Jump to content

ChampionAsh5357

Members
  • Posts

    3284
  • Joined

  • Last visited

  • Days Won

    62

Everything posted by ChampionAsh5357

  1. That's an incorrect assumption. What you should look for is where the chunks are added which happens within `renderLevel`, so every time the game loads a new area because of the camera moving, the chunks that were removed will flicker as they are added in and compiled in the next frame of execution. If you want to properly handle things, you should look into LevelRenderer#applyFrustum where the chunks are added to the field.
  2. It has to do with what you are using to connect with your ip address, either ipv4 or ipv6. From what I've been told, it's likely that one direction is blocking the ipv6 traffic, using ipv4 instead preventing the connection from occurring. As such, you need to change the settings for your device or router to either block ipv6 traffic incoming and outgoing, or don't block either.
  3. If you used the installer jar, it should download to wherever you specified the server to be installed.
  4. Download the installer, install the server, move the world folder over, redownload the associated mods for the correct version. If there are missing mods, it will of course have missing entries. There can't be a texture issue on the server as textures are only shown on the client.
  5. In order to root out one of the more common issues, we'll need to see your hosts file. Here's the steps to getting this file. 1) Press the Win + R key on your keyboard. 2) Paste the following into the prompt that opens: notepad %windir%\system32\drivers\etc\hosts 3) Use Ctrl+A to select everything in the file, then Ctrl+C into the textbox to post to this thread.
  6. Please provide the debug.log from the logs folder containing the error. If it exits before the game even starts, the launcher logs will work instead.
  7. You probably don't have Java installed if it fails to open.
  8. Show the entire error and the gradle buildscript.
  9. So when the block is broken, check whether the mob can spawn, create the entity, add the entity to the level via `Level#addFreshEntity`.
  10. You can get whether a structure is at a given position StructureManager#getStructureWithPieceAt and check if its valid and then cancel the BreakEvent if that's true and it doesn't meet whatever conditions you set up.
  11. I don't know CraftTweaker, but looking at their docs, they seem to have pretty much a carbon copy of glms, so you'll need to do the implementation either way.
  12. Missing worldgen information does have the potential of corrupting the save file, but it typically only happens for removing dimensions. Those bugs might be fixed though in recent versions. Yesish. There may be some issues when generating the heightmap when connected to biomes that have been removed and had their blocks replaced with air due to smooth, but other than that it should just generate as normal since it's lazy when determining how the chunk will generate. The missing event is fired every time the world is loaded. As for missing entries, I believe once they get remapped, they do not get remapped again. Only missing mappings have the event fired. Depends on the result. Ignore, warn, and fail will not store anything but just continue, notify, or fail the world loading. Remap, as you gathered, will be added as an alias and stored in the level.dat as the registry snapshot.
  13. It probably is a result of a mod. You can profile your game using spark or for 10 seconds using F3 + L and see what may be causing the high usage.
  14. A PR was made to Forge which supports ipv6; vanilla meanwhile does not have full support for ipv6 and there is no mixin in base fabric which supports it as well.
  15. First, this is an English only forum. Second, please provide the debug.log from the logs folder in your game directory.
  16. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  17. Minecraft already has a blur shader, aptly called `minecraft:blur`. You could just pass that shader into the render system. The simple thing to do is load it as a post effect via GameRenderer#loadEffect and turn it off via GameRenderer#shutdownEffect. By default, vanilla doesn't use these methods, though it will conflict if others choose to use it as well. If you only want to apply it for your particular object being rendered, you'll need to create a new shader instance using the same thing as what vanilla already provided.
  18. Item#getUseDuration See how the multishot enchantment works. Have the arrow have a mob target and update the position and rotation to fly directly at the mob. Will need a custom Arrow class for this since the projectile just takes the path it was aiming. You'll also need to do a sweep for entities up to a certain distance in the direction you want your arrow to fly.
  19. You either need to replace the rendering using RenderLivingEvent$Pre or use a mixin, which you'll need to figure out for yourself as we don't support it on the forums currently. If you want to see how vanilla does it, see LivingEntityRenderer#isEntityUpsideDown.
  20. Those are technically two separate systems, but you can use a Forge model loader for it. That will change models depending on the specified perspective.
  21. Start by trying to make the mod yourself and then ask for help wherever you get stuck. This is not a development forum to help plan out how to make your mod from start to finish.
  22. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  23. This is a bug with the fluid API, there is already something reported about it.
  24. Create a PR for it or leave an issue on the docs repo itself. Also, if you're extending this logic to a specific piece of code, you should make sure it holds true in all cases, such as for the level chunk as well.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.