Hey thanks for the reply
So I can't exactly remove mods from the modpack without causing severe problems with the world so I just tried increasing the max-tick-time and found out it happens between these lines
[26May2022 20:15:49.384] [Server thread/DEBUG] [mixin/]: Mixing MixinNetworkItemManager from creativewirelesstransmitter.mixins.json into com.refinedmods.refinedstorage.apiimpl.network.item.NetworkItemManager
[26May2022 20:19:51.050] [Server thread/DEBUG] [mixin/]: Mixing MixinBlockEntityExtension from architectury.mixins.json into me.shedaniel.architectury.extensions.BlockEntityExtension
Here's the full debug.log, had to shorten it a little cause it was too big for pastebin so I cut the start out, if you need it I can also send it
Also because I increased the max-tick-time it didn't crash but I dont wanna keep it that way since a 4 minute tick has to have an explanation.
So any idea of how to fix this?
Yeah so my atm6 server crashes when I start it, guessing it has something to do with my essence farm and thousands of items lying around, but I'm unsure of it because it does not say anything about a completely unusual amount of entities in the entity count (If I'm not mistaken) so yeah I'm kinda clueless
https://pastebin.com/YtkpMPkx
Thx for any help!
What is the difference? Reflection is in run time, access transforming is done before the classes are loaded, or what? Why is it not recommended to transform methods, but fields are fine? It should not hurt other mods, right? Youre not taking away functionality, or am I missunderstanding sth?
And do I really need to get rid of 300 lines access transformers for protected getters? (Took quite a while)
I want to get a specific Sound(Event) of an entity based off a sound type, eg. hurt, death, etc.
To be more specific about my goal, I want to convert a sound of an entity to the same sound of another entity (BAT_HURT to BEE_HURT for example). I have both entities, the bat and the bee, so I hope this is possible without a giant hardcoded switch statement
Thanks for help!
I am basically trying to animate non-existing entities. I have a dummy entity (Not added to the world!) which I render, but if that entity is a bat or a bee, the wings don't animate properly. If its a wither, the outer skulls don't turn etc. I have tried to just call the Entity#tick method, but that did not work. Now im kinda clueless what to do.
Thanks for help!