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ChampionAsh5357

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Everything posted by ChampionAsh5357

  1. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  2. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  3. Download Java 8 JDK then? You can do so from Adoptium.
  4. Define slightly different minecraft launcher, what you mean by saying the mods installed from Forge, and what version this is for.
  5. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  6. Don't do this. If you are going to play sound in Minecraft, use the SoundEngine and build sounds around that. What are you trying to do?
  7. The parameter can be obtained from EndDragonFight#hasPreviouslyKilledDragon which can be obtained from the ServerLevel#dragonFight assuming the ServerLevel is the END which can be obtained from MinecraftServer#getLevel.
  8. This is currently not possible as Forge does not expose the necessary parts in events. It is easier to subclass the item and set the use animation to the bow or apply the transform yourself by overriding #applyForgeHandTransform.
  9. The model reads data from the living entity, which is synced from the server. This is synced whenever it is changed because they are rendered on the client. For items in the inventory that are not always rendered, they are not synced. You can get the item via LivingEntity#getMainHandItem or #getOffHandItem.
  10. The best recommendation is just to change the game directory and live with the copy-paste. You could build a custom locator for mods using `IModDirectoryLocatorFactory`, but at that point it makes no sense to.
  11. If you have the necessary permissions to transform the mod, you would need the Java JDK 17 (preferably Adoptium) and an IDE like Eclipse or IntelliJ for sanity. The rest is just programming experience and understanding how to make a mod, to which there are some docs and the vanilla source you can view to help you out.
  12. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  13. Ask Aternos for support. This sounds like a configuration issue with how you set up your server.
  14. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  15. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  16. Please provide the entire debug.log from the logs folder in addition to the version of Minecraft you are using.
  17. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  18. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  19. Potentially? Though you will probably have to build and render the chunk cache yourself since I believe it does a hardcoded check for player distance (e.g. `ChunkRenderDispatcher`).
  20. Forcing is a server side thing which tells it to tick. Client side rendering is controlled by the chunk render distance in the options settings. Typically that has a hardcoded max on that since the game is not optimized for what you are doing. In my opinion, it would be better to create a pseudo-level which you control such that you can do your own custom rendering, logic, and serialization so you can apply optimizations without needing to do ridiculous workarounds. It additionally has an added benefit of being independent of the main game, so you could have many different RTSes per world. But if you want to keep going down this path, you just need to render and optimize multiple chunks on screen and make sure your force logic is functioning properly. Though you can probably get away without forcing the chunk by just keeping track of how much time has passed and executing all the logic at once or having the logic apply on the world capability in a limited capacity such that when the chunk loads back in, you can apply the transforms immediately.
  21. You would have to remove the previous ticket and then add a new one each time the entity steps into a new chunk. I believe the chunk has to be ticking to grab the associated entity, or you need to refer to them by the entity uuid, assuming the entity isn't unloaded when the chunk is. Why are you trying to force a chunk to remain loaded by the way? You can usually do most logic without having to do so.
  22. For context: Note that we will not provide support on how to do this due to the specified reasons and that it is an unsupported version.
  23. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  24. This is a user error. Therefore, 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 1.19.2 (Latest) and 1.18.2 (LTS).
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