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Showing content with the highest reputation on 10/16/18 in all areas

  1. Im fluent in google translate
    2 points
  2. I have no sympathy for you players who use Netease, their entire business model is bad and abuses the hard work that we here at Forge, and other modders do. If they want to start complaining that I don't produce Forge fast enough, then they can start helping out. But no they just sit back, toss DRM onto things, and just rake it in. It'll be done when it's done.
    2 points
  3. Oh wow, that's really cool. It's a shame it had to be closed, but hopefully the new work between you and Grondag can lead to a version of this in Forge, or at least in some form that's easily accessible by modders. I saw Grondag's mod when it was released, but I didn't really see the connection since those were custom blocks and didn't think that what was done there could be done dynamically to blocks on worldgen. If BetterFoliage could make smooth leaves with that, and NoCubes got working on 1.12, both without coremods, that would be fantastic. The possibility of having Optifine-like features such as the better grass, better snow, connected glass, etc. but customizable would be a godsend to modders. I can think of so many possibilities for that. Those very buggy screenshots shown in the PR makes me think that stuff like that could also be used to render directional block shadows, godrays, and stuff like that without shaders, even, if implemented. That would be brilliant. I hope the performance issues can get solved and that some variant of the PR gets accepted, because clientside rendering tech is becoming a bigger and bigger part of many mods, and it seems to be an area somewhat lacking in Forge.
    1 point
  4. Sounds like there is only one instance of each animation field, are they static? They shouldn't be.
    1 point
  5. I think you should make the pathfinding AI better instead of removing bounding boxes. Why not just check if they're stuck on a trapdoor & if so try moving around a little
    1 point
  6. Theres also a performance gain with bitshifting
    1 point
  7. Multiplying works out the same. Its dividing that causes problems. (You should still bitshift)
    1 point
  8. Don’t multiply, use bit shifting. The results are different (integer multiplication rounds down)
    1 point
  9. Well obviously it won't be the case when the RightClickBlock event fires. This event happens before any vanilla logic runs and thus before the game even has a chance to open the GUI. You need another event. For example the GuiOpenEvent. Then you can use GuiOpenEvent.gui instead of Minecraft.currentScreen. Edit: Now when I think about it that won't work either. The client is never aware of the items within the chest and by extension the Container when it is opened. The game sends the packet to the client after the GUI is opened that tells the client about the items. So you would have to hook into some sort of TickEvent and chack your container there. You would need to detect when the GUI is opened(probably via the GuiOpenEvent) set some boolean somewhere to true, in your TickEvent check whether the boolean is true and check the contents of the container. If they are not empty do whatever you want to do and set the boolean to false.
    1 point
  10. Well then you should probably learn java before starting to make mods. Otherwise you are trying to assemble a rocket without a guide.
    1 point
  11. It's not about abandoned favorite mods. The real reason is they don't have enough brain to update to newest versions. That's all
    1 point
  12. 80-90% over the course of roughly 2 ½ months so maybe 1-2 more weeks until completion then maybe hopefully. Hopefully 1.13 isn't a drastic change in terms of converting mods to be compatible.
    1 point
  13. 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.
    1 point
  14. No, TGG, That is not enough. For World#getSunBrightness is client-only, Modifying it only changes. So, here is what you have to do to change skylight: 1. Make your new customized WorldProvider. 2. Override getSunBrightnessFactor, getSunBrightness, and getStarBrightness. - getSunBrightnessFactor is for skylight calculation on Server&Client. Affects the light value of whole world. - getSunBrightness is for sky rendering on Client on day. 3. Modify the methods with your needs. 4. As TGG said, replace overworld provider with yours. first, unregister the overworld provider using DimensionManager.unregisterProviderType then DimensionManager.registerProviderType for the surface world with your new customised WorldProvider 5. Done. * These thing can be possible thanks to my PR. :-)
    1 point
  15. I apologize for bringing it up, and I did read the thing on the top of every page. My problem is: I'm a player of Minecraft China. Minecraft China is an official, modified-for-China version operated by a Chinese company, Netease. The modifications require Forge to work, for some reason. Then you can guess it: we Minecraft China players cannot play 1.13 on Minecraft China. I understand that 1.13 is very different from previous versions, and development can take a lot more time. I hope development of Forge for 1.13 can go smoothly so that Chinese players can play 1.13 earlier.
    0 points
  16. I’m pretty sure this isn’t the reason, let’s keep this polite
    0 points
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