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Showing content with the highest reputation on 05/27/20 in all areas

  1. Few things to add: 1. You might want to check out SpriteUploader. 2. Check out AbstractGui::blit. It is the built-in method of rendering sprites with UV coords. 3. You won't need to check on for the rendering thread if you are rendering in the Screen code (in the appropriate method). On an irrelevant note, almost everything in BufferBuilder as well as AtlasTexture (and a few other mentioned classes) has been deobfuscated on recent MCP mappings. You should consider updating your mappings if you find them obfuscated on your setup.
    2 points
  2. Because the chunk in the other dimension is already loaded, just like when you move from one chunk to the next in the same dimension, or use the teleport command to move to a loaded chunk.
    1 point
  3. I think this is caused by someone breaking the mappings on 5/26 by naming 2 fields the same thing. I had the same problem, and finally opened up that AudioStreamBuffer.java file, and found an int and a ByteBuffer both named buffer. Try using 20200525 for your mappings. *edit: confirmed that this was a mappings glitch, should be fixed in 20200528, use 20200525 until then if you can't wait
    1 point
  4. problem is running gradle daemon, just disable it - search in intellij "show gradle daemons" and kill them all https://www.minecraftforge.net/forum/topic/80667-cannot-create-dev-environment-for-forge-1144-and-above/
    1 point
  5. OH, I CapabilitySerializable! I'll be honest, I haven't messed with it, as I could never seem to find any resources for how to use it. I honestly just have an interface defining methods for reading to/writing from NBT, and then use those in my ICapabilityStorage implementation. I'm pretty sure what I'm doing violates diesieben07's coding guidelines, but it's how I first learned to do it back in... was it 1.10? Anyway, I'm going to defer to DavidM's judgement here, as he's clearly more experienced than I.
    1 point
  6. Have you tried looking through the code, starting with SpawnerBlock? Best guess, having not tried this myself, is that the TileEntity for the SpawnerBlock controls the spawning, so I'd start looking there. :) I just opened SpawnerBlock, and the createTileEntity() method returns a new MobSpawnerTileEntity, so following into that class, I see there's a private AbstractSpawner field called spawnerLogic, so I'd probably go there next (as well as scan the rest of the code in the tile entity just to see if there's anything useful). . .you see what I mean. Find something that looks promising, attempt to implement it, then come back here if it doesn't work, post a link to your code (having a github repo is the best way to share your code, and you likely will get more help having one, since it's easier to search through/clone/debug/etc) and also your debug.log (posting as a github gist is probably the best way, again with a link to here).
    1 point
  7. I am using the forge version of 1.7.10 and I am trying to get the wearmc mod. There is no .jar file in it and same with all the other zip mods I try to get. They don't have jar files and they don't work when I put them in the mods folder. The jar files are side by side with them and they work just fine. Also when i had the wearmc mod in the folder i went on a server and other people had gear on. I wasn't sure if it was because maybe the mod had the same coding as another mod of the general target(capes, Hats, etc). Send help.
    1 point
  8. 1.7 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    0 points
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