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Cadiboo

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Everything posted by Cadiboo

  1. Wouldn’t it be logical to have references your items in your ModItems class?
  2. 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
  3. No, we don’t talk about ASM here. Also it’s less likely to make your mod incomparable than replacing the class with reflection if done right. Also, don’t catch & print, crash the game! You could also create a PR to forge to add a hook? What’s wrong with the onEntityJoinWorld event?
  4. Auto generate them?
  5. “Inventory”!=“inventory” also that’s now how comparisons in java work. You need to use .equals()
  6. Try looking at http://hopper.minecraft.net/help/pixel-format-not-accelerated/
  7. try removing "com.gitlab.cdagaming.craftpresence"
  8. Because of a coremod warning yet no core mods being displayed, I assume Optifine is causing the issue.
  9. Don't hijack someone else's thread, make a new thread. I assume a mod is adding a future task and that task does something bad that uses up all the memory. OR there's something really messed up with recipes. Try removing foam fix and/or JEI/NEI
  10. Try using less ram? something like 3-4gb might work
  11. post your debug logs as described in the EAQ
  12. Vanilla: 1gb Modded 2gb+
  13. You could try interpolating the bounding boxes based on time, this might not work very well though. Sorry we don't support 1.7 on this forum anymore due to its age (4+ years old). We simply don't know how to help you anymore. I think theres an onEntityCollideWithEntity method or something that you can override?
  14. Also, what if the NBTTagCompound is null?
  15. CommonProxy makes no sense. Proxies are meant to separate sided-only code. If the code is common it goes into your main class, not in your proxy. What???
  16. It works fine in a dev environment, but when you try and play minecraft with the mod, it will not have the mods it needs so it will crash (and because it will not have told Forge that it depends on another mod, it won't be obvious that this is the problem)
  17. Can I help with the mod?
  18. Cadiboo

    ERROR

    Your mod id needs to be lowercase and longer. Your mod also needs a name.
  19. *doesn’t do it*
  20. I recommended discord because it - doesn’t have a 1 minute delay between messages - is something pretty much every gamer/programmer has
  21. That’s how you add a jar to your workspace, not how you add a dependency to your mod. You need to tell Forge that you require this mod to be installed. You can also optionally package your dependency inside your mod with gradle
  22. Register them in a client only event subscriber in the model registry event
  23. STOP! If your still using the block that you got from McCreator just stop and learn java first. Edit: Sorry, you have the same Avatar & a similar name to someone with a different problem that would be solved by learning java
  24. What?? I was saying that resource location exists to prevent issues like this. If you don’t have anything special (Transformations / 3D models) for your time you should probably auto generate the models. I’ve gone all the way down this path and don’t recommend it. Vanilla does it with all models in a single folder and that’s the easiest way to do it. The only way to do it is with JSON. for(Item item : allModItems) ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation( item.getRegistryName(), “normal”));
  25. Sorry, just realised - Start a new thread, don't hijack someone else's. And post your code in the new thread
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