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Showing content with the highest reputation on 12/13/18 in all areas

  1. OldBoosters Reenable the old minecart boosters from Alpha Features: The booster bug and speed cap can be turned on an off separately on a per-minecart basis. There's a config setting to set the defaults for newly placed minecarts. (by default, the booster bug is enabled and the speed cap is removed) You can bypass the setting by using an NBT tag, e.g. /summon minecraft:minecart ~ ~ ~ {EnableBoosters:true/false,RemoveCap:true/false} Notes: This is not 100% faithful to the old minecart physics still, mainly because my main goal was to re-enable the booster bug. Apparently, if you have a non-bugged cart and a bugged cart, they still accelerate, just not quite as much as two bugged carts. The Speed Cap not being present is what made these boosters super powerful, allowing hundreds of blocks per boost. The carts don't appear to go faster, just for a longer distance. Maybe there's a better term over 'speed cap'... With the speed cap in place, these boosters are only slightly better than powered rails so far as I can tell. This is a coremod (even if I'm using mixins instead of Forge's coremod arcitecture). It's also my first (released) mod. I've tested it as much as I could, but I wouldn't be surprised if I've done something against good practices/guidelines. If I have, help me out. Latest Release: https://github.com/kitlith/OldBoosters/releases/latest Source Code: https://github.com/kitlith/OldBoosters Inspired/based off of Exalm's OldDays mod. Why didn't I recreate the whole thing? I wasn't interested. Feel free to fork this for your own purposes, though.
    1 point
  2. These small loaders give Modders and players the ability to preview and get a feel for the new versions, but their purpose is definitely not to replace Forge. At this point Forge is pretty much a proper API. Also, Rift has legal problems; and Fabric is recreating all of the MCP mappings to avoid some of those legal problems. Both loaders are encouraging Modders to use coremods (mostly Mixins) to add features, a thing Forge discourages. This isn’t necessarily a bad thing, with Modders (hopefully) gaining more knowledge about how java works and what their code does. However, obviously coremods have a bit of a tendency to blow up unexpectedly (especially those created by people new to coremodding), so a large amount of coremods being created for 1.13+ isn’t great. Also neither modloader provides an event based API (one of the best features of Forge IMO) though Rift has expressed interest in providing one. I know that my mods will definitely “return” to forge within very short period of its official 1.13 release
    1 point
  3. BlockBase is an anti-pattern, there is already a BlockBase class, it’s called Block. Don’t use IHasModel, all items need models. You can do all your item model registration automatically in 1 line. IHasModel forces you to write the exact same code over and over again. Package names should be singular Methods should start lowercase A CommonProxy doesn’t make sense. Proxies seperate code. If it’s common code it doesn’t belong in a proxy. Have you tried stepping through your code in a debugger? You seem to be overriding all the correct syncing methods. Where is your rendering code?
    0 points
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