This guide will explain step by step how to display MagicalVoxel models in modded Minecraft, using the Voxel Projector from Random Things.
Tested with Random Things v3.7.7.1 for Minecraft v1.10.2 in singleplayer.
diff --git a/src/mapcraftercore/mc/chunk.cpp b/src/mapcraftercore/mc/chunk.cpp | |
index 12f318b..6c78f41 100644 | |
--- a/src/mapcraftercore/mc/chunk.cpp | |
+++ b/src/mapcraftercore/mc/chunk.cpp | |
@@ -173,7 +173,7 @@ bool Chunk::readNBT(mc::BlockStateRegistry& block_registry, const char* data, si | |
const nbt::TagString& tag = level.findTag<nbt::TagString>("Status"); | |
// completely generated chunks in fresh 1.13 worlds usually have status 'fullchunk' or 'postprocessed' | |
// however, chunks of converted <1.13 worlds don't use these, but the state 'mobs_spawned' | |
- if (!(tag.payload == "fullchunk" || tag.payload == "postprocessed" || tag.payload == "mobs_spawned")) { | |
+ if (!(tag.payload == "fullchunk" || tag.payload == "full" || tag.payload == "postprocessed" || tag.payload == "mobs_spawned")) { |
This guide will explain step by step how to display MagicalVoxel models in modded Minecraft, using the Voxel Projector from Random Things.
Tested with Random Things v3.7.7.1 for Minecraft v1.10.2 in singleplayer.
#include <stdio.h> | |
#include <stdlib.h> | |
#include <string.h> | |
/* | |
String.prototype.hashCode = function() { | |
var hash = 0, i, chr; | |
if (this.length === 0) return hash; | |
for (i = 0; i < this.length; i++) { | |
chr = this.charCodeAt(i); |
There are two versions, one is for dark letters on a bright background, the other one for bright letters on a dark background.
The bright on dark version looks better, so go for that one if you can :)
I hereby claim:
To claim this, I am signing this object: