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OvermindDL1

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Everything posted by OvermindDL1

  1. You have confirmation that you are allowed to distribute all mods in it? (I have not checked)
  2. We have no tutorials for that yet, but we would love one placed on the wiki! (*hint*hint*)
  3. Yeah, it is near impossible to help someone without logs and stack traces, hence why they are required.
  4. Ah. Hmm. Make a standard forge one and make a wiki tutorial?
  5. Yeah I understand it in concept, I just wouldnt label it as a "Basic" lol I think it would be more of an advanced java technique True, but it is common in MC modding because you have to for *many* things.
  6. Many of us have been looking to add two hooks, one for when an entity is added to a world and another when it is removed from a world, so might get one soonish.
  7. Make sure villagers are only spawned by the server or SP, never a client, many IsRemote checks are useful.
  8. The Ore Dictionary could already be used for that anyway, just no one does yet.
  9. A mod api will not be able to do everything that needs to be done as much that needs to be done is rather invasive. And that idea has already come up, but MC will likely get one of its own soon so that would be wasted labor.
  10. It is used for working around the java security model. In C++ terms think of just directly accessing class variables and such using pointer manipulation, but in an easier format, kind of like Boost::Mirror for C++, but for Java instead.
  11. You use packets. UE has this packet system (although as you mentioned in the UE forum it's a bit bugged) will help you do that. I wrote a page on this for you: https://github.com/calclavia/Universal-Electricity/wiki/Tile-Entity-Syncing Should link to yours from the forge wiki, or put it on the forge wiki, so others can find it.
  12. Just a missing visual chunk, often cause by optifine but does happen in vanilla more rarely.
  13. First, do not load things in your mod_ constructor, load in your load() callback. Second, I am unsure from a cursory look... Wait for the next person unless I get some time soon. You should also put the @Override decoration on functions you are overriding.
  14. Cool, always curious as to the resolutions. It definitely bugs when someone says something is fixed without saying how.
  15. That error is purely and only in chickenbones mod, specifically in his configuration file reading. So whatever problem there is, ChickenBones needs to fix it.
  16. Could you please give more details about the latest version, screenshots too preferably. List of mods installed and how they were installed? If there is a bug then it needs to be fixed, and there is no known bug with any of that in the latest version since many use the same set up.
  17. Did not work is not descriptive at all. We need to see a complete and reproducible testcase.
  18. Rather that means that the chickenbones mods are hardcoded to be within 256, he needs to update it. For now just keep all chickenbones IDs <=255.
  19. I think pahimar made it. Regardless, that fix is no longer needed as the latest Forge has a better 4096 fix built in now. Tell the server owner to update to the latest recommended forge.
  20. Ah, that is the GUIAPI yes, but I think his jar'less version is on github. As for the PlayerAPI, it says: But I am unsure if that still works on the modern versions if he has not stayed updated...
  21. Means you ran out of memory. How much memory do you have allocated to Java for Minecraft? Is this a fresh/new world?
  22. That will still work, the interface is fully compatible. Make sure you are using the current recommended forge of course.
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