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Showing content with the highest reputation on 08/04/17 in all areas

  1. I use the following for windows. java -XX:-UseGCOverheadLimit -Dfml.debugClassPatchManager=true -Dfml.debugRegistryEntries=true ^ -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy ^ -Xmn128M -Xms1G -Xss1M -XX:MaxPermSize=256M ^ -Djava.net.preferIPv4Stack=true -Dfml.queryResult=confirm ^ -jar forge-version.jar nogui Try that first, if you need more ram for your server increase 1G to the highest you are willing to spare. My megapacks on Curse have no problems running in 3G environments. -Xms3G is the setting. On Java 8 and higher -XX:MaxPermSize=### can be omitted. But if included Java will ignore it for you. The other stuff is for memory management and better error reports.
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  2. https://gist.github.com/anonymous/67f8df3a50af2f256d399b0af80e9d69#file-gistfile1-txt Is this what you were talking about?
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  4. I was re-runed several times, but i always get this error
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  5. Just found the solution... Took out all my mods and added them back one after another. I thought one of them probably went wrong and now everything's working... I don't know what kind of bug this is... Thank you Arkrus for helping though!
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  6. Try deleting the forge profile in your MC launcher, then redownload forge, but disable the option to install Mercurius.
    1 point
  7. You need to potentially override TileEntity::getRenderBoundingBox and TileEntity::getMaxRenderDistanceSquared. The first method dictates whether to render your TE if it is's origin is not within camera's viewport, the second one dictates the distance to stop rendering your TE at. Mind the "squared" in the name of the method. By default it returns 4096 that translates to 64 blocks.
    1 point
  8. An ItemMeshDefinition simply selects a model for an ItemStack, it doesn't combine or generate models itself. This needs to be done by the model. Look at ModelDynBucket or ItemLayerModel to see how they combine multiple textures into a model. I can't really help you with specifics, I can only point you to examples.
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  9. It's possible to create clients, {not legal in quite a lot of ways} But it's impossible to stop cheating on the client's side. I am not gunna download and run your random code on my machine. Oh wow, and reading the page you're offering the pirated version of Minecraft to your users. You REALLY are bad at this. No, No help for you!
    1 point
  10. IModel is the model in its raw form, which can be baked into an IBakedModel. IBakedModel is the model in a form optimised for being uploaded to the GPU. ICustomModelLoader is responsible for loading the IModel.
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  11. To overlay things on your model, you'll need to create your own IModel/IBakedModel/ICustomModelLoader implementations. Forge has several examples of these. The SimpleModelFontRenderer class added to Forge in 1.11.2 allows you to render text on models. If there are a fixed number of variations, you can register them all with ModelBakery.registerItemVariants and then register an ItemMeshDefinition that selects the model based on some aspect of the ItemStack (e.g. metadata, NBT, capabilities). If the variants are dynamically-generated, you'll need your own model implementation. I can't really help you with the specifics of your model implementation, you'll need to look for examples in Forge or open-source mods.
    1 point
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