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Cadiboo

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Everything posted by Cadiboo

  1. Whats your source for this? Also, take a look at this, its an interesting read https://github.com/MinecraftForge/MinecraftForge/issues/4862
  2. Make sure your using a forge version that your version of optifine supports (hint- you’re not)
  3. Your java isn’t the issue. You should play around with your video settings.
  4. (A little) more ram & processing power -> more TPS Well written mods -> more FPS This is not a rule, but it’s usually true
  5. Yeah, Optifine only works on specific versions of Forge & absolutely breaks everything on any other version
  6. Make sure your java home is set to that install / remove all other installs. Also post your new logs
  7. A mod is probably not resetting the GL state. What mods do you have installed?
  8. Try removing all coremods that have to do with chunks or the world
  9. post your entire log please
  10. try removing the BirdsNests mod
  11. Please keep this forum in english
  12. Your using the wrong blend function (or maybe not using depth correctly). Have a look at what happens when you look at water through your object. Take a look at https://github.com/Cadiboo/WIPTech/blob/2d7e3f1073ed5602944e35daccf18ced8ff4f40a/src/main/java/cadiboo/wiptech/client/render/tileentity/TESRAssemblyTable.java#L19-L22 and https://github.com/Cadiboo/WIPTech/blob/2d7e3f1073ed5602944e35daccf18ced8ff4f40a/src/main/java/cadiboo/wiptech/client/render/tileentity/TESRTurbine.java#L18-L19
  13. You should turn that listener into a hook that posts an event for compatibility
  14. Then your doing something very wrong
  15. Objectholders were never meant be used this way, which is why it crashes, you could submit a PR to Forge adding a check if the class has a @SideOnly annotation in the object holder discovery logic though. @SideOnly should also not be used the way your using it though so...
  16. .

    Cadiboo replied to a post in a topic in Modder Support
    I know that the mods a player is using are sent to the server on connect, you could find where that code is & then see if/where that information is kept/used
  17. Take a look at what the slowness effect does
  18. Take a look at
  19. You will still need models. You may be able to define those models in the blockstate file though (I have no proof of this, and I think it’s unlikely, but MAY be possible). You should take a look at Forge’s blockstate format. Personally I prefer vanilla because of its simplicity but Forge definitely has more features & potential. https://mcforge.readthedocs.io/en/latest/models/blockstates/forgeBlockstates/
  20. ... but it doesn’t... you catch the exception, and print it. The key word there is catch - the exception doesn’t get thrown & doesn’t crash the game.
  21. Wouldn’t it be logical to have references your items in your ModItems class?
  22. This is client related, but having a large texture atlas (bigger than the max size of the gpu cache) will cause parts to be stored in ram and parts in the gpu cache. The parts will be swapped around, slowing everything down

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