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Draco18s

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Everything posted by Draco18s

  1. You can contribute. http://mcpbot.bspk.rs/ Mod Coder Pack. SRG isn't an acronym, I keep forgetting what its origin is, but it doesn't mean anything. Its just the name of the package that does that particular step.
  2. Anything that is: - information display - input handling - visual - audio Even particles are technically server side entities (though some purely visual client-side only effects do exist).
  3. Those are SRG names. Minecraft vanilla is obfuscated (a.a, b.cf, ee.q) and so the deobfuscation process translates those names (which change every version) into a consistent pattern of SRG names (that don't change often, if at all) before being made human readable by replacement with MCP names. MCP names are entirely human generated as a community effort. If an MCP name does not exist, then the SRG name is used.
  4. Jesus H Christ. What is so hard about finding the latest.log and copying all of it? Are you even reading my posts? If it doesn't fit, use fucking pastebin.
  5. That's not the whole log. Notice what you posted starts with "Connected to a modded server" and not "Running with arguments"
  6. Because lava isn't biome tinted?
  7. Water is biome-color-multiplied.
  8. https://www.minecraftforge.net/forum/search/?q="1.15" transparent&type=forums_topic&updated_after=any&sortby=relevancy&search_and_or=and Fourth result.
  9. Also at 645 lines, that sounds like more work than just writing the json by hand.
  10. Because mod loading is threaded.
  11. I never got around to doing it with 1.14+, but if you wanted to check out the sounds I did for 1.12: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/ores/client/SoundWindmill.java It was a block positioned sound, but I would probably handle an item similarly.
  12. You will need to make your own Sound class object so that you can control when it is playing. Ambient sounds are controlled by vanilla code in other ways.
  13. This: You don't need it
  14. Well you should because that's where all of the vanilla code lives. In your project view window there should be a place called "referenced libraries" and it should contain about 50-60 items.
  15. https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/harderores/entity/SifterTileEntity.java#L39
  16. PlayerHurtEvent or LivingHurtEvent (I forget if the former exists). The DamageSource object contains such information.
  17. They serve different purposes: The MOD bus is for lifecycle events (registry events, etc) and the FORGE bus is for gameplay events. They are separate because they are separate classifications of events.
  18. Ugh. Don't remind me. I've spent the better part of that six months not doing anything because of a hard dependency that I'm both unwilling to abandon and unable to get updated. Worldgen is complicated.
  19. *COUGH* *HACK* *CHOKE* I wonder what this does
  20. Problematic Code #14
  21. If that code is from 1.7, you need to delete everything and start over. So much has changed even from 1.12 that it's advised to rewrite from scratch (and going from 1.7 to 1.10 was a complete rewrite).
  22. Show this. This is no longer true.
  23. Investigations of vanilla code is what results in the +8,+8. Worldgen is threaded and different as of 1.14, so I'm not entirely sure how true it still is, but I haven't had time to investigate.
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