Jump to content

Hangcow's Texture Kiosk


TheCowGod

Recommended Posts

  • Replies 195
  • Created
  • Last Reply

Top Posters In This Topic

ops forfot to upload ummm. ill be home in 5 or 6 hour ill post it then so sorry just be a really heck-tick week & month

At 7PM my time? Sure!

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

Link to comment
Share on other sites

Ok here we go, zoomed in pic, zoom in pic , and a download ill do any edits you want around 10pm my time if you want.

 

zoomed in well look like its in you hand.

zoomed out well look like its in you item bar.

download If you like them : ).

 

sry for being late life sucks right now. I am reprogramming my whole mod,  I have an act test next Saturday, got to get my drivers license, and have I have my electronics associates certification to do as well.

 

 

 

Link to comment
Share on other sites

Ok here we go, zoomed in pic, zoom in pic , and a download ill do any edits you want around 10pm my time if you want.

 

zoomed in well look like its in you hand.

zoomed out well look like its in you item bar.

download If you like them : ).

 

sry for being late life sucks right now. I am reprogramming my whole mod,  I have an act test next Saturday, got to get my drivers license, and have I have my electronics associates certification to do as well.

 

 

 

If your life is that bad, then I don't mind at all...

Secret:

 

I've taken the ACT, got a 30, but the math part is all Algebra 1 and Geometry. Not _too_ hard. The worst one is the Science test. Confusing graphs. Use the practice on their website.

 

And if you could make them, er, less realistic, more minecraft-y

And the gem could be a little pointier in spots... I've got ideas for these ones though... :)

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

Link to comment
Share on other sites

New Uncut Sunstone

 

Sry didn't get biomass chunks done yet this one took me an hour and half to do. I'll post the other one tomorrow mate :)

 

 

 

Thanks! :)

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

Link to comment
Share on other sites

Now, I need moonstone ore and moondstone crystals (raw, and one that looks like the first sunstone crystal), as well as a mechaccelerator texture.

Thanks!

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

Link to comment
Share on other sites

{mechaccelerator texture.} Elaborate

So , here what you asked for um I deleted biomass cunks so, ill have to remake it.

So , got the crystals the ore . uncut are 32bit the rest or 16bit.

 

 

 

 

Link to comment
Share on other sites

{mechaccelerator texture.} Elaborate

So , here what you asked for um I deleted biomass cunks so, ill have to remake it.

So , got the crystals the ore . uncut are 32bit the rest or 16bit.

 

 

 

Oh yeah! :D:D:D

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

Link to comment
Share on other sites

  • 9 months later...
  • Guest locked this topic
Guest
This topic is now closed to further replies.

Announcements




  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • When I launch the Forge installation (1.20.1-47.2.0) everything works fine until Forge tries to launch Minecraft. Usually the launcher crashes while "launching minecraft" or "loading bootstrap resources". I don't know why this happens as I only have two other mods in my mods folder, Create (1.20.1-0.5.1.f) and Rubidium (mc1.20.1-0.7.1) and it works fine with out them. 
    • Your mod is probably lagging during world generation due to how it replaces blocks around your custom ore. Right now, it randomly picks spots around the ore and changes blocks there. This process can be slow, especially if it's dealing with lots of blocks or a big area. To fix it, try replacing fewer blocks, picking spots more efficiently, and changing blocks in a smarter way. This should help your mod run smoother when generating worlds. Here is an example of how you can do this // Inside the if (placed) block if (placed) { BlockState surroundingBlockState = BlockInit.ABERRANT_MINERALOID.get().defaultBlockState(); int veinSize = ctx.config().size; int maxBlocksToReplace = (int) Math.ceil(veinSize * 0.1); // Replace 10% of vein size int numBlocksToCorrupt = Math.min(maxBlocksToReplace, 1000); // Limit to 1000 blocks List<BlockPos> positionsToReplace = new ArrayList<>(); // Loop until reaching the limit of blocks to replace while (positionsToReplace.size() < numBlocksToCorrupt) { BlockPos randomPos = offsetOrigin.offset( ctx.random().nextInt(2 * areaSizeX + 1) - areaSizeX, ctx.random().nextInt(2 * areaSizeY + 1) - areaSizeY, ctx.random().nextInt(2 * areaSizeZ + 1) - areaSizeZ ); if (world.getBlockState(randomPos).is(ModBlockTags.STONE_ABERRANTABLE)) { positionsToReplace.add(randomPos); } } // Replace blocks in bulk for (BlockPos pos : positionsToReplace) { world.setBlock(pos, surroundingBlockState, 2); } } If you've tried more effective ways to generate your blocks around your ores, it may also be because of issues on your side, not the mod. Adjust the parameters as needed based on your performance testing and requirements.
    • So i have a custom ore and, arround the ore, a bunch of randomly placed custom stone blocks should be placed. After applying it, i've found that it causes moderate to extreme world generation lag (new chunks refusing to load after moving for a while, height slices of the same chunk appearing and disappearing as I get into them instead of the usual long continous chunk, new chunks generating extremely close to me instead of to the set render distance...) I've been debugging for a while and I know for a fact this is causing the lag (and sometimes freeze of the world loading screen on a new world and/or the saving world screen when quitting), since comenting it just makes the worldgen work as usual and I want to see if its really that computationally expensive, if there are other ways of doing it or if the process can be simplfied or optimized. I've tried a lot of combinations for the same code but I am just stuck. Is it some kind of generation cascading im missing?   Here is the code for the class. The code inside the if (placed) is the one causing this mess. I can see that the code might not be the most optimized thing, but it does what's supposed to... but at the cost of causing all this. Any tips? package es.nullbyte.relativedimensions.worldgen.oregen.oreplacements; import es.nullbyte.relativedimensions.blocks.BlockInit; import es.nullbyte.relativedimensions.blocks.ModBlockTags; import net.minecraft.core.BlockPos; import net.minecraft.world.level.WorldGenLevel; import net.minecraft.world.level.block.state.BlockState; import net.minecraft.world.level.levelgen.feature.FeaturePlaceContext; import net.minecraft.world.level.levelgen.feature.OreFeature; import net.minecraft.world.level.levelgen.feature.configurations.OreConfiguration; import java.util.Optional; public class AberrantOreFeature extends OreFeature { public AberrantOreFeature() { super(OreConfiguration.CODEC); } @Override public boolean place(FeaturePlaceContext<OreConfiguration> ctx) { // Get the world and the position from the context WorldGenLevel world = ctx.level(); BlockPos origin = ctx.origin(); // Offset the origin by 8 in the x and z directions to avoid cascading chunk generation BlockPos offsetOrigin = origin.offset(8, 0, 8); // Create a new context with the offset origin FeaturePlaceContext<OreConfiguration> offsetCtx = new FeaturePlaceContext<>( Optional.empty(), world, ctx.chunkGenerator(), ctx.random(), offsetOrigin, ctx.config() ); // Generate the entire vein of ore at the offset origin boolean placed = super.place(offsetCtx); // If the vein was generated successfully if (placed) { // Define the block to replace surrounding blocks with BlockState surroundingBlockState = BlockInit.ABERRANT_MINERALOID.get().defaultBlockState(); // Generate a random size for the area of corruption int areaSizeX = ctx.random().nextInt(3) + 1; // between 1 and 4 int areaSizeY = ctx.random().nextInt(3) + 1; // between 1 and 4 int areaSizeZ = ctx.random().nextInt(3) + 1; // between 1 and 4 // Calculate the number of blocks to be corrupted based on the area size double numBlocksToCorrupt = (areaSizeX + areaSizeY + areaSizeZ / 2.0) ; // Counter for the number of blocks corrupted int numBlocksCorrupted = 0; // Loop for each block to be corrupted while (numBlocksCorrupted < numBlocksToCorrupt) { // Generate a random position within the area, using the offset origin BlockPos randomPos = offsetOrigin.offset( ctx.random().nextInt(2 * areaSizeX + 1) - areaSizeX, // between -areaSize and areaSize ctx.random().nextInt(2 * areaSizeY + 1) - areaSizeY, ctx.random().nextInt(2 * areaSizeZ + 1) - areaSizeZ ); // If the block at the random position is in the IS_ORE_ABERRANTABLE tag, replace it if (world.getBlockState(randomPos).is(ModBlockTags.STONE_ABERRANTABLE)) { world.setBlock(randomPos, surroundingBlockState, 2); numBlocksCorrupted++; } } } return placed; } }  
    • Here is a tutorial from this same forum that I tried and kinda made work. Take into account that you will have to manage the offset (like rotation, and the offset relative to things like the main hand, offhand etc) by yourself and that can get very troublesome at times.  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.