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    posted a message on If You Reference Glow Squid To A Word That Way

    Alright, so you can do the same thing with opaque block.


    For example because of this reference to something that's not an entity that doesn't go together with reflection then this is what happens that way:


    The cube is not visible in game however:


    Which is or will be recognized as an error because both block and cube are not visible and that's being looked at as being correct that way while logically being rendered wrong. Stone is a block the player can not travel through without a pickaxe for example, being true as long as the stone block is visible.


    If the block is not visible then it does not exist in the world for example, because it does not match the definition of block or cube to where block is visible.


    If stone block is not visible then there is block and there is cube that way, which makes logical sense.


    However what you are seeing above is not a cube, therefor stone references to block.


    Block is a block and there is no such thing as cube.


    Minecraft is not rendering my block correctly.


    opaque

    ADJECTIVE

    not able to be seen through; not transparent.
    "the windows were opaque with steam"


    NOUN

    an opaque thing or substance.


    The glowing squid entity making this more of a problem being that my center block or my cube may become less visible.

    Which my block has been affected because the top part of it is not clearly the same 64 bit texture as what is on the side of the block.


    The actual comparison of the opaque block being a similar one to the metal block that way because it would actually render that way correctly if my model were always directly referenced to the model in the picture above it.


    Which rendered correctly would render that way because the cubes located at the bottom are flat on a plane that way with the whole block while the cubes at the top are located one higher. So trying to render a flat plane inside of a flat plane wouldn't really work and then it would chop the bottom of my block off it were opaque. The actual occurrence of the cube existing in the world is being compared this way when all 4 cubes are attached to the sides of the cube equally.

    Therefor it has no bottom.


    This would not happen if each of the lower cubes around the block model were each one lower and then formed into the cube in the world. Then the bottom would be solid, logically being a cube instead of a block.



    Based on definition the block is being rendered backwards because an opaque block can not be seen through.


    However a block that is not opaque that is translucent will render all six sides whenever it is placed.



    This is caused by the glow squid.

    Posted in: Recent Updates and Snapshots
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    posted a message on If You Reference Glow Squid To A Word That Way

    To further explain what I am going on about I have an example.


    In the following image there is a warm steel block. The warm steel blocks particles could not be forced into the black circle location above it that way because in the grey circle the orange dots of the texture are considered attached. This does not work with warm steel because the beginning letter of warm steel is a w really and you don't use a grey circle for an example involving steel whenever it is connected to the ground. Then logically it would be.


    Therefor because the texture is considered connected then the block itself can not be forced into a spherical shape by the rendering system of the game. Which then would appear as a sphere above the ground instead of the block on the ground for example.

    While logically what is correct is that it is a warm steel block and the reference circle is grey then logically the block does not exist to begin with to connect.


    The logic of rendering is that the top circle is black and the second circle is the one identifying the material of the block and whether or not is is connected.


    Logically it is not always a black circle if warm steel logically refenced from the middle instead of the bottom lower left corner to see if it was connected, although being the only block that would or wouldn't do that in this example that way.


    The reason for this is because it could be a center or a lower left reference for example, which in the following image the orange of the texture is the center rather than what is located towards the left:


    If the recognition of the block began with the bottom left orange texture instead of the center one then it wouldn't logically render the block at all, because that is incorrect that way for that matter.


    Either that or in some cases it could be done incorrectly resulting in the block to not render properly, which could also occur if the second circle is not the right one that goes with the material.


    Theoretically stone executed around stone going outwards from a center would logically have a center block.

    This being the same way if you execute stone blocks towards a center stone block.


    The material is being recognized as stone then logically it exists, while stone logically exists either way.


    There has been so much work and effort put into this that I can clearly see squares on the top of my 64 bit texture block that way which should look nice and not be there. When I get closer to the block the squares go away so I can see the block, which apparently the Enderman wearing a suit is logically standing upside down which explains how come I can't see the top side of the block, although being steel from a dagger.


    So, it makes logical sense that the light is gathered towards the left on the top part of the block for example, because that's the material the block is made from and that's what's holding it.


    However what does not make sense is that the texture on the top part of the block is a lower detail than what is on the front part of the block.


    The Enderman wearing a suit recognizes the top part of the block before the side that he is facing. Either that or the block could be facing him, that or he could be looking at it in a completely different way for that matter. Logically being an Enderman then he would not recognize the top part of a block the same way, this is because of the destruction of so many servers. Although, logically being an Enderman then players would change the appearance of the top part of every texture so that they do not render correctly.


    Which is a rather odd response to your server being destroyed though, although based on it being an Enderman while wearing a suit that way for that matter with killer rabbits though that way, while it was logically standing upside down.


    Now what gets me about this though is that the player is being rendered upside down that way, which logically being an Enderman that way though.


    What this allows you to do though is summon four entities heading towards each other inside of a one block space to form into one entity. However once the one entity is formed this way it crashes the game.


    I am also running into the thing with falling_block executed around in a circle at the entities where it forms a solid square that way. Stone block exists, although stone block is no longer visible while existing in the world. So then logically it has transformed into a super strong material known as stone while logically being invisible? Which would make logical sense if the player wasn't able to travel through the stone blocks to begin with, not logically a very strong form of stone. Then they added a "mob"(not a functional one) in that reduces the textures of my blocks that way.

    Posted in: Recent Updates and Snapshots
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    posted a message on If You Reference Glow Squid To A Word That Way

    I remember back about 3 or 4 years ago it could have been that the Glow Squid was an optional mob or something. Not logically being an optional mob. Although, being something that would be difficult to add into the game or impossible. Becuase it was made by Microsoft to not be able to be added into the game.


    Which later on could or will cause problems because then it was added incorrectly or not added at all.

    This can be seen by firing a torch into a brewing stand for example.

    Then there is another torch that way.


    Which was announced would not be added to the game, the year being 2016 or 2017 where there was a vote on the the glow squid being added to the game.

    I think it's not right that people voted for something else instead of the glow squid where it was announced that the glow squid would not be in the game. Then in America you see something else, where the glow squid is what was voted for and then added into the game. When people did not vote for that to be in the game either way.


    Do you vote for that or glow squid that way? Well not the glow squid, so that must be new content to the game that way, such as if you were to live in another country for example. Then logically that's how the update was recieved.

    Actually being something planned on being added to the game. Although, it's a glow squid that way.


    The thing about this is that the texture for the glow squid does not properly render in the game.


    So then theoretically that many people went without internet or have logically reduced speeds overall, not being how you reference information.

    Then there's that many problems for the people playing Minecraft online in that country because that's not how that correctly references.


    If you were to render an environment with minecraft or something with everything being entities instead of blocks, then it would crash the game because the glow squid does not go together with the reflection of the game.


    It was voted against. The textures are also wrong, and it doesn't go with how reflection works.


    This problem can occur more by adding in Deflection. Which then blocks no longer have a block shape.

    "Logically they have a block shape because a block is imagined before it's placed and could logically exist there."


    It also appears that the League of Legends champion that was added Veigo also has the same texture color.


    Perhaps it is slightly different, although they may be the same.


    Either way a sword has a hilt.


    Now if it had two hilts and you referenced it incorrectly to something that doesn't go together with reflection that way.


    Pigs have to do with impurity and the totems fat that way.


    Then it had to do with reflection though.


    Inbetween a sword with two hilts and something that doesn't go together with reflection referenced to something impure is how come there are pigs that way.


    Then it had to do with reflection though that way or something.


    This also causes a problem with entities going inwards towards each other while heading from a center location, causing the center block to disappear, which is logically incorrect:


    When logically based on the word voxel the block is solid in the center and exists, which logically the block is not visible.

    I can see that it is visibly not there, knowing that the air blocks exist.

    It does not appear as a block in game referenced to the armor stand wearing an iron helmet or the skeleton horse.


    Therefor there is another problem that is causing this that way.

    Posted in: Recent Updates and Snapshots
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    posted a message on Need Help On 1.16.5 Forge With Dust Particle.

    This doesn't work either, so there's got to be a way though:


    this.world.addParticle(RedstoneParticleData.REDSTONE_DUST(ParticleTypes.DUST(RedstoneParticleData.REDSTONE_DUST)), x, y, z, -1.0, -1.0, 1.0);




    This is also incorrect though:

    this.world.addParticle(new IParticleData(RedstoneParticleData.REDSTONE_DUST(ParticleTypes.DUST)), this.getPosX(), this.getPosY(), this.getPosZ(), 0.0, 0.0, 0.0);


    And this doesn't work either:

    this.world.addParticle(RedstoneParticleData.REDSTONE_DUST(ParticleTypes.DUST)), this.getPosX(), this.getPosY(), this.getPosZ(), 0.0, 0.0, 0.0);




    Something about this one doesn't work though that way, although a nice suggestion, how clever:

    this.world.addParticle(RedstoneParticleData.REDSTONE_DUST(ParticleType<RedstoneParticleData.REDSTONE_DUST>, ParticleTypes.DUST), this.getPosX(), this.getPosY(), this.getPosZ(), 0.0, 0.0, 0.0);



    Doesn't work either:

    this.world.addParticle(RedstoneParticleData.REDSTONE_DUST(this.addParticle(ParticleTypes.DUST)), this.getPosX(), this.getPosY(), this.getPosZ(), -1.0, -1.0, 1.0);


    This one doesn't work:

    this.world.addParticle(ParticleTypes.DUST), this.getPosX(), this.getPosY(), this.getPosZ(), 0.0, 0.0, 0.0);
    Posted in: Modification Development
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    posted a message on [1.16.5] Does Anyone Have An Example That Uses The Block Particle? solved

    Put your spoiler here.

    Posted in: Modification Development
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    posted a message on Need Help On 1.16.5 Forge With Dust Particle.

    How come this isn't blue, or how do I get it to be blue?


    this.world.addParticle(RedstoneParticleData.REDSTONE_DUST, this.getPosX() + (world.rand.nextFloat() - world.rand.nextFloat()) / 2, this.getPosY() + (world.rand.nextFloat() / 2 - world.rand.nextFloat()) / 2, this.getPosZ() + (world.rand.nextFloat() - world.rand.nextFloat()) / 4, -1.0, -1.0, 1.0);
    Posted in: Modification Development
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    posted a message on Need Help On 1.16.5 Forge With Dust Particle.

    I'm running into a problem where the code works and it's right, but it doesn't work that way though.


    This is blue, 0, 0, 1. My particle is not blue, what do I do, hmm though:

    this.world.addParticle(RedstoneParticleData.REDSTONE_DUST, this.getPosX() + (world.rand.nextFloat() - world.rand.nextFloat()) / 2, this.getPosY() + (world.rand.nextFloat() / 2 - world.rand.nextFloat()) / 2, this.getPosZ() + (world.rand.nextFloat() - world.rand.nextFloat()) / 4, -1, -1, 1);


    This should also be blue, but is showing up in the game as red, so I'm not sure:

    this.world.addParticle(RedstoneParticleData.REDSTONE_DUST, this.getPosX() + (world.rand.nextFloat() - world.rand.nextFloat()) / 2, this.getPosY() + (world.rand.nextFloat() / 2 - world.rand.nextFloat()) / 2, this.getPosZ() + (world.rand.nextFloat() - world.rand.nextFloat()) / 4, 0, 0, 1);


    I got the redstone particle to appear, which is something though.


    How come it isn't blue though?

    Posted in: Modification Development
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    posted a message on Need Help On 1.16.5 Forge With Dust Particle.

    Alright, so I didn't get it.


    this.world.addParticle(RedstoneParticleData.REDSTONE_DUST, 1.0, 1.0, 1.0, 1, 1, 1);


    This will create the redstone dust particle but changing the 1, 1, 1 part does not change the color of it though.

    Posted in: Modification Development
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    posted a message on Need Help On 1.16.5 Forge With Dust Particle.

    Got it:

    this.world.addParticle(RedstoneParticleData.REDSTONE_DUST, 1.0, 1.0, 1.0, 1, 1, 1);
    Posted in: Modification Development
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    posted a message on Need Help On 1.16.5 Forge With Dust Particle.

    There is also RedstoneParticleData.REDSTONE_DUST


    All I'm looking to do is port this simple thing to the new version which is one line of code:

    this.world.spawnParticle(EnumParticleTypes.REDSTONE, posX + (world.rand.nextFloat() - world.rand.nextFloat()) / 2, posY + (world.rand.nextFloat() / 2 - world.rand.nextFloat()) / 2, posZ + (world.rand.nextFloat() - world.rand.nextFloat()) / 4, -1, -1, 1);


    Which should be:

    this.world.addParticle(ParticleTypes.DUST, this.getPosX() + (world.rand.nextFloat() - world.rand.nextFloat()) / 2, this.getPosY() + (world.rand.nextFloat() / 2 - world.rand.nextFloat()) / 2, this.getPosZ() + (world.rand.nextFloat() - world.rand.nextFloat()) / 4, -1, -1, 1);

    But it's not, and it's something more complicated that way. So, I need help, I can't find any information on how to do this, but yeah.

    Posted in: Modification Development
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    posted a message on Need Help On 1.16.5 Forge With Dust Particle.

    I'm not able to find anything on adding a redstone particle to something anywhere and the code has updated.

    What I'm looking to do is add the particle where the entity is summoned in so that it appears when the entity is in the world.


    This is what I have so far, but it doesn't work:


    this.world.addParticle(new RedstoneParticleData(ParticleTypes.DUST)),this.getPosX(), this.getPosY(), this.getPosZ(), 0.0, 0.0, 0.0;
    Posted in: Modification Development
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    posted a message on [1.16.5] Does Anyone Have An Example That Uses The Block Particle? solved

    How do you do the one for redstone particle?


    Such as:

    world.addParticle(new RedstoneParticleData(ParticleTypes.DUST) x, y, z, 0, 0, 0);




    I think I got it with this though:

    world.addParticle((IParticleData) ParticleTypes.DUST, this.getPosX() + (world.rand.nextFloat() - world.rand.nextFloat()) / 2, this.getPosY() + (world.rand.nextFloat() / 2 - world.rand.nextFloat()) / 2, this.getPosZ() + (world.rand.nextFloat() - world.rand.nextFloat()) / 4, -1, -1, -1);


    It appears my game has crashed though.


    Yeah, that doesn't show up that it has errors, but it crashes the game and I'm not really sure what to do.

    Posted in: Modification Development
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    posted a message on [1.16.5] Does Anyone Have An Example That Uses The Block Particle? solved

    1.11.2:

    public void onUpdate()
        {
        	super.onUpdate();
        	this.world.spawnParticle(EnumParticleTypes.BLOCK_CRACK, posX + (world.rand.nextFloat() - world.rand.nextFloat()) / 2, posY + (world.rand.nextFloat() / -2 - world.rand.nextFloat()) / -1.3, posZ + (world.rand.nextFloat() - world.rand.nextFloat()) / 2, 0, 0, 0,  new int[] {Block.getIdFromBlock(Blocks.DIRT)});
        }



    1.16.5:

    world.addParticle(new BlockParticleData(ParticleTypes.BLOCK, Blocks.SMOKER.getDefaultState()), this.getPosX() + (world.rand.nextFloat() - world.rand.nextFloat()) / 2, this.getPosY() + (world.rand.nextFloat() / -2 - world.rand.nextFloat()) / -1, this.getPosZ() + (world.rand.nextFloat() - world.rand.nextFloat()) / 2, 0, 0, 0);

    Posted in: Modification Development
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    posted a message on [1.16.5] Does Anyone Have An Example That Uses The Block Particle? solved

    This doesn't work either, but I could be close though, I'm not completely sure though:


    world.addParticle((IParticleData) BlockParticleData.func_239800_a_(ParticleTypes.BLOCK, Block.getStateId(Blocks.DIRT)), lastTickPosX, entityCollisionReduction, lastTickPosZ, chunkCoordZ, chunkCoordY, chunkCoordX);
    Posted in: Modification Development
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    posted a message on [1.16.5] Does Anyone Have An Example That Uses The Block Particle? solved

    Both of these do not work:


    world.addParticle((IParticleData) ParticleTypes.BLOCK, lastTickPosX, entityCollisionReduction, lastTickPosZ, chunkCoordZ, chunkCoordY, chunkCoordX, new int[] {Block.getStateId(Blocks.DIRT)});
    
    
    world.addParticle((IParticleData) ParticleTypes.BLOCK, lastTickPosX, entityCollisionReduction, lastTickPosZ, chunkCoordZ, chunkCoordY, chunkCoordX, new int[] {Block.getStateById(Blocks.DIRT)});

    This isn't working either for that matter at all:


    world.addOptionalParticle((IParticleData) ParticleTypes.BLOCK, lastTickPosX, entityCollisionReduction, lastTickPosZ, chunkCoordZ, chunkCoordY, chunkCoordX, new int [] {Block.getBlockFromItem(Items.DIRT)});
    Posted in: Modification Development
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