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Cadiboo

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Everything posted by Cadiboo

  1. I’m not getting this issue in a #209 dev environment either
  2. This is all part of the new 1.13.2 config system
  3. It doesn’t “not support” it, it’s just not the right place to ask unless you’re using the forge BlockState format
  4. You could use your own GUI that doesn’t allow them to change it under certain conditions
  5. Post your entire code & don’t just copy paste it. Show where the code is being called from etc. A link to a GitHub repository is preferred, but a Gist will usually also work
  6. If you change it from the config GUI, does stuff change in the file?
  7. ... this is not how you make a resource location. That is also not the place for the texture, that is for the registry name of the entity.
  8. This is fixed in 1.13.2. Mods that fix this issue for 1.12.2 and lower versions make it so that you can’t use that world without the mod and are not compatible across minecraft versions.
  9. https://cadiboo.github.io/tutorials/1.13.2/forge/
  10. Don’t use @Overwrite, post your logs & your build logs. Learn what your doing first, among other things your transformer should not be a tweaker. You really, really need to know what you’re doing before trying something like this. Coremodding is not supported on these forums. It is very likely that you can accomplish your changes without a coremod.
  11. A factory would be nicer if vanilla did it that way
  12. Post your code.
  13. Just override hasTileEntity(IBlockState) and createTileEntity(IBlockState). That’s it
  14. Can you explain that more?
  15. Post your current code
  16. *extending BlockContainer is legacy vanilla code. Forge provides a much better system
  17. To compile a MCP named jar (for dev purposes in an environment that doesn’t support mod remapping, like 1.13 currently) just run the jar task instead of the build task. This jar will obviously not work in production or in an environment with different mappings.
  18. Forge uses code and concepts that is only applicable to Java (the programming language that the Java edition is written in). The Bedrock edition is written in C++, which is very limited in terms of dynamic code compared to Java and has nothing of the caliber that Forge needs to run. Modding the Bedrock edition might be possible theoretically, but it would be orders of magnitude less safe and easy than modding is on the Java edition. Therefore Mods cannot (currently) be made for the Bedrock Edition. I’m unsure about whether shaders exist for Bedrock, but I think that it’s unlikely and even if they do they will not have access to the wide variety of data that Java’s shaders have and will consequently likely look worse.
  19. Don't manually unroll loops. If there are any possible optimisations that can be done to your code, the JIT will do them. Manually unrolling loops makes your code unreadable and is likely to adversely effect performance. https://stackoverflow.com/questions/2684364/why-arent-programs-written-in-assembly-more-often/2685541#2685541 https://blog.overops.com/java-on-steroids-5-super-useful-jit-optimization-techniques/
  20. Each variant needs to point to an object not an array of objects (remove the []). Your log should be telling you this
  21. I decided to give this a shot and was reasonably successful. Unfortunately I didn't manage to render anything meaningful. I took the test data from http://mikolalysenko.github.io/Isosurface/ but didn't get the same results. I'm guessing I made a mistake porting the code form JavaScript. My code is at https://github.com/Cadiboo/NoCubes/commit/cf5befe45d76dee246775e8f9d649266385b367e.

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