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jredfox

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About jredfox

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  1. jredfox

    Checking if mod that is loaded is compiled

    jredfox replied to jredfox's topic in Modder Support

    problem is already solved. I was generating files when the boolean was eclipse yet the mod was compiled meaning it had all the files generated inside of the jar already. The files that were generating before looking for compiled were src/main/resources/modid/files
    • September 2, 2018
    • 14 replies
  2. jredfox

    Checking if mod that is loaded is compiled

    jredfox replied to jredfox's topic in Modder Support

    only if the mod isn't compiled. Because if it's a jar file it means that the jsons and lang are already inside of the jar file and the assets are already loaded
    • September 1, 2018
    • 14 replies
  3. jredfox

    Checking if mod that is loaded is compiled

    jredfox replied to jredfox's topic in Modder Support

    that's what I was doing to begin with but, other mods that were jar files were generating files in src/main/resources because it was eclipse
    • August 30, 2018
    • 14 replies
  4. jredfox

    Checking if mod that is loaded is compiled

    jredfox replied to jredfox's topic in Modder Support

    will the file ever be null?
    • August 29, 2018
    • 14 replies
  5. jredfox

    Checking if mod that is loaded is compiled

    jredfox replied to jredfox's topic in Modder Support

    but, I have multiple mods that would do this. So your saying create my own config between mod and boolean? I guess I could do that just was hoping that the mod container already had something
    • August 29, 2018
    • 14 replies
  6. jredfox

    Checking if mod that is loaded is compiled

    jredfox replied to jredfox's topic in Modder Support

    that seems like alot of work for every time I compile a mod. is there no other way?
    • August 29, 2018
    • 14 replies
  7. jredfox

    Checking if mod that is loaded is compiled

    jredfox posted a topic in Modder Support

    I need a boolean to know if a mod in my mdk is compiled that way it doesn't generate files automatically that it doesn't do in compiled form. Because checking if it is eclipse isn't enough I load the mod and it generates the files when it's already compiled.
    • August 29, 2018
    • 14 replies
  8. jredfox

    [Solved]Help With TileEntity Render Not updating only in offhand

    jredfox replied to jredfox's topic in Modder Support

    I eventually figured out there is a third tile entity setting into the client world only if the player places it using the offhand. It could be related to these packets always being sent twice this.player.connection.sendPacket(new SPacketBlockChange(worldserver, blockpos)); this.player.connection.sendPacket(new SPacketBlockChange(worldserver, blockpos.offset(enumfacing)));
    • August 29, 2018
    • 7 replies
  9. jredfox

    [Solved]Help With TileEntity Render Not updating only in offhand

    jredfox replied to jredfox's topic in Modder Support

    so what is the difference between client and server sync when you use the offhand. I debugged another 8 hours looked at 30+ more classes and can't figure out why it's rendering a pig. My best guess is something is setting the block state wrong or tile entity if and only if it's your offhand. please help.
    • August 28, 2018
    • 7 replies
  10. jredfox

    [Solved]Help With TileEntity Render Not updating only in offhand

    jredfox replied to jredfox's topic in Modder Support

    So after 2 hours of solid debugging again at a random chance I think I found the answer but, no solution. If the tileentity is placed from the offhand something is replacing it with another tile entity as if it had gotten deleted. System.out.println(ItemBlock.lastTile == Minecraft.getMinecraft().world.getTileEntity(ItemBlock.lastTile.getPos())); Output: false that means the memory location isn't the same as the tile entity last placed. What do I do why is this happening what is happening post placement logic only happening when you place it in the offhand that is causing this? I also tested in the main hand the same thing occurred there were two tile entities at the same pos the only difference being is one is pig. What packets that are sent from the server send tile entities because it's sending the wrong data somehow? For the actual issue of why it's sending a pig spawner as the 2d tile entity in the same block is unkown to me.
    • August 27, 2018
    • 7 replies
  11. jredfox

    will forge support java 10

    jredfox replied to njohnson1989's topic in Support & Bug Reports

    Ok well whatever forge uses to get private values I will just have to re-write my ReflectionUtil to match forge's even if it's an access transformer. Thanks.
    • August 27, 2018
    • 10 replies
  12. jredfox

    will forge support java 10

    jredfox replied to njohnson1989's topic in Support & Bug Reports

    for example the itemstack.stackSize cannot be directly set you cannot say itemstack.stackSize += 10; ... there are also alot of private fields that cannot be set nor gotten related to the minecraft class. IItemRenderer port will no longer work since it uses reflection to set an object. Many many things will break there has to be a way to allow reflection
    • August 27, 2018
    • 10 replies
  13. jredfox

    will forge support java 10

    jredfox replied to njohnson1989's topic in Support & Bug Reports

    I thought reflection was still in java 9+? do you have to use nodes instead to set stuff? Without reflection you can't even correctly set the itemstacks size without a loop. And all the methods that should be public that I invoke
    • August 27, 2018
    • 10 replies
  14. jredfox

    [Solved]Help With TileEntity Render Not updating only in offhand

    jredfox replied to jredfox's topic in Modder Support

    the code fires on both sides client and server since I don't stop it. I copied it from 1.8 and then modified it slightly and added the ability for events to fire which just by itself does 1.8 code. Spawners can now render random entities onInitialSpawn() during the spawner to ignore the next readFromNBT() sent by the server after the initial client one. On the main hand it works on the offhand it does not. if 1.8 code had onInitialSpawn() twice it would flash two different entity models usually for horses as an example. I also confirmed the result is successful during the readFromNBT(),setTileNBT() and the useItem() fired twice so what am I missing here? Could you give me some idea of some classes that could have something else to do with post placement? I need more debugging but, I would assume A: it's not rendering updating or B: there is something resetting the mob spawner immediately after my placement A quickfix would be to let the models flash twice or simply don't render until the server gets data. But, this would be an issue with other things like signs rendering wrong and flashing text and mods would look way worse imagine AE2 placement between red and blue or something.
    • August 27, 2018
    • 7 replies
  15. jredfox

    will forge support java 10

    jredfox replied to njohnson1989's topic in Support & Bug Reports

    will it have java 8 compatibility as well? What is the difference that java 9 has changed no ASM or something, no Annotations because that's all I could think of. I remember reading the major changes and all that happened was new things called nodes or something?
    • August 27, 2018
    • 10 replies
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