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Forge Modder
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Everything posted by Dragonisser

  1. Its the exact same method and it does exist, i even tested it myself. worldIn.getEntitiesWithinAABB(playerIn.getClass(), boundingbox); World.getEntitiesWithinAABB(Class<? extends T> classEntity, AxisAlignedBB bb) Looks totally different.. not. /** * Gets all entities of the specified class type which intersect with the AABB. */ public <T extends Entity> List<T> getEntitiesWithinAABB(Class <? extends T > classEntity, AxisAlignedBB bb) { return this.<T>getEntitiesWithinAABB(classEntity, bb, EntitySelectors.NOT_SPECTATING); } public <T extends Entity> List<T> getEntitiesWithinAABB(Class <? extends T > clazz, AxisAlignedBB aabb, @Nullable Predicate <? super T > filter) { int i = MathHelper.floor((aabb.minX - MAX_ENTITY_RADIUS) / 16.0D); int j = MathHelper.ceil((aabb.maxX + MAX_ENTITY_RADIUS) / 16.0D); int k = MathHelper.floor((aabb.minZ - MAX_ENTITY_RADIUS) / 16.0D); int l = MathHelper.ceil((aabb.maxZ + MAX_ENTITY_RADIUS) / 16.0D); List<T> list = Lists.<T>newArrayList(); for (int i1 = i; i1 < j; ++i1) { for (int j1 = k; j1 < l; ++j1) { if (this.isChunkLoaded(i1, j1, true)) { this.getChunkFromChunkCoords(i1, j1).getEntitiesOfTypeWithinAABB(clazz, aabb, list, filter); } } } return list; } I might not be a master in java and modding minecraft, but im not retarded.
  2. No it shouldnt. It should only list all EntityPlayer(MP) List<T> net.minecraft.world.World.getEntitiesWithinAABB(Class<? extends T> classEntity, AxisAlignedBB bb) Gets all entities of the specified class type which intersect with the AABB. Type Parameters:<T> Parameters:classEntity bb
  3. Did you even read the forge server setup ... https://minecraft.gamepedia.com/Tutorials/Setting_up_a_Minecraft_Forge_server https://www.akliz.net/manage/knowledgebase/35/How-to-Install-a-Forge-Server.html
  4. net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from PinkMod (fpm) Caused by: java.lang.NullPointerException at com.flipking78.pinkmod.init.ModItems.registerRender(ModItems.java:24) at com.flipking78.pinkmod.init.ModItems.registerRenders(ModItems.java:28) at com.flipking78.pinkmod.proxy.ClientProxy.init(ClientProxy.java:9) at com.flipking78.pinkmod.PinkMod.preInit(PinkMod.java:27) 1. Stop spaming. You arent the king here which gets served first. 2. There are errors, if you would take a look at it you would see them 3. Post the goddamn code. How the hell should we know why i might crash if you dont even provide the code that crashes
  5. AxisAlignedBB boundingbox = new AxisAlignedBB(minX, minY, minZ, maxX, maxY, maxZ); List<Entity> entityList = worldIn.getEntitiesWithinAABB(playerIn.getClass(), boundingbox); for(int i = 0; i < entityList.size(); i++) { entity.get(i).sendMessage(new TextComponentString(player.getDisplayNameString() + " displays their MyNewItem")); } Parameters for the BoudingBox are "minX, minY, minZ, maxX, maxY, maxZ". So if you want to get all players in a cube of 20x20x20 around you, you would need to do. double minX = playerIn.posX - 10.0; double minY = playerIn.posY - 10.0; double minZ = playerIn.posZ - 10.0; double maxX = playerIn.posX + 10.0; double maxY = playerIn.posY + 10.0; double maxZ = playerIn.posZ + 10.0; The one below is probably more logical.
  6. I did it like this last time to open my backpack item via a keybind. It shouldnt be that much different from 1.7.10 to 1.12.2 https://github.com/Dragonisser/CobaltMod/blob/master/src/main/java/cobaltmod/handler/event/CobaltKeyHandler.java#L53 https://github.com/Dragonisser/CobaltMod/blob/master/src/main/java/cobaltmod/network/packet/server/CobaltOpenGuiMessage.java
  7. I posted the full code you need to make 1000 new tabs if you want to.
  8. Still wondering what people think about not posting their full code or error log >_>
  9. https://github.com/Dragonisser/CobaltMod-2/blob/master/src/main/java/de/prwh/cobaltmod/core/CreativeTabCobalt.java https://github.com/Dragonisser/CobaltMod-2/blob/master/src/main/java/de/prwh/cobaltmod/core/CMMain.java#L38-L39
  10. Shouldnt the portal be placed in the dimension like it is in the overworld - hole facing north/south and then same when its made? https://github.com/Dragonisser/CobaltMod-2/commit/4b3b64cb15c54fb5f6dfa5a784bc0286d2c7fbf8
  11. Take a look at that. im not sure if it still works in the higher versions tho. https://github.com/Dragonisser/CobaltMod/blob/c2193858b867552420a0bd8b31dbdda05c867d3c/src/main/java/cobaltmod/handler/event/SpeedBootsHandler.java
  12. Im using my own batch called "setup_gradlew.bat" gradlew.bat setupDecompWorkspace --refresh-dependencies --debug & gradlew.bat eclipse
  13. Where did you launch that command?
  14. My custom portal works perfectly if i face south or north(same yaw and pitch after teleport), but not when i face east or west. Then im rotated 90° facing the portal frame. Im using exactly the same code as the normal teleporter, setting the lastPortalPos, lastPortalVec, teleportDirection via Reflection(which does work). https://github.com/Dragonisser/CobaltMod-2
  15. because i already changed 3 methods and the other will be changed too. bigger caves to be exact. i recommend you to change your WorldProvider like it did to get rid of the lag.
  16. https://github.com/Dragonisser/CobaltMod-2/commit/41a591d2efa6646ccb352f7f1c1aedc6b6d5be94
  17. Well, i dont start my world via the new world option. I use a portal to it, thats why i overwrite chunkgenerator and biomeprovider. Edit: I can try and load it via the world type and see what happens. Edit: Works fine, no lag at all, even with decoration also no decoration and not what i want. Therefore it has nothing to do with the decoration or generation. WorldProvider Minimal Lag and decoration: public BiomeProvider getBiomeProvider() { return new CMBiomeProvider(this.world); } I FIXED IT! Instead of overwriting getBiomeProvider, i simply set it in the init and the lag is completely gone, even on my sort of shitty laptop. protected void init() { this.hasSkyLight = true; this.biomeProvider = new CMBiomeProvider(this.world); this.setAllowedSpawnTypes(false, false); } https://github.com/Dragonisser/CobaltMod-2/commit/c4663a443573e289b4f5c46af8afeee04f22192f
  18. Jfyi even the less lag isnt normal, there shouldnt be any at all. I completely disabled everything that tries to put something below surface. Caves are still in there tho, gotta check that. Added a WorldType, but now the chunkgenerator and the rest doesnt work. How can i bind it to my world, i cant find any relations in your code. https://github.com/Dragonisser/CobaltMod-2/commit/03fc2b919b0c61c13bd7a089c0db1bb2db7b20f1
  19. If you dont mind ill post it here: https://github.com/Dragonisser/CobaltMod-2 I disabled the dimension light, sky, decoration, spreading of my block, particle effects and its still the exact same issue. Changed the CMBiomeProvider to the simplier version of ttocskcaj which drastically increased the fps, but still not good enough. And now in normal minecraft
  20. Since i dont have any entities or decorations(test, not the actual state) generating, just the chunks with topblock and fillerblock, its kinda weird why it lags. Neither is it cascading chunk loading. Sadly i cant check the code right now. I bet if TGG, diesieben, jabelar or draco would take a look at it they would probably find it quite fast, but that is not their job.
  21. Theres this normal minecraft lag where everything runs fine but entities and world generation lags, "xxx ticks behind". But for me its a game lag, like running battlefield on a shitty laptop with 3 fps. I wish i would knew where i should search to find the culprit for it.
  22. Thanks, hopefully i can figure it out now, why it isnt working. Still remember the good old 1.7.10 times were you could put up a dimension and it just works.
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