setup method and event listeners as an extra class, maybe this works!
    • Show your code. You do not have to draw the entire texture (see above). You do not have to draw the texture at 1:1 scale.
    • MC version :1.16.5 Forge version :36.2.20 I added "MeleeAttackGoal" in my entity,and then I can‘t summon this entity.what's wrong in my code? //the entity's code package net.fsmc.classmates.animals; import net.minecraft.entity.AgeableEntity; import net.minecraft.entity.EntityType; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.ai.attributes.Attributes; import net.minecraft.entity.ai.goal.*; import net.minecraft.entity.merchant.villager.AbstractVillagerEntity; import net.minecraft.entity.monster.ZombifiedPiglinEntity; import net.minecraft.entity.passive.AnimalEntity; import net.minecraft.entity.passive.IronGolemEntity; import net.minecraft.entity.passive.TurtleEntity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.world.World; import net.minecraft.world.server.ServerWorld; import javax.annotation.Nullable; public class n7Yjy extends AnimalEntity  {          public n7Yjy(EntityType<? extends AnimalEntity> type, World worldIn) {         super(type, worldIn);     }          public static AttributeModifierMap.@NotNull MutableAttribute registerAttributes() {          return MobEntity.func_233666_p_()                  .createMutableAttribute(Attributes.MOVEMENT_SPEED, 0.23000000417232513D)                  .createMutableAttribute(Attributes.ATTACK_DAMAGE, 7.0D)                  .createMutableAttribute(Attributes.FOLLOW_RANGE, 40.0D)                  .createMutableAttribute(Attributes.MAX_HEALTH, 30.0D);      }          @Override     protected void registerGoals(){         this.goalSelector.addGoal(2, new RandomWalkingGoal(this , 1D,1));         this.goalSelector.addGoal(3, new LookAtGoal(this,PlayerEntity.class,8.0f));         this.goalSelector.addGoal(3,new MeleeAttackGoal(this,0.3,true));         this.Target();     }     public void Target(){         this.targetSelector.addGoal(2, (new HurtByTargetGoal(this,new Class[0])).setCallsForHelp(new Class[]{ZombifiedPiglinEntity.class}));         this.targetSelector.addGoal(1, new NearestAttackableTargetGoal<>(this, PlayerEntity.class, true));         this.targetSelector.addGoal(1, new NearestAttackableTargetGoal<>(this, AbstractVillagerEntity.class, false));         this.targetSelector.addGoal(1, new NearestAttackableTargetGoal<>(this, IronGolemEntity.class, true));         this.targetSelector.addGoal(1, new NearestAttackableTargetGoal<>(this, TurtleEntity.class, 10, true, false, TurtleEntity.TARGET_DRY_BABY));     }     @Nullable     @Override     public AgeableEntity createChild(ServerWorld serverWorld, AgeableEntity ageableEntity) {         return null;     } }
    • I am trying to set up my first project and it says this: Unsupported Java.  Your build is currently configured to use Java 16.0.1 and Gradle 6.8.1. Possible solution:  - Use Java 15 as Gradle JVM: Open Gradle settings   - Upgrade Gradle wrapper to 7.0 version and re-import the project I know I am using Java 15 already because in the gradle settings it says gradle JVM: 15 version 15.0.2 So my question is how do I upgrade the gradle wrapper? Sorry if this is a noobie question, trying to set up my first project.  
    • Yes, I don't think you want this as a mod jar. I am not 100% on the details, but ModLauncher implements a multi-module-layer system and you need to load into a specific layer.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.