Everything posted by Draco18s
-
[1.12] Safe operations to run in seperate threads?
I once did a speed analysis of comparing block states on every block in a chunk from 0 to the surface (so that same average of 90) and when no modifications needed to occur (e.g. none of the blocks I was looking for existed, yes, I was looking for one of many blocks, so I was doing some List#indexOf()) it took around 400,000 nanos (or 0.4ms). When the block(s) I was looking for did exist and I had to execute some block updates elsewhere (frequently in another chunk entirely) that number rose...to 600,000 nanos. So your guess isn't wrong.
-
[1.12]LoaderExeptionModCrash error when registering items.
I can tell you that this code cannot be here. ModelLoader is client-side only.
- [1.12] Block meta
-
[1.12.2] Generating New crops in Villages
BlockBeetroot.BEETROOT_AGE
-
Issues with server lag
The first place I'd go is to whomever put together the pack...
-
Issues with server lag
Are you making a mod of your own? No? You're in the wrong place
-
PopulateChunkEvent.Post Never Fires Every Chunk In Nether
1.7.10 is no longer supported here
-
Getting Radius of chunks
If you are in a chunk that has just been populated, you can only (for sure) request the three chunks that are X+ and Z+ of the current one
-
lang filename
Also needs to be all lower case (all resources do), so if that's correct, then it should actually be nl_nl.lang
-
lang filename
https://www.w3schools.com/tags/ref_language_codes.asp nl.lang
-
[1.12] Upgrade to the new version
1.12 -> 1.13 will not be as big as 1.7 -> 1.12, there's only one system I'm aware of that will see a massive overhaul, and that's item metadata, but at this time, no one knows how its going to be handled by modders. (Or at least, I've not seen any info)
-
[1.12] Upgrade to the new version
There's a boat load of changes, plus an additional two truck loads and a fuckton between 1.7.10 and 1.12. I suggest starting the upgrade down, and possibly even doing so for an intermediary version (e.g. 1.10) so that you can get a handle on the changes in steps. Or you could literally set your code on fire and start from scratch, as it's pretty much worthless now.
-
MC 1.12.2 Slabs not rendering in inventory [SOLVED]
Yes I did: Right there. if(you want an inventory model) { you need an inventory variant } You need to supply the "particle" texture. e.g.: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/axel.json#L5
-
SOLVED [1.12.2] getTileEntity returns null
Problematic code #4
-
[1.12] Safe operations to run in seperate threads?
GitHub repositories are amazing
-
MC 1.12.2 Slabs not rendering in inventory [SOLVED]
ADD (do not remove) these lines to your blockstate file https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/axel.json#L11-L14 I never told you to remove anything. I said "you do not have these lines" and you have not added those lines. ADD THEM.
-
[1.12] Safe operations to run in seperate threads?
Post your code. Like, all of it.
-
Building Magical Crops from the ground up for 1.8.9, game crashes with a ClientProxyClassNotFound exception when ran in Eclipse.
MagicalCrops != magicalcrops
-
MC 1.12.2 Slabs not rendering in inventory [SOLVED]
https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/axel.json#L11-L14 Seriously, you don't have this. I said as much, you asked what to do, I said "add this" and your response was to complain about my being terse. You haven't changed your blockstate json at all.
-
[Solved]PopulateChunkEvent.Populate Never Fires In Overworld
The class instance that the code is in. Which considering he is getting logging messages when using the PopulateChunkEvent super-class, that part's fine.
-
Some troubles with new mod
1) We here support people writing mods, not users. You want help with a mod causing a problem? Talk to the mod author. 2) We no longer support freaking ancient versions of Minecraft, such as 1.7.10. Update.
-
[Solved]PopulateChunkEvent.Populate Never Fires In Overworld
This is not true. This is only true if you register the class or use the annotation. If you register a class instance (such as jredfox has done) then making the methods static is wrong.
-
MC 1.12.2 Slabs not rendering in inventory [SOLVED]
You want your block to display in the inventory? It needs an inventory variant. QED
-
MC 1.12.2 Slabs not rendering in inventory [SOLVED]
You don't have an inventory or normal variant in your blockstate file.
-
MC 1.12.2 Slabs not rendering in inventory [SOLVED]
Yes. Read your error:
IPS spam blocked by CleanTalk.