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Showing content with the highest reputation on 09/24/18 in Posts

  1. You need a custom IRecipe implementation. Check out Choonster's iron-to-gold helmet upgrade recipe: https://github.com/Choonster-Minecraft-Mods/TestMod3/tree/1.12.1/src/main/resources/assets/testmod3
  2. You cant render text in the event that isn't Text. There is a RenderGameOverlayEvent.Text.
  3. Things have to break in order to get better. Its just something that people have to deal with. Objectively the java Minecraft engine has gotten better in all the recent updates. There is a reason why Forge doesn't port old things to the new versions even tho tons of people complain. Because once they see the changes they realize they are good. Mojang is not concerned with the between-version updating. They are concerned with the engine itself. Holding themselves back because it might inconvenience modders is not what they should be doing. Anyways, at the end of the day people can write for whatever they want, but the community AS A WHOLE, should move forward and keep up with the current version. 1.13 is being a major challenge, but hey it's worth it.
  4. UPDATE: If anybody cares, I found root cause and fixed this Mojang bug. Yes, I know its fixed in 1.13 but I wanted to see if I can fix it anyway. It turns out its not a bug in ray tracing (the logic for what a mob can see), or path find, or the AI. It was a bug in the door blocks themselves. The blockstate's "open" property for the upper blocks of the doors was never being updated. It stayed "false" even when the lower block was "true". Most of the code that uses doors only look at the lower block but the path finding logic does not. When a mob is 2 blocks high both blocks have to be clear. The upper block was coming back as "DOOR_CLOSED" and the AI never went through. My fix is to set the block state of the upper block whenever the lower block was changed. It seems to only be needed in two places.
  5. Learn programming & modding and make it yourself! Its a great skill to have

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