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[1.9.4+] Loading external language files
Nothing is wrong with making a resource pack. I was just wondering what the 1.9 equivalent of the LanguageRegistry.instance().loadLocalization is. If it's resource packs, awesome, I'll get on that!
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[1.9.4+] Loading external language files
Back in the 1.7 days and prior (a long time ago, I know), there used to be a way to load an external lang file, with its map of translations, into the game. For example, I would have a file in the config folder that would be labeled and (just for clarity to the end user) given the extension .lang. Using the line LanguageRegistry.instance().loadLocalization(file.toURI().toURL(),"en_US",false); // I understand that it's a sloppy line, but you get the gist of the use of the loadLocalization function I could load a file of translations into the en_US language in the game. Is there a contemporary equivalent that I could use in order to achieve the same result? If not, how would I go about doing this? Would I need to create a new ResourcePack and load that in? Thanks in advance!
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[1.7.10] my modded world got corrupt
Calm down! There should be a level.dat_old file. It can be used as a replacement for level.dat iirc.
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[1.8] Natural entity spawns.
You provide an id yourself.
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How do I create a new boat? [1.8.1]
You shouldn't be needing to look in the classes. And you should be able to search in your IDE. - - - And you register the entity like ANY other entity. Because, SURPRISE, it's an entity. EntityRegistry.registerModEntity is the method you should look into, I believe. Hope that helps!
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[1.7.10]Recipe with materials from another mod
Use GameRegistry.findItem, but make sure the mod is loaded first. You can do this with a soft or hard dependency.
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[1.7.2] How to enable logger.debug() to show up in the console
You can use it in core mods before the preInit event is EVER fired.
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[1.7.2] How to enable logger.debug() to show up in the console
Um... Nope.AVI. I mean, it's correct, but you can just use public static Logger logger = LogManager.getLogger("MyMod"); and be able to access the logger before the preInit.
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[1.7.2] How to enable logger.debug() to show up in the console
There's a way to turn it on in the logger, but I'll be damned if I remember. You need to enable that debug in the logger, if you're going to log debug messages.
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[1.7.2] world.isRemote, entity.isClientWorld() and AI confusions
Yep, the most deceiving name for a method. It would be better to name isRemote that, but tradition has kept isRemote the same.
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[1.7.2] world.isRemote, entity.isClientWorld() and AI confusions
Apparently, isClientWorld() returns the opposite of world.isRemote, so that means it's on the server. So maybe, it isn't both sides, but it isn't the client if isClientWorld returns the opposite of world.isRemote.
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[1.7.2] world.isRemote, entity.isClientWorld() and AI confusions
Ummm, shouldn't it be on both sides? Or am I wrong?
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[1.7.2] world.isRemote, entity.isClientWorld() and AI confusions
if (world.isRemote) { // Welcome to the client } else { // Welcome to the server }
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Gui screen
He wants a gui, not something rendering over in the ingame GUI. He could use that, but he wants to have a gui.
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[1.8][SOLVED] Items put in chest not showing
That code's only going to work in the overworld. Dimension/WorldServer 0 is the overworld, so be forewarned, it won't work in the nether/end/any other dimension.
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