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Posted

Hello, as you can see in the title I get a crash when I search for my block/go into my custom creative tab where the block is in.

The block has a custom model, and I believe that is the problem. This was my first model block, so I don't know much of it yet and I followed this tutorial: http://minalien.com/tutorial-advancedmodelloader/

Error:

 

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Clientproxy:

 

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Commonproxy:

 

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Main mod class:

 

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Block class:

 

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TileEntityBlock class:

 

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ItemBlockRenderer class:

 

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ModelBlock class:

 

  Reveal hidden contents

 

TileEntityBlockRenderer class:

 

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Block.obj:

 

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(The .obj was a .java out of Techne first, but I renamed it to .obj)

Thanks already :)

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Posted
  On 6/25/2013 at 4:23 PM, ObsequiousNewt said:

That's not a Wavefront file. I don't think that Techne outputs Wavefront files.

What should I do with it then?

Posted
  On 6/25/2013 at 4:25 PM, Nieue said:

  Quote

That's not a Wavefront file. I don't think that Techne outputs Wavefront files.

What should I do with it then?

Convert it manually, find a converter (which I doubt you'll be able to do), or find another program that makes wavefront files.

 

Or just use it as a normal renderer. Why do you need a Wavefront renderer?

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted
  On 6/25/2013 at 4:34 PM, ObsequiousNewt said:

  Quote

  Quote

That's not a Wavefront file. I don't think that Techne outputs Wavefront files.

What should I do with it then?

Convert it manually, find a converter (which I doubt you'll be able to do), or find another program that makes wavefront files.

 

Or just use it as a normal renderer. Why do you need a Wavefront renderer?

I just copied the code from the tutorial and edited it to my codes. I can however make the model into a .java but I've tried that with this and it didn't work.

Posted
  On 6/25/2013 at 5:54 PM, Nieue said:

  Quote

  Quote

  Quote

That's not a Wavefront file. I don't think that Techne outputs Wavefront files.

What should I do with it then?

Convert it manually, find a converter (which I doubt you'll be able to do), or find another program that makes wavefront files.

 

Or just use it as a normal renderer. Why do you need a Wavefront renderer?

I just copied the code from the tutorial and edited it to my codes. I can however make the model into a .java but I've tried that with this and it didn't work.

"It doesn't work." Then we can fix it. Describe how it doesn't work. But it's going to work even less if you try it like this.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted
  On 6/25/2013 at 6:26 PM, ObsequiousNewt said:

  Quote

  Quote

  Quote

  Quote

That's not a Wavefront file. I don't think that Techne outputs Wavefront files.

What should I do with it then?

Convert it manually, find a converter (which I doubt you'll be able to do), or find another program that makes wavefront files.

 

Or just use it as a normal renderer. Why do you need a Wavefront renderer?

I just copied the code from the tutorial and edited it to my codes. I can however make the model into a .java but I've tried that with this and it didn't work.

"It doesn't work." Then we can fix it. Describe how it doesn't work. But it's going to work even less if you try it like this.

Okay, so I put in the model.java and edited the model code so it doesn't say .obj anymore instead it says .java.

And I get this error on startup:

 

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Model.java file:

 

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Posted

look for a better tutorial. your "ModelBlock" class is totally unnecessary and most likely the culprit. your "Block.obj" should already be your model class and you don't need to go through those roundabout ways to access it.

Posted
  On 6/25/2013 at 7:19 PM, pelep said:

look for a better tutorial. your "ModelBlock" class is totally unnecessary and most likely the culprit. your "Block.obj" should already be your model class and you don't need to go through those roundabout ways to access it.

So, delete the block class and...?

Posted

get rid of your ModelBlock class and replace it with the java file that you got from techne. it's your "Block.obj", but why you changed it to a .obj file, i have no idea why. change it back to a .java file. after you replace the ModelBlock class, you're going to get errors at first because now that it's replaced, this method

 

   public void render()
   {
      modelAltar.renderAll();
   }

 

is gone. so go edit your techne file and change this method

 

  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
  {
    super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5);
    Plate.render(f5);
    Candle1.render(f5);
    BookStand.render(f5);
    Candle2.render(f5);
    Candle3.render(f5);
    Candle4.render(f5);
    PlateHolder.render(f5);
    Page1.render(f5);
    Page2.render(f5);
    Book1.render(f5);
    Book2.render(f5);
  }

 

to this

 

//you don't necessarily need to remove all the parameters. add more if you want more control over the rendering
  public void render()
  {
    // this is the scale of the model. change it if you want.
    float f5 = 0.0625F;

    Plate.render(f5);
    Candle1.render(f5);
    BookStand.render(f5);
    Candle2.render(f5);
    Candle3.render(f5);
    Candle4.render(f5);
    PlateHolder.render(f5);
    Page1.render(f5);
    Page2.render(f5);
    Book1.render(f5);
    Book2.render(f5);
  }

 

afterward, if your game stops crashing and you're able to place your block down but you don't see anything being rendered, it's most likely because the translations or scale isn't right. so you're going to have to play around with them to get it rendered in the right place and in the right size

 

what i said in a nutshell:

 

your ModelBlock class is bs. your Block.obj should be your ModelAltar.

Posted

Okay, so I did that. And I had to change a few things in the main mod file:

 

Changed this: public final static Block MillarkiAltar = new MillarkiAltar(BLOCK_ID);

 

To: public final static mods.Millarki.common.MillarkiAltar MillarkiAltar = new MillarkiAltar();

 

And when I try to run the game it crashes

Console log:

 

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Posted
  On 6/25/2013 at 9:05 PM, pelep said:

yeah i don't think you understood what i said at all.... none of the things i said required you to change the MillarkiAltar class...

Read the OP and the thread. He used a tutorial for making special models, which I pointed out was unnecessary. You told him to replace the .obj file with .java, which he had already done, you restated what I had already said, and then you told him to delete his block class, which has caused an unnecessary tangle. Really, I was doing alright before you butted in.

 

@Nieue: Yes, that is the correct tutorial.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted
  On 6/26/2013 at 12:07 AM, ObsequiousNewt said:

  Quote

yeah i don't think you understood what i said at all.... none of the things i said required you to change the MillarkiAltar class...

Read the OP and the thread. He used a tutorial for making special models, which I pointed out was unnecessary. You told him to replace the .obj file with .java, which he had already done, you restated what I had already said, and then you told him to delete his block class, which has caused an unnecessary tangle. Really, I was doing alright before you butted in.

 

@Nieue: Yes, that is the correct tutorial.

 

read my post again. i said "ModelBlock" class not "Block" class. he already has the necessary files to make it work and just needs to get rid of a few stuff. tried to help, but not my fault if neither of you read carefully. but whatever then. i'll stop butting in so you can help him, my lord.

Posted

I followed this (http://www.minecraftforge.net/wiki/Custom_Tile_Entity_Renderer) tutorial, and I got an error when putting in the last line in my renderer class:

 

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error on this.model.render...... error quick fix = Create field 'model' in this class & create constant 'model' in this class

Probably a very nooblike fault of me. But I don't know how to fix it :(

Posted
  On 6/28/2013 at 7:05 PM, Nieue said:

I followed this (http://www.minecraftforge.net/wiki/Custom_Tile_Entity_Renderer) tutorial, and I got an error when putting in the last line in my renderer class:

 

  Reveal hidden contents

 

error on this.model.render...... error quick fix = Create field 'model' in this class & create constant 'model' in this class

Probably a very nooblike fault of me. But I don't know how to fix it :(

Yes. You do need a model field (public final ModelWhatever model = new ModelWhatever();), which the tutorial, for some reason, fails to provide.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted
  On 6/28/2013 at 10:23 PM, ObsequiousNewt said:

  Quote

I followed this (http://www.minecraftforge.net/wiki/Custom_Tile_Entity_Renderer) tutorial, and I got an error when putting in the last line in my renderer class:

 

  Reveal hidden contents

 

error on this.model.render...... error quick fix = Create field 'model' in this class & create constant 'model' in this class

Probably a very nooblike fault of me. But I don't know how to fix it :(

Yes. You do need a model field (public final ModelWhatever model = new ModelWhatever();), which the tutorial, for some reason, fails to provide.

So now I have this:

 

  Reveal hidden contents

 

And there is an error on  public final mods.Millarki.models.AltarModel model = new mods.Millarki.models.AltarModel();

The error fix = Syntax error on token ';', invalid AssignmentOperator

And I've tried to fix the error, but it keeps giving me another error.

  • 4 weeks later...
Posted

Updated the code to 1.6.2 (using another mod now)

The TileEntityRenderer:

package assets.blutricity.common;

import net.minecraft.block.Block;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import org.lwjgl.opengl.GL11;

import assets.blutricity.models.solarpanel;

public class TileEntitySolarPanelRenderer extends TileEntitySpecialRenderer{
 private static final ResourceLocation SolarPanel = new ResourceLocation("blutricity:textures/blocks/solarpanel.png");

//This method is called when minecraft renders a tile entity
    public void renderTileEntityAt(TileEntity tileEntity, double d, double d1, double d2, float f) {
        GL11.glPushMatrix();
         //This will move our renderer so that it will be on proper place in the world
         GL11.glTranslatef((float)d, (float)d1, (float)d2);
         TileEntitySolarPanel tileEntitySolarPanel = (TileEntitySolarPanel)tileEntity;
         /*Note that true tile entity coordinates (tileEntity.xCoord, etc) do not match to render coordinates (d, etc) that are calculated as [true coordinates] - [player coordinates (camera coordinates)]*/
         renderBlockSolarPanel(tileEntitySolarPanel, tileEntity.worldObj, tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord, Mainclass.SolarPanel);
        GL11.glPopMatrix();
    }
    //And this method actually renders your tile entity
    public void renderBlockSolarPanel(TileEntitySolarPanel tl, World world, int i, int j, int k, Block block) {
        Tessellator tessellator = Tessellator.instance;
        //This will make your block brightness dependent from surroundings lighting.
        float f = block.getBlockBrightness(world, i, j, k);
        int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0);
        int l1 = l % 65536;
        int l2 = l / 65536;
        tessellator.setColorOpaque_F(f, f, f);
        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)l1, (float)l2); 
        
        /*This will rotate your model corresponding to player direction that was when you placed the block. If you want this to work, 
        add these lines to onBlockPlacedBy method in your block class.
        int dir = MathHelper.floor_double((double)((player.rotationYaw * 4F) / 360F) + 0.5D) & 3;
        world.setBlockMetadataWithNotify(x, y, z, dir, 0);*/

        int dir = world.getBlockMetadata(i, j, k);
        
        GL11.glPushMatrix();
         GL11.glTranslatef(0.5F, 0, 0.5F);
         //This line actually rotates the renderer.
         GL11.glRotatef(dir * (-90F), 0F, 1F, 0F);
         GL11.glTranslatef(-0.5F, 0, -0.5F);
         func_110628_a(SolarPanel);
         /*
         Place your rendering code here.
         */
       public final solarpanel [b]model [/b]= new solarpanel();
         this.[b]model[/b].render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
         GL11.glPopMatrix();
       
    }
    
}

It gives me errors on the bold ones.

the first error says as a fix: remove invalid modifiers, which removes the public statement, and it fixes the first error. but somehow I don't think that is the correct way of fixing the bug

the secon error says as a fix: create fiel/constant in type TileEntitySolarPanelRenderer

 

What did I do wrong?

Posted

allll right...im going to explain whats wrong but also why its wrong and what the compiler is understanding

 

public class simpleclass{
    public Object o;

    public void simplemethod(){
        //here you CANNOT declare member variable
        public final static Potatoe p;
        //saying public somethign means that you intend the variable to be a member of the class, in this case simpleclass
        //basicly if this was valid i could do something like :
        //simpleclass c = new simpleclass();
        //c.simplemethod.p <- this doesnt make any sens, a method is a method and end with (args) i cannot call members of a method
        //the Object o declared earlier is member of the simpleclass class and THAT makes sens because c.o is valid, just like you can do player.username, username is MEMBER of the CLASS EntityPlayer.on the other hand method CANNOT have MEMBER 
        // now the actual answer, remove public because in the context of a method it makes no sens 
        //the final keyword CAN make sens but if you dont know what it means DONT use it. literally, never write final if you dont know why you are placing it
    }
}

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted
  On 7/23/2013 at 6:57 PM, hydroflame said:

allll right...im going to explain whats wrong but also why its wrong and what the compiler is understanding

 

public class simpleclass{
    public Object o;

    public void simplemethod(){
        //here you CANNOT declare member variable
        public final static Potatoe p;
        //saying public somethign means that you intend the variable to be a member of the class, in this case simpleclass
        //basicly if this was valid i could do something like :
        //simpleclass c = new simpleclass();
        //c.simplemethod.p <- this doesnt make any sens, a method is a method and end with (args) i cannot call members of a method
        //the Object o declared earlier is member of the simpleclass class and THAT makes sens because c.o is valid, just like you can do player.username, username is MEMBER of the CLASS EntityPlayer.on the other hand method CANNOT have MEMBER 
        // now the actual answer, remove public because in the context of a method it makes no sens 
        //the final keyword CAN make sens but if you dont know what it means DONT use it. literally, never write final if you dont know why you are placing it
    }
}

But when I remove public it still gives me the second error :/

Posted

oh jeebus praise the lord

 

ok so now you need to understand the signification of the keyword "this" basicly "this" will make the code refer to the object your currently in.

if i take my example from earlier, using in simplemethod using this.o in simplemethod would be valid because o is a MEMBER of the CLASS simpleclass. using this.p woudl NOT be valid because p was only avaiable in the context of the method, from the object point of view p NEVER exists

in short, remove "this."

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted
  On 7/23/2013 at 7:07 PM, hydroflame said:

oh jeebus praise the lord

 

ok so now you need to understand the signification of the keyword "this" basicly "this" will make the code refer to the object your currently in.

if i take my example from earlier, using in simplemethod using this.o in simplemethod would be valid because o is a MEMBER of the CLASS simpleclass. using this.p woudl NOT be valid because p was only avaiable in the context of the method, from the object point of view p NEVER exists

in short, remove "this."

Derp from me to not think of that...

 

But it still doesn't render :(

 

Here's all my code for this block:

 

package assets.blutricity.common;

import java.util.List;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.Icon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class SolarPanel extends Block
{
       public SolarPanel(int par1)
       {
             super(par1, Material.rock);
       }
      
     //This will tell minecraft not to render any side of our cube.
       public boolean shouldSideBeRendered(IBlockAccess iblockaccess, int i, int j, int k, int l)
       {
          return false;
       }

       //And this tell it that you can see through this block, and neighbor blocks should be rendered.
       public boolean isOpaqueCube()
       {
          return false;
       }
       public TileEntity createTileEntity(World world, int metadata)
       {
          return new TileEntitySolarPanel();
       }
       }

 

package assets.blutricity.common;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.network.INetworkManager;
import net.minecraft.network.packet.Packet;
import net.minecraft.network.packet.Packet132TileEntityData;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.World;

public class TileEntitySolarPanel extends TileEntity{
   public int customField;
@Override
public void writeToNBT(NBTTagCompound par1)
{
   super.writeToNBT(par1);
   par1.setInteger("customField", customField);
}

@Override
public void readFromNBT(NBTTagCompound par1)
{
   super.readFromNBT(par1);
   this.customField = par1.getInteger("customField");
}
public Packet getDescriptionPacket() {
        NBTTagCompound nbtTag = new NBTTagCompound();
        this.writeToNBT(nbtTag);
        return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 1, nbtTag);
        }

        public void onDataPacket(INetworkManager net, Packet132TileEntityData packet) {
        readFromNBT(packet.customParam1);
        }


}


 

package assets.blutricity.common;

import net.minecraft.block.Block;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import org.lwjgl.opengl.GL11;

import assets.blutricity.models.solarpanel;

public class TileEntitySolarPanelRenderer extends TileEntitySpecialRenderer{
 private static final ResourceLocation SolarPanel = new ResourceLocation("blutricity:textures/blocks/solarpanel.png");

//This method is called when minecraft renders a tile entity
    public void renderTileEntityAt(TileEntity tileEntity, double d, double d1, double d2, float f) {
        GL11.glPushMatrix();
         //This will move our renderer so that it will be on proper place in the world
         GL11.glTranslatef((float)d, (float)d1, (float)d2);
         TileEntitySolarPanel tileEntitySolarPanel = (TileEntitySolarPanel)tileEntity;
         /*Note that true tile entity coordinates (tileEntity.xCoord, etc) do not match to render coordinates (d, etc) that are calculated as [true coordinates] - [player coordinates (camera coordinates)]*/
         renderBlockSolarPanel(tileEntitySolarPanel, tileEntity.worldObj, tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord, Mainclass.SolarPanel);
        GL11.glPopMatrix();
    }
    //And this method actually renders your tile entity
    public void renderBlockSolarPanel(TileEntitySolarPanel tl, World world, int i, int j, int k, Block block) {
        Tessellator tessellator = Tessellator.instance;
        //This will make your block brightness dependent from surroundings lighting.
        float f = block.getBlockBrightness(world, i, j, k);
        int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0);
        int l1 = l % 65536;
        int l2 = l / 65536;
        tessellator.setColorOpaque_F(f, f, f);
        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)l1, (float)l2); 
        
        /*This will rotate your model corresponding to player direction that was when you placed the block. If you want this to work, 
        add these lines to onBlockPlacedBy method in your block class.
        int dir = MathHelper.floor_double((double)((player.rotationYaw * 4F) / 360F) + 0.5D) & 3;
        world.setBlockMetadataWithNotify(x, y, z, dir, 0);*/

        int dir = world.getBlockMetadata(i, j, k);
        
        GL11.glPushMatrix();
         GL11.glTranslatef(0.5F, 0, 0.5F);
         //This line actually rotates the renderer.
         GL11.glRotatef(dir * (-90F), 0F, 1F, 0F);
         GL11.glTranslatef(-0.5F, 0, -0.5F);
         func_110628_a(SolarPanel);
         /*
         Place your rendering code here.
         */
       final solarpanel model = new solarpanel();
         model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
         GL11.glPopMatrix();
       
    }
    
}

 

package assets.blutricity.client;

import assets.blutricity.common.CommonProxy;
import assets.blutricity.common.TileEntitySolarPanelRenderer;
import net.minecraftforge.client.MinecraftForgeClient;
import cpw.mods.fml.client.registry.ClientRegistry;
import cpw.mods.fml.client.registry.RenderingRegistry;

public class ClientProxy extends CommonProxy
{
@Override
public void registerRendering()
{
	ClientRegistry.bindTileEntitySpecialRenderer(assets.blutricity.common.TileEntitySolarPanel.class, new TileEntitySolarPanelRenderer());

}
}

 

The model itself (.java):

// Date: 23-7-2013 19:56:03
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX

package assets.blutricity.models;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;

public class solarpanel extends ModelBase
{
  //fields
    ModelRenderer Shape1;
  
  public solarpanel()
  {
    textureWidth = 64;
    textureHeight = 32;
    
      Shape1 = new ModelRenderer(this, 0, 0);
      Shape1.addBox(0F, 0F, 0F, 16, 4, 16);
      Shape1.setRotationPoint(-8F, 20F, -8F);
      Shape1.setTextureSize(64, 32);
      Shape1.mirror = true;
      setRotation(Shape1, 0F, 0F, 0F);
  }
  
  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
  {
    super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    Shape1.render(f5);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z)
  {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
  }
  
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity ent)
  {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, ent);
  }

}

Posted

debugging 101 how to use the overpowered println

 

System.out.println(Object); <- that method? yeah its op as F***

 

 

in the method TileEntitySolarPanelRendere.renderTileEntityAt(args) if you do a println() does anythgin show up at all in your console ?

 

NOTE: try to do thsi before coming to ask question because then I wont have to ask you to do it and youll get an answer faster. it can also tell you whats going on roughly, if nothing shows up that mean the code never calls this method (maybe its not registered correctly?) if it does print something it means your render code is wrong somehow

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
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