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[7.99.6] [graphical] breaking a pipe graphic is purple and black (like the obsidian pipe) #3762

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bhi-elliot opened this issue Aug 1, 2017 · 8 comments
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status: needs developer We'd like to work on this, but no-one is willing to work on this in the near future. type: bug Something isn't behaving as expected, from a developer perspective. (Except crashes are always bugs) version: 1.11.2 version: 1.12.2

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@bhi-elliot
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Hi there,
Thanks for the mod!
Just a small thing. When breaking a iron transport pipe or diamond pipe (and possibly others), the little animated bits of 'pipe' that get splashed around to let the player know they are breaking a pipe looks purple and black, as if breaking an obsidian pipe).
Hope that helps.
Peace.

@AlexIIL AlexIIL self-assigned this Aug 1, 2017
@AlexIIL AlexIIL added type: bug Something isn't behaving as expected, from a developer perspective. (Except crashes are always bugs) version: 1.11.2 labels Aug 1, 2017
@AEnterprise
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not easely fixable atm but would be very simple to do if forge pulls MinecraftForge/MinecraftForge#4006 then we can get the pipe TE and thus texture

@bhi-elliot
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Ah. That looks like a nice solution for many mods.
I'm guessing what I'm seeing is the default 'no texture' graphic, eh? I thought it was the obsidian pipe texture.
I don't remember this being an issue last time I ran BC, in 1.6.4, but I guess a lot has changed.
Thanks for the quick reply and I hope that PR goes through and it is easy to implement.
Thank you!

@AEnterprise
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yeah it's the no texture texture you are seeing

i'm not sure how older BC versions did it but in rendering has changed imensely since then so i doubt the old way works

@asiekierka
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@AEnterprise You could also provide custom particle spawning code, as Charset does in its BlockBase.

@AEnterprise
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that is indeed another option, though the forge PR has been tested and asigned for final aproval (for a long while now so not sure why it's not merged yet) so i'm assuming it'll be merged relatively soonish? it would probably be an easier aproach

@rikka0w0
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getParticleTexture() is not IBlockState sensitive yet, but I think there may be a easier solution: assign separate model instances to different pipe blockStates, the texture is passed to the IBakedModel in the constructor.

@AEnterprise
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that could work but at this point the pipes are not different blockstates, they are the same with an unlisted property that contains the TE

@AEnterprise AEnterprise added status: needs developer We'd like to work on this, but no-one is willing to work on this in the near future. version: 1.12.2 labels Dec 18, 2017
@AEnterprise
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Labels
status: needs developer We'd like to work on this, but no-one is willing to work on this in the near future. type: bug Something isn't behaving as expected, from a developer perspective. (Except crashes are always bugs) version: 1.11.2 version: 1.12.2
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