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Cadiboo

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Posts posted by Cadiboo

  1. https://mcforge.readthedocs.io/en/latest/concepts/sides/

    Physical Side - Client software application or Server software application

    Logical Side - Where logic like keystrokes (client) and mob spawning (server) is done. It can be either Server Thread or Client Thread (the Integrated (Physical) Client has both a server and client thread so you can play single player. The Physical Server does not have a client thread.)

  2. Could you be more specific about what your trying to do? You can easily just register a custom model resource location pointing to a blockstate and variant.

     

    ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation( new ResourceLocation(MODID, blockstateLocation), blockstateVariant));

  3. Posted

    I want to exclude my debug package and my class that helps me write my mod (JSONs, lang, recipes etc.) from my releases. I think that I can do this in my build.gradle file through use of “exclude”, however I haven’t been able to get it to work for excluding my entire debug package/folder. (I’ve forgotten if I managed to remove the mod writing class - it’s in a different project - I’ll go check that soon).

    Heres my build.gradle file that isn’t excluding my debug package.

    https://github.com/Cadiboo/RenderChunkRebuildChunkHooks/blob/master/build.gradle

     

    I’m testing this by putting my compiled mod into the mods folder of another project (that depends on it) and running it and seeing my 3 test mods still there.

     

    I just realised that because I’m running it from a project that depends on it, the test mods are probably being added regardless of what’s in the compiler jar. I’ll compile both projects and test the results.

  4. ·

    Edited by Cadiboo

    Thanks for making a new thread!

    I don’t have that much experience with gradle, but I believe that META-INF is part of your compiled mod. I think that currently it is only used for access-transformers and core-mods, but I believe that the entire mod metadata (currently in mcmod.info) is going to be moved into it.

  5. 13 hours ago, Cadiboo said:

    Thanks for the help! The $1 from @V0idWa1k3r is what I’m using (I believe that subclasses should make the method public any way, I don’t see why it’s protected in the first place). For some reason I’m not able to get the new code into my dev workspace though (I’m just running setupDecompWorkspace, should I be doing something different?).

     

    Thanks so much! I’ll be using this in my other mods.

    The $1 actually didn't work, I'm using d7's method

  6. Sorry we don't support 1.7.10 (or any version below 1.9) on this forum anymore due to its age (4+ years old). We simply don't know how to help you anymore. You can go to the Minecraft Forum where I think that they still still support older versions, or update to a modern version of Minecraft (the latest version or the one before it) to receive support on this forum.

  7. Posted

    I know that I can override an object (from vanilla/another mod) in the registry with another object (from my mod, that I control) and NOOP any functionality of the object, but is there an easier way of removing object from the registry? I’ve tried replacing the object with Air, but that crashed (I spent about 3 mins trying to do it - I could have done something wrong and it was a while ago - I don’t have the crash report). I’m looking to actually remove the object, not just NOOP it.

  8. 3 minutes ago, DevilRiseAgain said:

    Setup and config forge in several folder, " .\gradlew setupDecompWorkspace" & " .\gradlew ". Next step was extracting it into folder with my project.

    By several folder I assume you mean seperate folder? What do you mean extracting it into a folder with your project? You can import the project into your workspace, but you can’t move the files/folders around, you need to work on the project in the folder that you used gradlew in

  9. Thanks for the help! The $1 from @V0idWa1k3r is what I’m using (I believe that subclasses should make the method public any way, I don’t see why it’s protected in the first place). For some reason I’m not able to get the new code into my dev workspace though (I’m just running setupDecompWorkspace, should I be doing something different?).

     

    1 hour ago, diesieben07 said:

    You'll have to measure. If you notice a performance problem, you can always switch to method handles:

    1. Obtain Method instance as normal and call setAccessible.
    2. Call MethodHandles.publicLookup().unreflect(method) to obtain a MethodHandle and store it in a static final field (final is important!).
    3. To call the method, use MethodHandle#invokeExact on your static final MethodHandle.

    The JVM will (usually) optimize this pattern into the same native code that you would get if you were to just call the method directly, there should be no measurable overhead.

    Thanks so much! I’ll be using this in my other mods.

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