Everything posted by Draco18s
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Getting Radius of chunks
For the life of me, I can't figure out why you should even care. If you check "this chunk" and then the 3 neighbor chunks at +X, +Z, and +X+Z (all of which are guaranteed to already exist, even if they have not yet been populated) then you should be fine. If they have been populated already, you don't cause further population. If the current chunk caused anything to appear in them, you find it. If they haven't been populated, you don't cause further population (because vanilla already expects cross-chunk-boundary placements to occur in this direction and not cascade population). If the current chunk caused anything to appear in them, you find it. If that chunk's own population would place it, but it hasn't populated yet, you don't need to care, because it will fire its own population event. ALL OTHER CHUNKS ARE IRRELEVANT
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Grabbing the "ActionBar" or Record name.
True, he does. But the stack trace doesn't say what went wrong, only where.
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Grabbing the "ActionBar" or Record name.
On top of that, print out "error" without saying what kind of error helps nobody. (Ironically a problem I've had working with the Oculus SDK lately: API fails to initialize for any reason? dll not found exception. Store transaction failed or was canceled by the user? Oculus.Platform.Model.Error)
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[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.
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[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
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[1.12.2] Generating New crops in Villages
BlockBeetroot.BEETROOT_AGE
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Issues with server lag
The first place I'd go is to whomever put together the pack...
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Issues with server lag
Are you making a mod of your own? No? You're in the wrong place
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PopulateChunkEvent.Post Never Fires Every Chunk In Nether
1.7.10 is no longer supported here
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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
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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
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lang filename
https://www.w3schools.com/tags/ref_language_codes.asp nl.lang
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[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)
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[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.
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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
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SOLVED [1.12.2] getTileEntity returns null
Problematic code #4
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[1.12] Safe operations to run in seperate threads?
GitHub repositories are amazing
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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.
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[1.12] Safe operations to run in seperate threads?
Post your code. Like, all of it.
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Building Magical Crops from the ground up for 1.8.9, game crashes with a ClientProxyClassNotFound exception when ran in Eclipse.
MagicalCrops != magicalcrops
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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.
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[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.
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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.
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[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.
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