jredfox
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Force Update Forge All modded Capabilities For EntityPlayer
jredfox replied to jredfox's topic in Modder Support
well I needed it happen at x point there should be a method in forge like entities have readNBT() that's stupid if they never synced changes and never made a reset method or update all -
Edit Solved Issues 1 and 2: CMD Code: https://gist.github.com/jredfox/6108a45efc52e6e214d8161a0ed693a3 Goal teleport player to x dimension specified including other players. Issues With CMD: after teleportation a couple times @p no longer works after teleporting from the end to nether then dying the ender dragon bar doesn't go away. Steps to reproduce Issue 1: /tpdim @p ~ ~ ~ -1 /tpdim @p ~ ~ ~ 1 /tpdim @p ~ ~ ~ -1 /tpdim @p ~ ~ ~ 1 > errors here cannot find @p /tp @p ~ ~ ~+1 > errors here cannot find @p vanilla test Steps to reproduce Issue 2: go to end dimension go to nether dimension observe ender dragon bar /kill and observe both fog and the ender dragon bar Code: https://gist.github.com/jredfox/9b81f4f26ebb81a9398618e330a7abae
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Force Update Forge All modded Capabilities For EntityPlayer
jredfox replied to jredfox's topic in Modder Support
ok so would firing that event cause issues if somehow the capabilities get registered twice? I will try and mess with this a bit more what happens when the player is cloned does that update everything where is the code starting when the player is being cloned? -
Force Update Forge All modded Capabilities For EntityPlayer
jredfox replied to jredfox's topic in Modder Support
not asking for one what makes it update to begin with it has to know or they wouldn't appear on startup and the capabilities also wouldn't be registered. It also is resisted on the server could I simply unregister and re-register all of them or better yet make the player a whole new entity player object? -
Force Update Forge All modded Capabilities For EntityPlayer
jredfox replied to jredfox's topic in Modder Support
I want to swap players capabilities all of them between two players if you use a certain item. ForgeCaps where the capabilities are always stored doesn't seem to update the capabilities readFromNBT(). I tested it with a couple mods they don't seem to sync of course they had guis. Maybe it's because it was a slightly older version but, I think the same issue persists is there a way to get around it like manually firing Entity Construction event? Note everything is done via the server side -
Force Update Forge All modded Capabilities For EntityPlayer
jredfox posted a topic in Modder Support
I have the EntityPlayerMP object and new nbt for the player how do I force update this player object I got with some capabilities I got from another nbttagcompound? I want all forge capabilities to update since player.readFromNBT() doesn't do it for me. -
Probable Bug Resource Packs Are unable To Override Modded Lang
jredfox replied to jredfox's topic in Modder Support
The thing is people make resource packs for mods as well as vanilla so overriding lang would be just as important as overriding mods textures/sounds/models. -
No I am really not mixing things up I am saying a char should represent a full character that's it's point but, it doesn't always you can check it and make mass work around but, the fact is java needs to do a full update since it's been 8+ years since their last full Unicode update with chars. Not talking about the crap of hey this char may or may not be a full char update.
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Probable Bug Resource Packs Are unable To Override Modded Lang
jredfox replied to jredfox's topic in Modder Support
ok maybe they will listen to you if you can verify. I report something that either needs to be done or is an actual bug/display bug they completely ignore me saying that's what the forge forums are for no this is a bug I am not asking what's wrong with my code the code is there so you can verify the authenticity of the bug. The code was also only 3 lines like above showing them how simple it is to reproduce. They even moved this forum to modder support when I specified this was a forge forum issue not a mod issue when it's not. I didn't do anything it's their issue. -
Well luckfully the things I was comparing in the string filters were only chars to begin with so I think my lib is good but, java should really increase the char value since it's already as an int anyways and ints are 1-4 bytes I believe so it would be better for readability as well as less indexes in the string saving memory. Especially since two indexes of two bytes = 4 bytes which means it would be the same amount as the int max value the only difference is readability memory and process less for manipulating strings and char data as well as less bytes on the char for higher unicode values.
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Probable Bug Resource Packs Are unable To Override Modded Lang
jredfox replied to jredfox's topic in Modder Support
I stated I tried both the modid's name and minecraft name folder. I tried both for the resource pack lang to override nothing. the stone worked both times so i know it's trying to do something but, as for modded things for lang changing doesn't happen resource packs can't override. pack.mcmeta was default try this yourself It's reproducible in 1.12+ resource packs cannot override modded lang and for some reason they wouldn't take it as a bug on github? -
Need Help! Trying to help daughter with mods of minecraft.
jredfox replied to CptPolarBearHD's topic in Support & Bug Reports
what are you trying to accomplish setup mdk? For regular installation: Install desired mc version use forge installer then hit install client Regular Server: Create server folder Download forge installer Change the installer to install server then select server folder Launch and your done: Look up on the internet about port forwarding For MDK(Minecraft Dev Kit): install jdk setup jdk path look up on the internet based on your os type in your command prompt "javac" if you don't get an error you done it right Download forge mdk version desired extract to folder go into mdk folder open command window there type "gradlew setupDecompWorkspace eclipse" open up eclipse and select your mdk folder > eclipse folder then hit launch -
but, my readers don't currently care what value the char is at it just makes the line into a string and when done returns an array of strings. https://pastebin.com/T3H1wgJH From there my config object says ok this is a string that's not a comment parse it into a line object. That's where the trouble begins because everywhere almost I use charAt(index) from the string to filter, examine and parse the string into a specified ILine for example my LineBase. https://github.com/jredfox/evilnotchlib/blob/master/src/main/java/com/EvilNotch/lib/util/Line/LineBase.java I need to identify and then handle the pair. do the pairs only show up if it's outside the default plain in unicode (greater then 16 bit)? or are they always pairs what's going on? I also need to make the equivalent methods for string.trim() since it appears it doesn't work with chars outside of standard range
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String s = "\uDBFF\uDFFF"; describes a surrogate pair with unicodes max value of 1,114,111 which I have no clue how to handle for my library application as I have no way to identify if the char at index is attached to a surrogate pair. From what I have seen the pair is two separate chars so I would need more then just the code you gave me to add support but, it's a start. I do save my files in utf-8 the problem is parsing the strings since I expect charAt(index) to give me the full char and the char to be max value of 1,114,111 when really it's more legacy Unicode of 65,000 resulting in a very complex problem. I think it's a java issue since when unicode upgraded they should have just forced applications to use new chars. Yes they proboly would have to recompile them but, if they dealt with chars to begin with and/or stored them as when casting to int not short then they would have been fine. Especially since java doesn't support unsigned short which means short was out of bounds to begin with for casting char to a number value. If you can help me identify how to detect a pair then I might just be able to easily fix my library in about 8 solid hours of coding and testing with chars out of range from normal multi language plain
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I noticed utf-8 everywhere but, utf-8 doesn't support supplementary characters which means it isn't supporting all asian characters and other characters. Does mc java edition support it though? If so I should have to upgrade my line library. https://wiki.sei.cmu.edu/confluence/display/java/STR01-J.+Do+not+assume+that+a+Java+char+fully+represents+a+Unicode+code+point
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Probable Bug Resource Packs Are unable To Override Modded Lang
jredfox replied to jredfox's topic in Modder Support
the resource packs are inside of the resource pack folder thus it should be overriding the mods lang/textures/models. Forge doesn't seem to be respecting vanilla -
Probable Bug Resource Packs Are unable To Override Modded Lang
jredfox replied to jredfox's topic in Modder Support
? is this a bug or not? -
Can anyone help me update a mod from 1.7.10 to 1.12?
jredfox replied to Rackneh's topic in Modder Support
Well I heard you can update the mod as long as you don't take credit for it and You can't post it to curseforge if it's a direct update you got to post it to mc forums. Also give the original link to the mod. This rule applies for non open source mods if it is open source forking/updates/modifications are without permission. This is because curseforge goes a step further then mojang and says if your not the copy right owner and it's a fork/direct update you don't post it. The mc forum doesn't care I have seen 5 mods ported saying they were not the creator and a link to the original as well. Sometimes when the mod was still active they were just impatient to wait 6 months. Examples: AE2,Craft Tweaker,Rei's MiniMap 1.7.10,MapWriter 1.7.10(before it became curseforge),No Cubes 1.7.10 forked and fixed, couple other mods I can't remember the names right off the top of my head. However I wouldn't bother updating tech mods just re-write them. The apis re-wrote themselves over and over and over and over again between 1.6.2-1.12.2. That allows for you to post to curseforge since you are the original author but, you got to pick a similar or different name. They are really picky sometimes other times they don't care. I would still give original credits for sounds ,models and textures etc... and a link to the original mod most important you need more then slight basic understanding of java and a fresh look at 1.12.2 forge. Then start taking a look at 1.7.10 and or older versions. I got a library to make modding easier you can msg me but, if you don't know java it won't help since you wouldn't know how to override nor what the original code was doing. And I won't help till you know java and agree on a re-write -
Probable Bug Resource Packs Are unable To Override Modded Lang
jredfox replied to jredfox's topic in Modder Support
So is this a bug if so why did they close the github issue? Please help I can't override any mods lang via reseource pack at least for what I tested blocks/items -
Code: @eventhandler public void preInit(FMLPreInitializationEvent event) { Item i = new Item(); i.setRegistryName("aa:b"); i.setUnlocalizedName("aa.b"); ForgeRegistries.ITEMS.register(i); } Mod Lang: C:\Users\jredfox\Documents\MDK\1.12.2\src\main\resources\assets\a\lang\en_us.lang Resource Pack Lang: C:\Users\jredfox\Documents\MDK\1.12.2\run\resourcepacks\New folder\assets\minecraft\lang\en_us.lang Also tried: C:\Users\jredfox\Documents\MDK\1.12.2\run\resourcepacks\New folder\assets\a\lang\en_us.lang RP Lang: item.aa.b.name=Z tile.stone.stone.name=22 Mod Lang: item.aa.b.name=Test Display even on rp reload displays "Test" not "Z" like it's suppose to. Environment is fresh mdk forge recommended. I know the lang of the resource pack was working because, I overriden the stone block and it was working for vanilla it displayed "22" not stone for vanilla objects. You can try this with any modded block/item their lang cannot be overridden via a resource pack. This is a bug I was showing code to prove it. Stop closing valid bug reports on github before you even test if it's a bug. You can verify this in fresh forge. Resource packs which are suppose to load later do not override anything that is modded
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is LanguageManger Locale copy of client's i18nLocale?
jredfox replied to jredfox's topic in Modder Support
what is this used for. I now know when refreshing lang to call that method but, what is it used for? -
net.minecraft.client.resources.I18n.i18nLocale copy of ? LanguageManager's CURRENT_LOCALE if not what's the difference?
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Code: @EventHandler public void preInit(FMLPreInitializationEvent event) { Item i = new Item(); i.setRegistryName("aa:b"); i.setUnlocalizedName("aa.b"); ForgeRegistries.ITEMS.register(i); } Mod Lang: C:\Users\jredfox\Documents\MDK\1.12.2\src\main\resources\assets\a\lang\en_us.lang Resource Pack Lang: C:\Users\jredfox\Documents\MDK\1.12.2\run\resourcepacks\New folder\assets\minecraft\lang\en_us.lang Also tried: C:\Users\jredfox\Documents\MDK\1.12.2\run\resourcepacks\New folder\assets\a\lang\en_us.lang RP Lang: item.aa.b.name=Z tile.stone.stone.name=22 Mod Lang: item.aa.b.name=Test Display even on rp reload displays "Test" not "Z" like it's suppose to. Environment is fresh mdk forge recommended. I know the lang of the resource pack was working because, I overriden the stone block and it was working for vanilla is this a bug should I report this?
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that is really stupid that means for silkspawners on multiplayer it will only give people english because the event is on server what am I suppose to do about that?
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what if you run your server jvm in russian isn't it in russian then? I looked at net.minecraft.util.text.translation.I18n and it was different from the client I18n it had a map<string,string> then a fallback map<string,string> for en us lang. Why would the server one have two maps if it doesn't translate?