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Showing content with the highest reputation on 12/24/17 in all areas

  1. Auto downloading Forge & mods can be done using the Twitch launcher, which in turn uses the official launcher. Having your own server isn't a valid reason to use a custom launcher over the official one.. If you don't want to use that or the official launcher, I can't help you any further. Also, what launcher are you using that doesn't work?
    1 point
  2. If you're using the official launcher (which you should be!), you don't have to copy over any JAR files or edit any JSON files. Running the installer is enough to set up your game.
    1 point
  3. 1.7.10 is no longer supported on this forum. Please update to 1.8.9+ if you want support.
    1 point
  4. Yes, it probably sounds accusatory (sorry) but was meant more as "tough love". Teaching you to learn things yourself. I'm only suggesting this because I feel you're ready for pushing to the next level of self-sufficiency. There are two types of problems -- common ones in an area of general modding interest, and esoteric ones that are mostly personal interest. There are also two types of people asking questions -- those who are weak in programming and those that are strong. You have an esoteric interest and are a strong programmer so proper help is to teach the skills to debug. If you were asking a common question and were weak programmer I'd spoon feed you the answer... No core mod is required. So I think you misunderstood my suggestion. Even though you don't suspect your own code, it is still most likely that the problem originates there (or in the way that it hooks into the vanilla code). There are certainly possible bugs in vanilla code (found one yesterday), but even then your code must have exposed it. So start with instrumenting your own code. By the way, this is a good habit to get into anyway -- a proper code validation needs to confirm every code path. With your own classes confirm that they are (a) being called as expected (b) not taking excessive time in their own right. If it is an actual memory leak, your IDE has ability to monitor that. Depending on your development environment google some instructions on debugging Java memory leaks. For example, Eclipse has the Memory Analyzer Tool. https://eclipsesource.com/blogs/2013/01/21/10-tips-for-using-the-eclipse-memory-analyzer/ Lastly, if you really need to modify the vanilla classes you just copy them and add your stuff -- replacing chunk providers is a standard modding activity. This is just standard debug practice and worth learning, especially since tracing the execution of the vanilla code teaches a LOT about how Minecraft is architected. But you can also use the debugger in your IDE and set breakpoints. Also, there is a built-in profiler that times some sections in the vanilla code which can help tell you if things are taking longer than expected. So again sorry I sounded rude, but intended to be more like a sports coach yelling at you to push harder to get to next level. You can do it! I promise if you do the above suggestions you'll feel significant advancement in your programming prowess.
    1 point
  5. Without logs I can only take a guess, but I know from my experience one thing I had an issue with when modifying world generation was a "Cascading world generation" issue where each time you created a new chunk, regardless of it being in render distance, it would cause the next chunk after it to be created as well. When I was working on this issue for my mod this what was causing my lag during world generation and was fixed when I saw a logic hole in my code. Aside from that I can offer no guidance
    1 point
  6. It doesn't auto-register the block. It actually does the opposite -- you register the block and it will go back and inject an instance to all the fields that match name. Whether you use it depends on your coding style. I don't necessarily name my fields the same as the registry names so have to add the additional matching name, and so I don't find it really provides me a lot of convenience. But some people really like to use it.
    1 point
  7. Running mh isTransparent on MCPBot tells me that Particle#func_187111_c was renamed from isTransparent to shouldDisableDepth on 2017-02-18 by kashike.
    1 point
  8. If you look at ItemBlock#getCreativeTab, you'll see that it always uses the Block's creative tab and ignores the one set with Item#setCreativeTab. You need to use Block#setCreativeTab instead.
    1 point
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