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jissee

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  1. This is the "hosts" file, which i had never modified. # Copyright (c) 1993-2009 Microsoft Corp. # # This is a sample HOSTS file used by Microsoft TCP/IP for Windows. # # This file contains the mappings of IP addresses to host names. Each # entry should be kept on an individual line. The IP address should # be placed in the first column followed by the corresponding host name. # The IP address and the host name should be separated by at least one # space. # # Additionally, comments (such as these) may be inserted on individual # lines or following the machine name denoted by a '#' symbol. # # For example: # # 102.54.94.97 rhino.acme.com # source server # 38.25.63.10 x.acme.com # x client host # localhost name resolution is handled within DNS itself. # 127.0.0.1 localhost # ::1 localhost
  2. I want to download a new version of forge server, but it fails because of connection problems. I have tried to change network environment and used proxy but nothing works. This is the log: https://pastebin.com/V207Ehy3
  3. i am trying to play sound event in the game. but is it possible to set the progress of the sound? for example, i want to play the sound, but the sound starts from 00:10 of the audio file.
  4. I am trying to use a video decode library (org.bytedeco) in the mod. The code can be called in the source code and compiled correctly, but when i enter the game, it throws ClassNotFoundException org.opencv.core.Core and NoClassDefFoundError org/opencv/core/Core. I just implemented 4 libs like this: implementation 'org.bytedeco:ffmpeg:5.0-1.5.7' implementation 'org.bytedeco:javacpp:1.5.7' implementation 'org.bytedeco:javacv:1.5.7' implementation 'org.bytedeco:opencv:4.5.5-1.5.7' And considering the runtime dependency, i also used jarJar: implementation(group : 'org.bytedeco', name : 'ffmpeg', version : '[5.0-1.5.7,6.0)' ){ jarJar.pin(it,'5.0-1.5.7') } implementation(group : 'org.bytedeco', name : 'javacpp', version : '[1.5.7,1.6)' ){ jarJar.pin(it,'1.5.7') } implementation(group : 'org.bytedeco', name : 'javacv', version : '[1.5.7,1.6)' ){ jarJar.pin(it,'1.5.7') } implementation(group : 'org.bytedeco', name : 'opencv', version : '[4.5.5-1.5.7,6.0)' ){ jarJar.pin(it,'4.5.5-1.5.7') } i don't know why the compilation can be correct but when i run the game it contains errors. or i need to add external jar libs in other ways...
  5. I am creating my own recipes for the crafting table. however, it seems that the vanilla recipe system is so "smart" that it can automatically generate the mirrored recipe for those who has only two rows or columns like axes and hoes. so what should i do if i want to make the mirrored recipe output different items?
  6. Yes, after i press f9 and run the game, i need to go back to the title screen. i am debugging entity tick() code.
  7. Yes, it is the Singleplayer world. If i use step in / step out code lines several times, the game will stop working correctly and then shows "connection lost" and "time out" (but not crashes as I mentioned). I guess it is because the debug mode paused the program and the game thought it was a serious lag and the connention was lost. How can i avoid this problem?
  8. If i use debug mode and add some breakpoints, they can be hit and the debug tools work well. However, if I debug the program for a long time, the max-tick-time will be exceeded and the game crashes. I know how to disable it in the server settings, but how can i avoid it in client debug?
  9. i want to create an item that can store an entity if i press shift and right-click the entity and then restore the entity in the world. i thought the entity can be converted to (or maybe serialize) compound tag by Entity#save and be stored in ItemStack. here are my codes and some methods that i tried: https://pastebin.com/3N0sRNTu the EntityType has been registered correctly and it can be created using SpawnEgg.
  10. Thanks! And what about "FMLLoader.getDist().isClient()" ? Is it only (or mostly) used in mod loading or initialization phase?
  11. I am a little confused about the field "isClientSide" of Level. I notice that when interacting with a mob or block entity, the interaction only happens if (!level.isClientSide). I wonder what exactly the "clientside" of a level means and why we need to check side before executing the following codes. And what is the differences between two "client" of "level.isClientSide" and "@OnlyIn(Dist.CLIENT)"
  12. I am not sure about these new methods. Could you please provide some example usages?
  13. I have been using player.sendMessage(new TextComponent("messages"),null); to send messages to players until 1.18.2. But it seems that the package and class structure has changed in 1.19 and several classes and methods have disappeared. How can I send messages to players in 1.19?
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