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Showing content with the highest reputation on 01/19/19 in all areas

  1. You can't override static members. https://stackoverflow.com/questions/2223386/why-doesnt-java-allow-overriding-of-static-methods
    1 point
  2. Probably an issue with Optifine. You need to use the correct version for whatever Forge version you're using, which would be E3 in this case.
    1 point
  3. As far as I see, the main problems are cause by enderIO and projectE, try removing them one by one. (I would try enderIO first)
    1 point
  4. I just found it out. In one place I had set the modid to "Vinium". A small typo which eclipse didn't catch and I missed. I feel stupid now, but at least I learned I was naming my packages wrongly from all this.
    1 point
  5. World gen has changed a lot over time, I think if you want to have mod that provides this your best bet would be to grab the world datafixers from all versions & condense them
    1 point
  6. https://github.com/ichttt/MCLang2Json
    1 point
  7. What I said about only taking 10 mins was refactoring your @Mod annotation I’ll break down the times (that I think it would take, from my Modding experience): Refactoring @Mod annotation to META.INF file: 5-10 minutes (5 mins for basic mods, 10 mins for mods with dependencies) Rewriting .lang to .json: 5 mins (10 mins if you do it all by hand, 2 mins if you use a tool to do it, 15 secs if your already prepared for it) Flattening & removing getStateFromMeta & getMetaFromState: about 10 mins per block (5min for simple blocks with variants stored in meta, 10 mins for blocks with multiple types & variants stored in meta, already done ✅ if you prepared for it) Changing OreDictionary to the Tag System: about 2 minutes per OreDictionary entry Updating texture references (“/blocks/“ to “/block/“): 5 mins (15 seconds for a well written mod, 5min for a badly written one, 15min for a horribly written one) Updating model variants (“normal” to “”): 10 mins (15sec for a well written mod, 10 for a badly written one, 15 for a horribly written one) Moving data from /assets/ to /data/: 1min Rewriting mod functionality: between 0 and infinite minutes, it depends 100% on what the mod did - some devs may not have to do anything, some may have so much work that they give up and never work on the mod again. Some mods may also not be necessary anymore. I’ve prepared for 1.13 in my mod, and it should take me less that half an hour to fully update it for 1.12.2 to 1.13, every other Modder should be (and most are) preparing the same way. ALL THESE NUMBERS ARE ESTIMATES BASED ON EXPERIENCE AND VERY FEW ACTUAL FACTS! As Lex said
    1 point
  8. You can view the entirety of Forge 1.13 here: https://github.com/MinecraftForge/MinecraftForge/tree/1.13-pre?files=1 I think that Forge 1.13 is 80-90% done based on: - Forge Gradle 3 is finished (this was the part that unexpectedly took the longest) - I believe the MCP mappings are pretty much done for 1.13 - From what I’ve seen on the comits they’ve managed to get Forge 1.13 (without all the patches) to compile and run (I’m traveling right now so I can’t test it and confirm it myself) - I judge that the rewriting of the mod loading system is probably more than half done as they’ve already merged Minecraft and MCP into 1 “mod” with the new loading system (I think the new loading system is amazing and is a massive upgrade from the previous system) - I think that the remaining 10-20% of work is going to be going through all the patches from 1.12.x and seeing if they still need to exist and if so what changes have to be made to them because of changes to the vanilla code. Here’s the list of patches to review https://github.com/MinecraftForge/MinecraftForge/issues/5162
    1 point
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