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Cadiboo

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Posts posted by Cadiboo

  1. 1 minute ago, Daeruin said:

    I've heard this a few times, but never with any reason given. What's so horrific about using static initializers?

    What draco18s said as well as

    You can’t control the order of when they are instantiated. This poses a problem for items with creative tabs, and creative tabs with item icons, either the item will have a null creative tab, or the creative tab will have a null item, and you can’t control which one it is.

     

    Also, you should use @ObjectHolder so people can override your objects

  2. 3 hours ago, Animefan8888 said:

    If it is not being manually kept loaded, ie spawn chunks or chunk loader. Then once they are a distance away from the player they unload, in singleplayer it is the render distance (I believe) in multiplayer it's a "render distance" that is specified in the server.properties file.

    I believe it’s the “render distance” + 2, I could be wrong as I can’t remember where I got this information from though

  3. Thanks @V0idWa1k3r, that helped a bit!

    The solution was to add to my build.gradle file

    //exclude class
    jar {
        sourceSets {
            main {
                java {
                    exclude '**/ModWritingUtil.java'
                }
            }
        }
    }
    
    
    //exclude debug folder/package
    jar {
    
        sourceSets {
            main {
                java {
                    exclude '**/debug/**'
                }
            }
        }
    
        manifest {
            attributes 'FMLAT': 'renderchunkrebuildchunkhooks_at.cfg'
            attributes 'FMLCorePlugin': 'cadiboo.renderchunkrebuildchunkhooks.loadingplugin.RenderChunkRebuildChunkHooksLoadingPlugin1_12'
            attributes 'FMLCorePlugin': 'cadiboo.renderchunkrebuildchunkhooks.loadingplugin.RenderChunkRebuildChunkHooksLoadingPlugin1_12_1'
            attributes 'FMLCorePlugin': 'cadiboo.renderchunkrebuildchunkhooks.loadingplugin.RenderChunkRebuildChunkHooksLoadingPlugin1_12_2'
            attributes 'FMLCorePluginContainsMod': 'true'
        }
    }

     

  4. ·

    Edited by Cadiboo

    The people in the video were playing a big (private, custom) modpack and you've only installed 3 of those mods

     

    From that video someone suggests this:

    Quote

    I know you guys already started this pack, but based simply on the fact that the copper is not unified, you are in for a pretty bad and disjointed experience. Lack of unification is indicative of a pack that just had mods thrown together, with little to no configuration done, this is something Ryan could have done in not much time, and created a better experience, without overlapping ores and mods you won't use. I think it would be best to use a pack like "All the Mods 3: Lite" or "FTB Presents Direwolf20 1.12" and add galacticraft to it, if it isn't already there. You will have a much better experience as a whole, and it will be much closer to your experience with Sky Factory. I understand that you've probably already filmed a few episodes of this pack, but I don't think anyone would mind if you "Fast forwarded" a house and the stuff you already had.

    Click this link and that comment will be the top post if you want to read more

  5. https://www.youtube.com/watch?v=2SJ3HoJ823Y

    I understand what your trying to do, I'm trying to establish what the problem is.

    So, can you can /give yourself items AND they appear in the creative tab?

    Does the mod show up in both the mods button on the Main Menu and in the Mods button in the Ingame Menu?

    What happens when you press the "o" key when playing?

    What happens when you press Control and "o" while playing?

    Can you please post your logs?

  6. 17 hours ago, Frontear said:

    I'd like to perform some options on exit, such as check for an updated mod version by comparing to a website and such.

    Why would you do this on exit. Hey, the game just fatally crashed - seems like a good time to send a request over the internet and wait for a response...

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