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Showing content with the highest reputation on 08/15/17 in all areas

  1. I'm not really sure what you're asking. Yes, you can have as many versions as you want, just in separate directories. However, this will consume a considerable amount of storage space. If you're wanting the same Forge version , but with multiple mods, then this tutorial from Lex Manos should serve you well:
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  2. If you look at the usages of MinecraftServer#reload, you'll see that it's called from CommandReload#execute (i.e. the /reload command) and from Minecraft#refreshResources (i.e. the method used to reload resource packs). It's only called from Minecraft#refreshResources when there's an integrated server running (i.e. single player or the LAN host).
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  3. If I am not mistaken Ender IO and Thermal Expansion send energy through there pipes by just filling there pipes with energy, which allows them to get past all of that path finding that if I am not mistaken IC2 does. Though if you go with my suggestion from the other thread you could bypass all of that and just store it in the 'network' instead of the pipes.
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  4. Return true from Block#onBlockActivated when an action was performed to prevent Item#onItemUse/Item#onItemRightClick from being called.
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  5. Sounds like you're already close to a solution, but I found SimpleNetworkWrapper nice to use. create a SimpleNetworkWrapper, something like: SimpleNetworkWrapper simpleNetworkWrapper = NetworkRegistry.INSTANCE.newSimpleChannel("myChannel"); You will need to use that to register a message class, I did this in postinit like: simpleNetworkWrapper.registerMessage(MyMessageHandler.class, MyMessage.class, 0, Side.CLIENT); Declarations such as: MyMessage implements IMessage MyMessageHandler implements IMessageHandler<MyMessage, IMessage> For an example see the comment =~ line 62 of net.minecraftforge.fml.common.network.simpleimpl.SimpleNetworkWrapper.java Finally you send the message from the server like this: simpleNetworkWrapper.sendToDimension(new MyMessage(myConfigurationSettings), 0); Which will fire the MyMessageHandler.onMessage on any client attached to that server that is in the Overworld (That's the 0). You would have to repeat this for the Nether (-1) and The End (1) if that was important. IMessage defines a dead simple ByteBuf serialization pattern which is where you'd convert your settings to something transportable. toBytes(ByteBuf buf) fromBytes(ByteBuf buf) 0d
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  6. No, advancements are loaded when the server starts (WorldServer#init, called from MinecraftServer#loadAllWorlds) and when it's asked to reload them (MinecraftServer#reload). WorldEvent.Load will be fired for dimension 0 just after the initial load, but there's currently no event fired for the reload. This PR adds an event for the reload, but it's not likely to be merged until the author documents the event.
    1 point
  7. Instead of storing a collection of items and comparing the contents of a the crafting grid against them, recipes now store a collection of Ingredient objects and ask each one whether the contents of the crafting grid match. Recipes are now stored in a Forge registry, so each one has a unique registry name. This also means that they should be registered in the corresponding registry event using IForgeRegistry#register. GameRegistry.addShapedRecipe works much like it did before, but now it requires you to specify the registry name (the first parameter) an optional recipe book group (the second parameter). Recipes with the same group will be shown together in the recipe book. The vararg parameter should contain the shape strings followed by the character and ingredient pairs, just like before. The ingredients can be ItemStacks, Items, Blocks, Strings (for ore dictionary matching) or Ingredients. I highly recommend learning the JSON system. If you're getting errors that you don't understand, post them along with your JSON files and we can try to help you. That's not quite what the OP is looking for. Forge already allows you to specify conditions for a recipe that can disable it at load time, that class allows you to specify conditions for an individual ingredient. diesieben07 explains how to create your own conditions here:
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  8. Yep, see the diamond sword recipe from vanilla: { "type": "crafting_shaped", "pattern": [ "X", "X", "#" ], "key": { "#": { "item": "minecraft:stick" }, "X": { "item": "minecraft:diamond" } }, "result": { "item": "minecraft:diamond_sword" } }
    1 point
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