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Showing content with the highest reputation on 01/26/18 in Posts

  1. Also, in the block models (block_drill_basic.json and block_drill_advanced.json) you need to use commas after each texture entry.
  2. No, they aren't. According to https://jsonlint.com/ (for drill.json): Error: Parse error on line 48: ...", "y": 90 }, }} --------------------^ Expecting 'STRING', got '}' Although the actual problem is not with the 90, but a few characters later. I have to edit the tabs into 4 spaces to get the error to line up properly: Error: Parse error on line 48: "y": 90 }, }} --------------------^ Expecting 'STRING', got '}' You have an extraneous comma.
  3. Your JSON file is broken.
  4. Ignore it. It's deprecated because you aren't supposed to call it. Overriding is fine.
  5. Your blockstate json file is missing.
  6. You probably could do that. Depending on exactly how your mod works, it may be easier to simply maintain a list of block positions and search that.
  7. It's overridden in WorldServer to call ChunkProviderServer#getNearestStructurePos, which in turn calls IChunkGenerator#getNearestStructurePos. ChunkGeneratorOverworld implements this to look for a hardcoded set of Vanilla structure types, so there's no good way for mods to hook into it. This PR aims to resolve that.
  8. Do it by binary halves: PIck half of the mods (alphabetically works). Doesn't need to be an exact half. Just make sure that Animania stays in each time. Remove those mods. If the problem persists, remove half of what remains. If the problem goes away, put half of the most recently removed mods back. Repeat until adding/removing a single mod causes the problem. This should take no more than 7 iterations for ~100 mods.

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