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Showing content with the highest reputation on 06/30/20 in all areas

  1. Jesus H Christ on a crutch and the Holy Mother of God. A NEW SAVE FILE
    2 points
  2. Right now, we can't. All of the mappings for 1.16 are being made by hand, because the system we used to use has acquired far too much tech debt. There's a new system on the way, it's called the Mod Mapping Management System, or MMMS for short. You can keep an eye on its development here: https://github.com/ModMappings/
    2 points
  3. Cool. We here at Forge don't care.
    1 point
  4. It takes the same parameters as the way it worked before, except instead of creating a new instance of the class via new, you use the static create method.
    1 point
  5. Hey everyone, I've built a forge mod that allows for modded multiverse capabilities. I hope you'll check it out. https://github.com/johnsusek/mverse It uses fancy enterprise clustering technology to sync player data between servers. For clients the mod is simple, your character (inventory, everything) just magically follows you around across servers. It will work with forge mods, as long as all the servers have them installed. I've tested it with JourneyMap to confirm this. Buildable player portals between servers are coming very soon. Imagine collections of servers, all running the same set of mods, linked together all over by player portals, as one big cluster/mesh/multiverse/metaverse. Right now multiverse mods are all vanilla and I want to change that. All kinds of interesting things can happen if you link modded servers together. I'm looking to see how the clustering performs with some traffic (more than just myself), so if you want to try it out, just connect to clio.mverse.network or thalia.mverse.network after you install the client mod. Connect to one and play around, dig some stuff, then connect to the other server and notice your character has followed you! What I'm also looking for though is server admins who would be interested in joining my cluster (or forming their own). Then we can get other admins to join the cluster too, and see how big we can make it! It's only experimental, so only new/spare servers please. Check out the server install docs for a taste of what joining/starting a cluster is like. Joining is super easy for anyone experienced with MC server admin, it's just a few extra command line parameters. This could be the start of something really big! I hope you'll join me in trying it out, either as a player or joining your server to the mverse cluster.
    1 point
  6. AttributeModifierMap$MutableAttribute has three main methods: func_233803_a_ which creates an empty instanceof AttributeModifierMap#MutableInstance, func_233814_a_ which adds an attribute to the map that is initialized to the default value, and func_233815_a_ which adds an attribute to the map that is initialized to the value set. Most of the entity types hold a static method of a map that is stored within GlobalEntityTypeAttributes#field_233833_b_. The default map used seems to be based on the closest parent to the child object in question (ChickenEntity would use the one in MobEntity, EndermanEntity would use the one in MonsterEntity). All changes to the base map or additional attributes are applied using MutableAttribute#func_233815_a_.MutableAttribute#func_233814_a_ only seems to be used if the value is the default or where placeholder value is used (such as in LivingEntity until called by each child). As for registering, forge added the method GlobalEntityTypeAttributes#put which satisfies the requirement of where to initialize the MutableAttribute for each custom EntityType. Since the factory used to spawn the EntityType isn't called until the entity needs to be spawned, it can probably be called within your FMLCommonSetupEvent. I'm pretty sure the method is not thread-safe however, so it is best to set it up within a DeferredWorkQueue.
    1 point
  7. 1.12 is not supported any more. Update to a modern version to receive support.
    0 points
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