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Posted

I need to render a line kind of like the Immersive Engineering cables.

I tried to use Minecraft's RenderFish class as example, but I had no luck doing it.

 

Spoiler

public class MesHandler implements IMessageHandler<Mes, IMessage>{

	@Override
	public IMessage onMessage(Mes message, MessageContext ctx) {
		
		if (ctx.side != Side.CLIENT) 
		{
		      System.err.println("Message received on wrong side:" + ctx.side);
		      return null;
		}
		
		
		int x = message.x;
		int y = message.y;
		int z = message.z;
		
		Vec3d vec1 = new Vec3d(x, y, z);
		Vec3d vec2 = new Vec3d(x + 2, y , z );
		
		//IThreadListener mainThread = Minecraft.getMinecraft();
		Minecraft mainThread = Minecraft.getMinecraft();
		mainThread.addScheduledTask(new Runnable() {
			
			@Override
			public void run() {
				draw(vec1, vec2);
				System.out.println(x + "  " + y + "  " + z);
			}
		});    	
		
		return null;
	}
	
	public static void draw(Vec3d posA, Vec3d posB) 
	{
		GlStateManager.pushMatrix();
		GlStateManager.disableTexture2D();
		GlStateManager.disableLighting();
		GlStateManager.glLineWidth(2.0F);

	    Tessellator tessellator = Tessellator.getInstance();
	    BufferBuilder buffer = tessellator.getBuffer();
	    buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
	    buffer.pos(posA.x, posA.y, posA.z).color(Color.BLACK.getRed(), Color.BLACK.getGreen(), Color.BLACK.getBlue(), Color.BLACK.getAlpha()).endVertex();
	    buffer.pos(posB.x, posB.y, posB.z).color(Color.BLACK.getRed(), Color.BLACK.getGreen(), Color.BLACK.getBlue(), Color.BLACK.getAlpha()).endVertex();
	    
	    tessellator.draw();

		GlStateManager.enableLighting();
		GlStateManager.enableTexture2D();
    }

 

Spoiler

public class Mes implements IMessage{

	public int x , y , z;
	
	public Mes(){}

    public Mes(int x , int y , int z){
        this.x = x;
        this.y = y;
        this.z = z;
    }

	@Override
	public void fromBytes(ByteBuf buf) {
		x = buf.readInt();
		y = buf.readInt();
		z = buf.readInt();
	}

	@Override
	public void toBytes(ByteBuf buf) {
		buf.writeInt(x);
		buf.writeInt(y);
		buf.writeInt(z);
	}
}

 

Spoiler

@Override
	public EnumActionResult onItemUse(EntityPlayer player, World worldIn, BlockPos pos, EnumHand hand,
			EnumFacing facing, float hitX, float hitY, float hitZ) {
  
  PacketHandler.INSTANCE.sendToAll(new Mes(player.getPosition().getX() , player.getPosition().getY() , player.getPosition().getZ()));
  
}

 

 

Posted
Posted

So I managed to render a line using RenderWorldLastEvent, but I have no idea how to store the TileEntities on client side.

Spoiler

@SubscribeEvent
	public static void renderWorldLastEvent(RenderWorldLastEvent event)
	{
		
		GlStateManager.pushMatrix();
		//GlStateManager.pushAttrib();
		
		double x = 70;
		double y = 80;
		double z = 4;
		
		EntityPlayer rootPlayer = Minecraft.getMinecraft().player;
		
		double px = rootPlayer.lastTickPosX + (rootPlayer.posX - rootPlayer.lastTickPosX) * event.getPartialTicks();
		double py = rootPlayer.lastTickPosY + (rootPlayer.posY - rootPlayer.lastTickPosY) * event.getPartialTicks();
		double pz = rootPlayer.lastTickPosZ + (rootPlayer.posZ - rootPlayer.lastTickPosZ) * event.getPartialTicks();
		
		GlStateManager.translate(-px, -py, -pz);
		
		Vec3d vec1 = new Vec3d(x, y, z);
		Vec3d vec2 = new Vec3d(x + 2, y + 2, z + 2);

		LineRender.drawLine(vec1, vec2);			
		
		GlStateManager.popMatrix();
		//GlStateManager.popAttrib();
		
		
	}

 

 

Posted
3 hours ago, xxTFxx said:

So I managed to render a line using RenderWorldLastEvent, but I have no idea how to store the TileEntities on client side.

  Reveal hidden contents


@SubscribeEvent
	public static void renderWorldLastEvent(RenderWorldLastEvent event)
	{
		
		GlStateManager.pushMatrix();
		//GlStateManager.pushAttrib();
		
		double x = 70;
		double y = 80;
		double z = 4;
		
		EntityPlayer rootPlayer = Minecraft.getMinecraft().player;
		
		double px = rootPlayer.lastTickPosX + (rootPlayer.posX - rootPlayer.lastTickPosX) * event.getPartialTicks();
		double py = rootPlayer.lastTickPosY + (rootPlayer.posY - rootPlayer.lastTickPosY) * event.getPartialTicks();
		double pz = rootPlayer.lastTickPosZ + (rootPlayer.posZ - rootPlayer.lastTickPosZ) * event.getPartialTicks();
		
		GlStateManager.translate(-px, -py, -pz);
		
		Vec3d vec1 = new Vec3d(x, y, z);
		Vec3d vec2 = new Vec3d(x + 2, y + 2, z + 2);

		LineRender.drawLine(vec1, vec2);			
		
		GlStateManager.popMatrix();
		//GlStateManager.popAttrib();
		
		
	}

 

 

Use packets to sync tile entity’s data from server to client.

 

15 hours ago, CAS_ual_TY said:

RenderWorldLastEvent together with a place to store the cables client side is what I would do.

I would suggest making a TileEntityRenderer and do the rendering of cables there. Each tile entity would only renders its cables, therefore making another storage of cables unnecessary.

 

 

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Some tips:

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Modder Support:

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1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Posted

Can I do something, so the TileEntity renders the cable when I don't look at the TileEntity?

Or do I need to render the cables twice from each end.

Posted (edited)
18 minutes ago, xxTFxx said:

Can I do something, so the TileEntity renders the cable when I don't look at the TileEntity?

Or do I need to render the cables twice from each end.

Oof. You might be better off just querying the nearby area for all instances of your TE (there's a chunk TE cache, don't examine every block) and render all* the cables all the time. 

 

*I would only look at the 9 or 16 chunks directly around the player, if you have cables longer or farther away than that, fuck'em. (1) don't let cables be that long and (2) if they're that far away you don't need to be able to see them. Additionally you can cull any cables that aren't within 32 vertical blocks of the player as well (you'll need to write a check for this).  Culling for things behind the camera will be too difficult and not worth it.

Edited by Draco18s

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.

Posted (edited)
23 minutes ago, Draco18s said:

*I would only look at the 9 or 16 chunks directly around the player, if you have cables longer or farther away than that, fuck'em. 

That makes sense, but the problem is that TESR doesn't render the cable if I'm not looking at the TileEntity.

Spoiler

public class ConnectorRender extends TileEntitySpecialRenderer<TE_Connector>{

	@Override
	public void render(TE_Connector te, double x, double y, double z, float partialTicks, int destroyStage,
			float alpha) {

		if(te.isConnected())
		{
			BlockPos linkTo = te.getLinkTo();
			int dx = (te.getPos().getX() - linkTo.getX());
			int dy = (te.getPos().getY() - linkTo.getY());
			int dz = (te.getPos().getZ() - linkTo.getZ());
			
			GlStateManager.pushMatrix();
			GlStateManager.disableTexture2D();
			GlStateManager.glLineWidth(2.0F);
	
		    Tessellator tessellator = Tessellator.getInstance();
		    BufferBuilder buffer = tessellator.getBuffer();
		    buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
		    
		    
		    buffer.pos(x + 0.5D , y + 0.5D , z + 0.5D).color(Color.BLACK.getRed(), Color.BLACK.getGreen(), Color.BLACK.getBlue(), Color.BLACK.getAlpha()).endVertex();
		    buffer.pos(x - dx + 0.5D  , y - dy + 0.5D , z - dz + 0.5D).color(Color.BLACK.getRed(), Color.BLACK.getGreen(), Color.BLACK.getBlue(), Color.BLACK.getAlpha()).endVertex();
		    tessellator.draw();
	
			GlStateManager.enableTexture2D();
			GlStateManager.popMatrix();
		}
		
		
		
		super.render(te, x, y, z, partialTicks, destroyStage, alpha);
	}
	
	
}

 

 

Edited by xxTFxx
Posted

Well, of course, because TEs are culled when they are outside the view frustum. I was assuming that this was true:

14 hours ago, DavidM said:

So I managed to render a line using RenderWorldLastEvent

You don't need to *store* the cables anywhere. Inside the event you get the world from the Minecraft instance, query the TE cache that already exists, find your TEs, get their cables, render them.

  • Thanks 1

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.

Posted
8 hours ago, xxTFxx said:

Can I do something, so the TileEntity renders the cable when I don't look at the TileEntity?

Or do I need to render the cables twice from each end.

Override TileEntity#getRenderBoundingBox and return NULL_AABB to make the tile entity render at all times (when you are not looking at it).

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Posted
On 8/20/2019 at 1:34 AM, DavidM said:

Override TileEntity#getRenderBoundingBox and return NULL_AABB to make the tile entity render at all times (when you are not looking at it).

When I do that it gives NullPointerException.

Posted (edited)

That should be impossible. Show your code.

 

Note that NULL_AABB might had been renamed to INFINITE_EXTENT_AABB.

Edited by DavidM

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Posted

Is there something I can do to make this work?

It renders properly even if I'm not looking at the TE, but only when I'm in the same chunk as TE.

 

My code:

Spoiler

public class ConnectorRender extends TileEntitySpecialRenderer<TE_Connector>{

	@Override
	public void render(TE_Connector te, double x, double y, double z, float partialTicks, int destroyStage,
			float alpha) {

		if(te.hasConnectionTo())
		{
			BlockPos linkTo = te.getLinkTo();
			
			Vec3d vec1 = new Vec3d(x + 0.5D, y + 0.5D,  z + 0.5D);
			Vec3d vec2 = new Vec3d(linkTo.getX() + 0.5D , linkTo.getY() + 0.5D, linkTo.getZ() + 0.5D);
			
			GlStateManager.pushMatrix();

			GlStateManager.disableTexture2D();
			GlStateManager.glLineWidth(2.0F);

		    Tessellator tessellator = Tessellator.getInstance();
		    BufferBuilder buffer = tessellator.getBuffer();
		    buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
		    double lenght = Math.sqrt( (te.getPos().getX() + 0.5D - vec2.x) * (te.getPos().getX() + 0.5D - vec2.x) + (te.getPos().getY() + 0.5D - vec2.y) * (te.getPos().getY() + 0.5D - vec2.y)  + (te.getPos().getZ() + 0.5D - vec2.z) * (te.getPos().getZ() + 0.5D - vec2.z) );
		    
		    double a = 1 / (25 * Math.sqrt(lenght));
		    
		    for(double i = 0 ; i <= lenght + 0.1D ; i += 0.2D)
		    {
		    	double y1 = a * (i) * (i - lenght);
		    	Vec3d vec3;
		    	if( te.getPos().getX() + 0.5D - vec2.x > 0 || te.getPos().getX() + 0.5D - vec2.x == 0 )
		    	{
		    		vec3 = new Vec3d(vec1.x - i, vec1.y + y1, vec1.z);
		    	}
		    	else
		    	{
		    		vec3 = new Vec3d(vec1.x + i, vec1.y + y1, vec1.z);
		    	}
		    	buffer.pos(vec3.x , vec3.y , vec3.z).color(Color.BLACK.getRed(), Color.BLACK.getGreen(), Color.BLACK.getBlue(), Color.BLACK.getAlpha()).endVertex();
		    }
		    if(te.getPos().getZ() != linkTo.getZ())
		    {
		    	double l_x = Math.sqrt( (te.getPos().getX() + 0.5D - vec2.x) * (te.getPos().getX() + 0.5D - vec2.x) );
		    	double l_z = Math.sqrt( (te.getPos().getZ() + 0.5D - vec2.z) * (te.getPos().getZ() + 0.5D - vec2.z) );
		    	double atan = Math.atan( l_z / l_x );
		    	double angle = Math.toDegrees(atan);
		    	if(te.getPos().getZ() + 0.5D - vec2.z > 0) angle = -angle;
		    	if(te.getPos().getX() + 0.5D - vec2.x < 0) angle = -angle;
		    	if(angle != 0)
		    	{
		    		GlStateManager.translate(x  + 0.5D, 0, z  + 0.5D);
				    GlStateManager.rotate((float) angle, 0, 1, 0);
				    GlStateManager.translate(-x - 0.5D , 0, -z - 0.5D  );
		    	}
		    }
		    
		    if(te.getPos().getY() != linkTo.getY())
		    {
		    	double l_x = te.getPos().getX() + 0.5D - vec2.x;
		    	double l_z = te.getPos().getZ() + 0.5D - vec2.z;
		    	double l_y = Math.sqrt( l_x * l_x + l_z * l_z);
		    	double atan = Math.atan( (te.getPos().getY() + 0.5D - vec2.y) / l_y );
		    	double angle = Math.toDegrees(atan);

		    	if(Math.abs(te.getPos().getX()) + 0.5D - Math.abs(vec2.x) < 0)
		    	{
		    		angle = -angle;
		    	}
		    	if(angle != 0)
		    	{
		    		GlStateManager.translate(x + 0.5D, y + 0.5D, z + 0.5D);
				    GlStateManager.rotate((float) angle, 0, 0, 1);
				    GlStateManager.translate(-x - 0.5D , -y - 0.5D , -z - 0.5D);
		    	}
		    }
		    
		    
		    tessellator.draw();
			GlStateManager.enableTexture2D();
			
			GlStateManager.popMatrix();
		}
			
		super.render(te, x, y, z, partialTicks, destroyStage, alpha);
	}
	
}

 

Spoiler

public class TE_Connector extends TileEntity implements ITickable{
	
	private boolean connectionTo = false;
	private boolean connectionFrom = false;
	private BlockPos linkTo;
	private BlockPos linkFrom;
	private int timer = 0;
	private CustomEnergyStorage storage = new CustomEnergyStorage(100, 100);
	private int output = 100;
	
	@Override
	public void update() {
		
		if(storage.getEnergyStored() >= output)
		{
			if(connectionTo)
			{
				TileEntity tile = world.getTileEntity(linkTo);
				if(tile instanceof TE_Connector)
				{
					if(tile.hasCapability(CapabilityEnergy.ENERGY, null))
					{
						IEnergyStorage handler = tile.getCapability(CapabilityEnergy.ENERGY, null);
						if(handler != null && handler.getEnergyStored() + output <= handler.getMaxEnergyStored())
						{
							handler.receiveEnergy(output, false);
							storage.consumeEnergy(output);
						}
					}
				}
			}		
		}
		
		sendEnergy();
		
	}
	
	public boolean hasConnectionTo()
	{		
		return this.connectionTo;
	}
	
	public boolean hasConnectionFrom()
	{
		return this.connectionFrom;
	}
	
	public void changeConnectionToState(boolean state)
	{
		this.connectionTo = state;
	}
	
	public void changeConnectionFromState(boolean state)
	{
		this.connectionFrom = state;
	}
	
	public void setLinkTo(int x , int y , int z)
	{
		this.linkTo = new BlockPos(x, y, z);
	}
	
	public void setLinkFrom(int x , int y , int z)
	{
		this.linkFrom = new BlockPos(x, y, z);
	}
	
	public BlockPos getLinkTo()
	{
		return this.linkTo;
	}
	
	public BlockPos getLinkFrom()
	{
		return this.linkFrom;
	}
	
	private void sendEnergy() {
		if(storage.getEnergyStored() >= output )
		{
			for(EnumFacing facing : EnumFacing.VALUES)
			{
				TileEntity tile = world.getTileEntity(pos.offset(facing));
				if(tile != null && !(tile instanceof TE_Connector) && tile.hasCapability(CapabilityEnergy.ENERGY, facing.getOpposite()))
				{
					IEnergyStorage handler = tile.getCapability(CapabilityEnergy.ENERGY, facing.getOpposite());
					if(handler != null && handler.canReceive() && handler.getEnergyStored() + output <= handler.getMaxEnergyStored())
					{
						handler.receiveEnergy(output, false);
						storage.consumeEnergy(output);
					}
					else return;
				}
			}
			markDirty();
		}
	}
	
	@Override
	public AxisAlignedBB getRenderBoundingBox() {
		//return new AxisAlignedBB(this.pos.getX() - 32, this.pos.getY() -32, this.pos.getZ() - 32, this.pos.getX() + 32, this.pos.getY() + 32, this.pos.getZ() + 32);
		return INFINITE_EXTENT_AABB;
	}
	
	public IBlockState getState() {
		return world.getBlockState(pos);
	}
	
	@Override
	public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
		
		if(capability.equals(CapabilityEnergy.ENERGY))
		{
			return true;
		}
		return super.hasCapability(capability, facing);
	}
	
	@Override
	public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
		if(capability.equals(CapabilityEnergy.ENERGY))
		{
			return (T)this.storage;
		}
		return super.getCapability(capability, facing);
	}
	
	@Override
	public NBTTagCompound writeToNBT(NBTTagCompound compound) {
		super.writeToNBT(compound);
		this.storage.writeToNBT(compound);
		compound.setBoolean("hasConnection", this.connectionTo);
		compound.setBoolean("hasConnectionFrom", this.connectionFrom);
		if(this.connectionTo)
		{
			compound.setInteger("xTo", this.linkTo.getX());
			compound.setInteger("yTo", this.linkTo.getY());
			compound.setInteger("zTo", this.linkTo.getZ());			
		}
		if(this.connectionFrom)
		{
			compound.setInteger("xFrom", this.linkFrom.getX());
			compound.setInteger("yFrom", this.linkFrom.getY());
			compound.setInteger("zFrom", this.linkFrom.getZ());			
		}
		return compound;
	}
	
	@Override
	public void readFromNBT(NBTTagCompound compound) {
		super.readFromNBT(compound);
		this.storage.readFromNBT(compound);
		this.connectionTo = compound.getBoolean("hasConnection");
		this.connectionFrom = compound.getBoolean("hasConnectionFrom");
		if(this.connectionTo)
		{
			this.setLinkTo(compound.getInteger("xTo"), compound.getInteger("yTo"), compound.getInteger("zTo"));			
		}
		if(this.connectionFrom)
		{
			this.setLinkFrom(compound.getInteger("xFrom"), compound.getInteger("yFrom"), compound.getInteger("zFrom"));	
		}
	}
}

 

I know it's not well optimised, but for now I'm just trying to make this work.

Posted
17 minutes ago, xxTFxx said:

but only when I'm in the same chunk as TE.

You also need to override TileEntity#getMaxRenderDIstanceSquared for reference the Beacon returns a value of 65536.0D

  • Thanks 1

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.

Posted
32 minutes ago, Animefan8888 said:

You also need to override TileEntity#getMaxRenderDIstanceSquared for reference the Beacon returns a value of 65536.0D

Ok, I've tested it and it also works only when I'm looking at the TE.

Posted
4 minutes ago, xxTFxx said:

Ok, I've tested it and it also works only when I'm looking at the TE.

Did you change the bounding box away from INFINITE_EXTENT_AABB? Because otherwise it should assume you are always looking at it.

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.

Posted

This might not help (sorry) but I have a TESR which draws long tracks which used to disappear when looked at from a certain angle, with the block off the screen. That was only fixed by overriding isGlobalRenderer, returning true. This might hurt performance if you plan to have a lot of these blocks but I didn't have any problems with about 50 of those blocks on the screen (didn't try any higher).

Posted
5 minutes ago, FredTargaryen said:

This might not help (sorry) but I have a TESR which draws long tracks which used to disappear when looked at from a certain angle, with the block off the screen. That was only fixed by overriding isGlobalRenderer, returning true. This might hurt performance if you plan to have a lot of these blocks but I didn't have any problems with about 50 of those blocks on the screen (didn't try any higher).

Thanks, that did actually helped.

Posted
40 minutes ago, xxTFxx said:

Ok, I've tested it and it also works only when I'm looking at the TE.

This is also what the TileEntityBeaconRenderer does ???

6 minutes ago, FredTargaryen said:

This might not help (sorry) but I have a TESR which draws long tracks which used to disappear when looked at from a certain angle, with the block off the screen. That was only fixed by overriding isGlobalRenderer, returning true. This might hurt performance if you plan to have a lot of these blocks but I didn't have any problems with about 50 of those blocks on the screen (didn't try any higher).

 

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.

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    • We are your trusted partner in discovering the best coupon codes and offers from top e-commerce platforms across Western countries, including the USA, Canada, and Europe. Our mission is simple: to help you save big while shopping for your favorite products. In this article, we’ll explore “Temu Coupon Code [acs670886]” showcasing unbeatable savings opportunities tailored just for you. Whether you're a savvy shopper looking for exclusive deals or a first-time buyer seeking maximum discounts, we have you covered. Together, we’ll make every shopping spree a budget-friendly adventure! Use the exclusive code “acs670886” to access maximum benefits in the USA, Canada, and European nations. Whether you're shopping for yourself or gifting others, this code guarantees unparalleled savings. Make the most of the Temu coupon $100 off and Temu $100 off coupon code today. It's time to enjoy exceptional deals and turn your shopping spree into a budget-friendly experience. 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    • Hello everyone new here how are you all?
    • I haven't tested it but under https://minecraft.wiki/w/Items_model_definition it says now:   So I guess the resource location must have changed with 1.24.4, which means you need to move your models/item/ to the new source. But as I said I haven't tested this so it also may be that this wont work. Nevertheless give it a try      EDIT (important) So now I tested it and found out how it works   Let the model files (e.g. the .json from blockbench) within "assets/<your_mod_id>/models/item" In addition to that do the following: Every model you added will need a new file under "assets/<your_mod_id>/items" That file is also a JSON and looks like this: { "model": { "type": "minecraft:model", "model": "your_mod_id:item/custom_item" } } - "type" can be minecraft:model, minecraft:composite, minecraft:condition, minecraft:select, minecraft:range_dispatch, minecraft:empty, minecraft:bundle/selected_item or minecraft:special. (In most cases you would need minecraft:model) - "model" is the path to your actual model for this item. For example the value above would point to "assets/your_mod_id/models/item/custom_item"
    • On version 1.20.1 there is a build with the AE2 mod, and when opening the reference book for this mod inside Minecraft, it just freezes and closes
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