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Showing content with the highest reputation on 07/02/19 in all areas

  1. The Ore Dict system was designed so that multiple mods that added "copper" could all use each other's ingots in their recipes (because why would IC2's copper not work in Thaumcraft?). But this got extended to wood, so that oak, birth, spruce, pine, redwood, willow, ceder, fir, etc. into "wood" for recipes that just wanted "wood." And it mutated from there. Different kinds of "sticks" or "seeds" or "wheat" or "corn" or any other thing you could ever want that someone else might've already made and you want to insure compatibility.
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  2. You know what the Ore Dictionary is? Yes: congrats, now you understand tags No: go look it up Tags is, just about, the vanilla implementation of the Ore Dictionary system
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  3. You can use this: player.getHeldItem(hand).damageItem(1, player); In onItemUse()
    1 point
  4. Metadata doesn't exist in 1.13+. To copy damage (or any other value) from an ingredient to the output, you'll need a custom recipe type that overrides IRecipe#getCraftingResult. You can see an example of this here, with a JSON recipe that uses it here.
    1 point
  5. Use Java instead of Javaw https://stackoverflow.com/a/8194750/8935781
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  6. There is a comma missing in the language file, after "tutorial block". Is the file a json, or are you using a .lang still? What are you seeing when you mouse over the item in game?
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  7. No, MCP is the core and it will continue to be the core. I create MCP and thus I can trust in it's stability and availability. If modders want to make a translation tool between the two so that Fabric can load on SRG names. Then go for it. I have spoken many times about how a system should be designed. But the people who have said they wanted to help haven't followed through. Anyways, getting tired of answering this. Forge will never use Fabric. Fabric's core design of "screw it everyone's a coremod!" is NOT feasible for a large compatible modding ecosystem. Forge's major rewrite is done, which means updates should be back to our normal same day target. Sorry for being 'slow' because we decided to cleanup 8 years of technical debt and plan for the next 10 years. Anyways, don't bump old threads.
    1 point
  8. Forge uses code and concepts that is only applicable to Java (the programming language that the Java edition is written in). The Bedrock edition is written in C++, which is very limited in terms of dynamic code compared to Java and has nothing of the caliber that Forge needs to run. Modding the Bedrock edition might be possible theoretically, but it would be orders of magnitude less safe and easy than modding is on the Java edition. Therefore Mods cannot (currently) be made for the Bedrock Edition. I’m unsure about whether shaders exist for Bedrock, but I think that it’s unlikely and even if they do they will not have access to the wide variety of data that Java’s shaders have and will consequently likely look worse.
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  9. The problem with most alternative mod loaders, is that they are created out of spite with "Fuck Forge" as their motivation. But then they use our tools, our data, and our work to make their system. That's the thing that pisses me off about things like Rift. I have not looked at Fabric so i can't comment on what they are doing, or if they are doing it correctly/legally. However, I would also advise against using any loader that "gives the hooks to the users", by "exposing" mixins and encouraging the average user to use it. Because that flat out won't work. The reason Forge has compatibility with so many mods is because we've cultivated all the internal hooks as clean changes that make it so modders DON'T have to break things in MC code to make their mods work. So you can get a couple nice mods yes, but it'll become difficult when you start trying to create modern mod packs. As for updating to snapshots. I update the mappings internally when I get time cuz I like seeing what has changed. I would LIKE to make those mappings public but it isn't worth doing as they are not the highest quality and we loose a lot of information. I am looking for people who are willing to help create open source versions of some of the internal tools I use {which I did not create and thus is not my place to release} as well as a better three way binary mapping generator.. If anyone actually wants to help out on that, hop on discord either Forge's or sponge's and we can talk... Anyways, using 3rd party smaller loaders just to explore the new vanilla code is fine. But do not expect stable or useful releases from those.
    1 point
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