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[1.9.4] Integrate Layout Block into Factory Block

tommyTT opened this issue ยท 5 comments

commented

I would like to suggest that you integrate the functionality of the layout block into the mob factory block itself or at least place it somewhere else other than the block where the factory is. Having a block that only does one thing for a very limited amount of uses seems unnecessary to me.

commented

Take a look at the method renderRitualStones() in BM. It's what's being used to render the holographic blocks (found it being used in the setRitualHolo() method) via RenderFakeBlocks.drawFakeBlock() which in turn uses a tessellator.

Not sure if you can use this solution, but it's certainly a starting point worth investigating.

commented

Thanks, I'll take a look at that.

commented

I've always intended the layout block to be used:

  • place in world
  • put down blocks
  • break the layout block
  • put the factory in its place

However I do like this idea. Possibly hitting the mob factory block with a torch can cycle through the layouts from off->T1->T2->T3->off.

commented

On reflection I don't think I can change this. The reason is that to do the layout block I must use the frowned upon TileEntitySpecialRenderer to render where the blocks are placed. I do not mind using that on a temporary block like the layout one, but I do not want to use it on a long term block like the factory. TileEntitySpecialRenderer uses direction OpenGL access, which if I am not careful can leak into the main game rendering.

So possibly in the future, if I can find some way of not using a TESR I'll move the layout functionality to the factory block.

commented

Alright, I've never looked at the TESR. Maybe blood magic has some special handling for that since they also render the temporary blocks for the rituals? Thanks anyway for looking into it!