I have this json recipe in assets/modid/recipes folder
{
"type": "minecraft:crafting_shaped",
"pattern": [
"AAA",
"ASA",
"AAA"
],
"key": {
"S": {
"item": "mw:ruby"
},
"A": [
{
"item": "minecraft:stone",
},
]
},
"result": {
"item": "mw:ruby_ore",
"data": 0
}
}
But in game is not working, so i guess i have to register it. So how can i register a crafting recipe in 1.12? :)
I am going give up on it myself. My best guess though I cannot confirm may lie in use of a class called SPacketEntity. It has this code:
public void processPacket(INetHandlerPlayClient handler)
{
handler.handleEntityMovement(this);
}
There is this class called: PacketThreadUtil that seems to run a bunch of scheduled tasks. A packet for handling entity movement is one of them.
Confirmed you're correct. The update frequency is used in only one place (line 191 in EntityTrackerEntry) where the code to decide to send update has the condition:
if (this.updateCounter % this.updateFrequency == 0 || this.trackedEntity.isAirBorne || this.trackedEntity.getDataManager().isDirty())
Note the isAirBorne check. So I guess the idea is that projectiles are covered with that?
To fully understand how things are updated, it seems most of the code is in the EntityTrackerEntry#updatePlayerList() method which has following code:
One interesting thing is the EntityArrow is specially handled. Also Elytra flying is also specially handled.
Hello guys, I'm a beginer for minecraft modding,when i try to make some item ,i got this question.
I want my item has two different "durable" (eg. One is the real durable , another show how many fluids this item contained, and when item contatined lava, this item will gradually melt down)
what show i do for this item? Is there any way to draw two durable bar in one item? Or i should show fluid amount in item tooltip?
I'm working for mc 1.12 forge 2705
thanks everyone whatevery you can help me or not
That did help, but I've since found a more reliable solution (thanks Greymirk!)
in your build.gradle, in the minecraft {} section, add "
makeObfSourceJar = false
"
So, mine looks like this:
minecraft {
version = "1.11.2-13.20.0.2216"
runDir = "run"
mappings = "snapshot_20170120"
makeObfSourceJar = false
}
Now, if you needed the obfuscated source JAR this isn't going to help you. But if you DIDN'T (and I don't even know what that's for, so I don't) this will make the problem go away.
:-)
Ha yeah I've learnt the value of automated unit testing the hard way... subtle little bugs that made my database lose every 1024th row of data, introducing a memory leak while fixing a different problem that caused my app to crash after running for 3 hours, an object-copying mistake between two classes that made the player disappear everytime he moved left and pushed fire at the same time. Having to re-do 3 hours of extremely boring manual testing, twice, when fixing another bug.
Anyway - I got a suggestion in another forum which I'm trying out now:
http://objenesis.org/tutorial.html
It lets you instantiate classes without calling any of the constructors. The object is in an invalid state of course (all member objects are null), but you can override its methods with your own stubs, pass the instantiated object to your class under test, and it will call them no problem.
I've just tested it on EntityPlayerMP and it worked a treat.
-TGG