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Showing content with the highest reputation on 08/01/17 in all areas

  1. https://github.com/MinecraftForge/MinecraftForge
    1 point
  2. How would I go about doing this? I have been working on a coremod that causes the game to render the world 6 times per frame. Is this something that should have forge hooks for it, or is it better to use a coremod?
    1 point
  3. Have you checked for errors in the log? Side note: I previously said that newer versions of Forge continue loading recipes for a mod after encountering an error, but this is incorrect. I thought that this issue had already been fixed, but it hasn't.
    1 point
  4. Try deleting and recreating your IDE project. I initially had the same issue where assets weren't being copied to the IDE's output directory, but deleting and recreating the project fixed it. Item (and other IForgeRegistryEntry) instances should either be created in field initialisers or in the corresponding registry event, not in preInit. Models should be registered in ModelRegistryEvent. If your event handlers aren't being called, make sure you've registered them (either manually or with @Mod.EventBusSubscriber). If you've made these changes and are still having issues, update your repository and describe the issues.
    1 point
  5. I'm not sure what would cause that. Have you set up your IDE project by following these instructions? Update your code on GitHub and I'll try to reproduce and debug it locally.
    1 point
  6. Your repository should include the Gradle Wrapper (gradlew, gradlew.bat and the gradle directory) so people building your mod don't need to have Gradle installed locally. You're using an old version of Forge which stops loading recipes for a mod as soon as an exception is thrown, newer versions continue loading recipes and log every exception that's thrown. I ran your mod with its current version of Forge and this exception was logged: You need to specify the metadata using the data property for any Item that has subtypes. I tried updating to a newer version of Forge, but you're still using GameRegistry.register, which is private in newer versions. You need to use the registry events instead.
    1 point
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  8. Optifine does a lot of things to 'speed up' the texture reloading. IIRC it threads quite a bit of it so that it seems faster, but it's just doing it in the background. A proper comparison would be Forge to Vanilla, Which we should be comparable if not a little faster. As for the server issue, that I honestly I have no clue. That is all based off when the server sends the ping response to the client. No idea why you're getting such a delay on JUST Forge. There isn't anything we're doing that would cause that.
    1 point
  9. It summarized in detail.
    1 point
  10. If you USE mixins, things should be baked down into metadata that Mixins{Mumfrey's library} loads. That data {Usually the compiled classes and whatever other metadata Mixins create} should be separate from your mod and signed. And the source code that generates that data should be visible in some way. If you require a coremod in your main mod, Just add 'required: mymod_coremod' to your @Mod. If you require a mod from your coremod {such as the handlers for the mixins you do} then you can add the mod as a dependency to the coremod.
    1 point
  11. modding on xbox and on pc are two different things, so i doubt xbox tos means anything for a pc game. on xbox modding usually requires you to mod your xbox first, which itself is against their tos. most of the times when you mod a console, you unlock it for online cheating and piracy, and they really don't like either. doesn't help that when people think of mods on a console, it's almost always for online cheating/hacking. on a pc modding is usually more true to the title, since most pc game mods are actual game modifications to add or change content, not just an invincibility hack that disrupts online play and affects other players' opinions of the game and the company that owns it. it also mentions single player, probably because of its requirement of connecting to mojang/future microsoft servers. it would mean most likely every client and server having to run in offline mode, so no more skins, no uuids and such. or alternatively a custom host for those.
    1 point
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