I changed the structure a bit more, but I can add code to covert it over safely. This is assuming Forge didn't undergo any major changes that affect it.
As long as they don't makeover the rendering system again, I don't see any reason why it can't be updated easily in the future. And no sweeping changes like blockstates and block positions would also help.
As for an update, I've been stuck debugging a tile entity update bug for the past few weekends.
Have you implemented getUpdateTag() ? This is needed now in addition to getUpdatePacket. Easiest way is to bind them together, something like this:
public NBTTagCompound getUpdateTag() {
...
}
publicSPacketUpdateTileEntity getUpdatePacket() {
return new SPacketUpdateTileEntity(getPos(), 1, getUpdateTag());
}
Man, mods used to update so fast after game updates until Minecraft left beta. What happened?
Minecraft 1.8 happened. I don't fully understand why, since I haven't written any mods myself, but I've gotten the impression something fundamental changed in that version that made it a huge hassle for modders to update from 1.7.10 to 1.8 and beyond.
Minecraft 1.8 happened. I don't fully understand why, since I haven't written any mods myself, but I've gotten the impression something fundamental changed in that version that made it a huge hassle for modders to update from 1.7.10 to 1.8 and beyond.
Sigh. What ever happened to that modding API, Jeb? Could really use it right about now, huh?
Great work on the progress. I've actually been working on a mod of my own and actually implemented dynamic textures. I'm simply ripping the particle texture from the baked model, then applying that in the TESR. Here is some of my own work below. Have you been able to implement ambient occlusion?
Minecraft 1.8 happened. I don't fully understand why, since I haven't written any mods myself, but I've gotten the impression something fundamental changed in that version that made it a huge hassle for modders to update from 1.7.10 to 1.8 and beyond.
As I understand it, Mojang made several changes to the rendering system in Minecraft 1.8. Several key features that mods had been relying on for rendering it did not exist until 1.8.9, and it wasn't until 1.9.4 that everything that had been used for rendering in the past was back again. To clarify: vanilla made changes to rendering based (as far as I can tell) on what they thought would be beneficial both for their blocks, and for describing mod blocks; Forge had to put compatibility back in because it was not useful for mod blocks.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
As I understand it, Mojang made several changes to the rendering system in Minecraft 1.8. Several key features that mods had been relying on for rendering it did not exist until 1.8.9, and it wasn't until 1.9.4 that everything that had been used for rendering in the past was back again. To clarify: vanilla made changes to rendering based (as far as I can tell) on what they thought would be beneficial both for their blocks, and for describing mod blocks; Forge had to put compatibility back in because it was not useful for mod blocks.
Not quite true.
Mojang removed key rendering features in 1.8 and they never been added back, by Mojang or Forge, no matter.
Forge introduced some kind of replacement, but it is not the same as what was available pre-1.8.
TL;DR: Full from-the-ground-up render rewrite for every mod.
Great work on the progress. I've actually been working on a mod of my own and actually implemented dynamic textures. I'm simply ripping the particle texture from the baked model, then applying that in the TESR. Here is some of my own work below. Have you been able to implement ambient occlusion?
Hi Cray. If the TESR is like it used to be, you'll have to calculate ambient occlusion yourself. Forge handles all the lighting now, so I don't even have to touch AO -- I just feed it my baked quads.
Hi Cray. If the TESR is like it used to be, you'll have to calculate ambient occlusion yourself. Forge handles all the lighting now, so I don't even have to touch AO -- I just feed it my baked quads.
Oh so you're actually using a baked models for your blocks. You wouldn't happen to have an example that I could work off? I've never really been able to get my head around dynamically creating baked models.
I started with this tutorial. It isn't quite complete, but its a good starting point. I still haven't managed to make my blocks render in the inventory or player hand.
Will there be a download for 1.8.9 anytime soon? I'm currently updating all of my mods to that version and I realised Carpenter's Blocks was still in 1.7.10 and didn't show any progress for 1.8.9.
I changed the structure a bit more, but I can add code to covert it over safely. This is assuming Forge didn't undergo any major changes that affect it.
Without drops you can't get your items back!
I mean, you can still receive the block break event and react to it appropriately. (I.e. cancel it and drop what you need manually.)
Corrected vine overlay bug from 3.3.8 and released 3.3.8.1 stable for MC 1.7.10.
Now, back to basics in 1.10.2.
Have you implemented getUpdateTag() ? This is needed now in addition to getUpdatePacket. Easiest way is to bind them together, something like this:
Got around that issue, it was actually the mysterious shouldRefresh() method. Default behavior has never worked well with this mod.
im really happy and grateful that you are updating this awesome mod to 1.10.2. is it okay if i ask the % of the progress of updating to 1.10.2?
It will be done when it's done.
And as soon as it is done, onto my 1.10.2 test server it will go.
I'm still working on the framework, so very little progress.. but I'm getting the most challenging aspects out of the way first.
I hope the update effort is going smoothly.
Man, mods used to update so fast after game updates until Minecraft left beta. What happened?
Minecraft 1.8 happened. I don't fully understand why, since I haven't written any mods myself, but I've gotten the impression something fundamental changed in that version that made it a huge hassle for modders to update from 1.7.10 to 1.8 and beyond.
Sigh. What ever happened to that modding API, Jeb? Could really use it right about now, huh?
Making some improvements on side covers.
Great work on the progress. I've actually been working on a mod of my own and actually implemented dynamic textures. I'm simply ripping the particle texture from the baked model, then applying that in the TESR. Here is some of my own work below. Have you been able to implement ambient occlusion?
As I understand it, Mojang made several changes to the rendering system in Minecraft 1.8. Several key features that mods had been relying on for rendering it did not exist until 1.8.9, and it wasn't until 1.9.4 that everything that had been used for rendering in the past was back again. To clarify: vanilla made changes to rendering based (as far as I can tell) on what they thought would be beneficial both for their blocks, and for describing mod blocks; Forge had to put compatibility back in because it was not useful for mod blocks.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Not quite true.
Mojang removed key rendering features in 1.8 and they never been added back, by Mojang or Forge, no matter.
Forge introduced some kind of replacement, but it is not the same as what was available pre-1.8.
TL;DR: Full from-the-ground-up render rewrite for every mod.
Hi Cray. If the TESR is like it used to be, you'll have to calculate ambient occlusion yourself. Forge handles all the lighting now, so I don't even have to touch AO -- I just feed it my baked quads.
Oh so you're actually using a baked models for your blocks. You wouldn't happen to have an example that I could work off? I've never really been able to get my head around dynamically creating baked models.
I started with this tutorial. It isn't quite complete, but its a good starting point. I still haven't managed to make my blocks render in the inventory or player hand.
Will there be a download for 1.8.9 anytime soon? I'm currently updating all of my mods to that version and I realised Carpenter's Blocks was still in 1.7.10 and didn't show any progress for 1.8.9.