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Showing content with the highest reputation on 10/05/18 in all areas

  1. We are currently working on 1.13.0, however, once that's done. 1.13.1 is a rather small update and will be released directly afterwords. Again, we are working on the toolchain re-writes first. Right now the stumbeing block is Ama.. I've been waiting for a week for him to sit down and atleast spec out the Userdev side of things but he likes to not communicate. Things are progressing on the other side tho. The installer is re-written to do install time deobfusication and other tasks. Forge now loads in the official launcher with our changes, and the new modloader system. A large chunk of our patches have been reviewed and reapplied. You can keep an eye on our progress on our Forge Github and ForgeGradle Github
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  2. Figured it out. I have two registry functions and I forgot to put modEntities++ on the other. *facepalm*
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  3. If you have code that may depend on a mod that may or may not be installed you might want to try using the @Optional annotation. There is a good explanation here: http://cazzar.net/tutorials/fml/optional-annotations-the-usages/
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  4. For people referring to this in the future, Use these methods used in my case : @Override public SPacketUpdateTileEntity getUpdatePacket(){ NBTTagCompound nbtTag = new NBTTagCompound(); nbtTag.setTag("inventory", inventory.serializeNBT()); energy.writeToNBT(nbtTag); nbtTag.setInteger("enchantTime", this.enchantTime); nbtTag.setInteger("currentItemEnchantTime", this.currentItemEnchantTime); nbtTag.setInteger("enchantingTime", this.enchantingTime); nbtTag.setInteger("shouldEnchantTime", this.shouldEnchantTime); nbtTag.setBoolean("isEnchanting", this.isEnchanting); return new SPacketUpdateTileEntity(getPos(), 1, nbtTag); } @Override public void onDataPacket(NetworkManager net, SPacketUpdateTileEntity pkt){ NBTTagCompound tag = pkt.getNbtCompound(); inventory.deserializeNBT(tag.getCompoundTag("inventory")); energy.readFromNBT(tag); this.enchantTime = tag.getInteger("enchantTime"); this.currentItemEnchantTime = tag.getInteger("currentItemEnchantTime"); this.enchantingTime = tag.getInteger("enchantingTime"); this.shouldEnchantTime = tag.getInteger("shouldEnchantTime"); this.isEnchanting = tag.getBoolean("isEnchanting"); } and also add the following in the update() method: if(this.world.isBlockLoaded(getPos())) { this.world.notifyBlockUpdate(getPos(), this.world.getBlockState(getPos()), this.world.getBlockState(getPos()), 2); } This should fix the problem I had
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  5. What you're referring to are ATs (Access Transformers). ASM can be used to all kinds of bytecode manipulations, even go as far as removing or replacing entire classes with custom code. ASM is only available for coremods and you need to know how to write code in ASM. ATs on the other hand can be utilized by any other mod, IIRC since recent versions of Forge.
    1 point
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