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Showing content with the highest reputation on 09/12/20 in all areas

  1. Use GDLauncher or MultiMC instead, Twitch seems to be broken nowadays
    1 point
  2. Oh sorry, i get what you want to do now ๐Ÿ˜† ...so you can subscribe to the AttackEntityEvent..check if the target entity is a sheep and then use World#createExplosion to create an explosion with configurable values (position, radius etc...)
    1 point
  3. I'm pretty sure new ItemStack(blockstate.getBlock()) is sufficient. Last I checked, the ItemStack class has a constructor that will do the block -> item conversion for you.
    1 point
  4. Why you use this to get and itemStack? ItemStack itemstack1 = blockState.getBlock().asItem().getDefaultInstance(); //<---- THAT IS WHERE I GET THE ERROR I think you just need to create an ItemStack with new ItemStack(blockstate.getBlock().asItem())
    1 point
  5. Please speak English on this forum, so more users can understand your problem and help you resolve it. Thank you.
    1 point
  6. Don't try to emulate the texture itself. Instead use IForgeBakedModel::getQuads which has a side argument. I used this back in 1.12 to make menger sponges out of any solid block. It's a bit outdated, so copy/paste probably won't work, but should point you in the right direction. BakedMengerOneModel.java#L47-77 Also please cache the models that your blocks have copied. It's much easier on the client to reuse the List<BakedQuad> that you've already gotten once, than to continuously ask for it. Cache However nowadays you should use ISelectiveResourceReloadListener instead The bytes sprinkled throughout the code is the tiers of the menger iterations. They can be safely ignored.
    1 point
  7. So Fabric is JavaScript and Forge is Ruby? ๐Ÿ˜›
    1 point
  8. I haven't used Fabric before, but from what I've heard: Forge uses an event driven system. Fabric (IIRC) treats all mods as coremods (mixins). This makes Fabric significantly more lightweight than Forge, and therefore quicker to develop and update. I wouldn't be surprised if a Forge update's workload is more than 10 times the workload of a Fabric update. However, since Fabric mods use mixins, it is very easy to cause incompatibilities between mods (think of Forge coremods), while Forge's event system can theoretically supports infinite amount of mods. Apart from that, Forge has a much bigger user base than Fabric, therefore the Forge team has to respond to more PRs and issues. I imagine this to be very time consuming.
    1 point
  9. Entity tracking is the process of sending entity data to the clients who need it(as in are in range of the entity defined within the tracker method). EntityDataManager is responsible for syncing the data to the clients. You can add your own data to sync for your entity via a usage of DataParameters. updateFrequency is the frequency at which the data is sent to the client. sendVelocityUpdates is self-explaining.
    1 point
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