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  • Abastro

Abastro

Forge Modder
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  • Content Count

    1075
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    July 13, 2013
  • Last visited

    August 21, 2018
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Abastro last won the day on May 11 2017

Abastro had the most liked content!

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123 Excellent

About Abastro

  • Rank
    World Shaper
  • Birthday 03/08/0004

Converted

  • Gender
    Undisclosed
  • Location
    Somewhere beyond the sky.
  • Personal Text
    Creator of Stellarium&Stellar Sky, and InvWorks.

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  1. Abastro

    [1.12.1]TileEntity how do I sync data between server and client

    Abastro replied to GiantNuker's topic in Modder Support

    Don't bump an over-half-year-old thread. Just make your own issue thread with what you've tried.
    • June 7, 2018
    • 9 replies
  2. Abastro

    [1.12.2] setRenderViewEntity issue

    Abastro replied to qazqazqaz's topic in Modder Support

    Oh, you meant zooming in/out from the player. IDK about this issue, setting the render view entity should work well.
    • June 7, 2018
    • 5 replies
  3. Abastro

    [1.12.2] setRenderViewEntity issue

    Abastro replied to qazqazqaz's topic in Modder Support

    A bit unrelated note, you don't need a coremod for zoom. There's FOVUpdateEvent for that.
    • June 6, 2018
    • 5 replies
  4. Abastro

    Server sided localized messages

    Abastro replied to SirWindfield's topic in Modder Support

    As Draco said, you can use %s for that. (I didn't know whether '{}' works or not - I always use %s) In my experience, anything beyond %s doesn't work. And as far as I know it's hard to change lang file on the fly(during runtime). You'll need reflection hackery. Why do you need it?
    • January 14, 2018
    • 5 replies
  5. Abastro

    Configuration sync with server

    Abastro replied to SirWindfield's topic in Modder Support

    Ah, I didn't read your code carefully. As Choonster said, you don't have to make every fields static. Just the field holding the whole configuration need to be static. You can create a new class containing all the configuration fields. You can do as what Choonster said. You can store the client configuration fields in any class/instance you want if you use it properly. I prefer to put it in either the mod instance or the network instance which can be accessed from the mod instance.
    • January 14, 2018
    • 6 replies
  6. Abastro

    Server sided localized messages

    Abastro replied to SirWindfield's topic in Modder Support

    No, the only way you can use will be using server resourcepacks(the one which is only applied when the user allows it). Languages are considered as resources, so you can't modify it with the server-only mod. Also you can't get the server locale. You need to specify details like {} on lang file. For the translation component "key", you set something like 'key=the string is {}'.
    • January 14, 2018
    • 5 replies
  7. Abastro

    Configuration sync with server

    Abastro replied to SirWindfield's topic in Modder Support

    Well, why can't you get and set the fields when it's not final? Also you can create instance of RPConfiguration since it's not final. You need separate instance than the static one anyway, considering the combined client. Just send sync packet based on the static configuration and setup separate client config with the packet. Anyway, forge does not have any tool for this. You have to do it yourself.
    • January 14, 2018
    • 6 replies
  8. Abastro

    @LangKey for @Comment

    Abastro replied to Akxe's topic in Modder Support

    You mean the tooltip? Because there's no way to translate comments... Then config.modid.common.enabled.name.tooltip will work. Just put the appropriate tooltip for the key in the lang file.
    • January 13, 2018
    • 1 reply
  9. Abastro

    Configuration sync with server

    Abastro replied to SirWindfield's topic in Modder Support

    How to implement it is just a matter of choice. You can make a new instance of the RPConfiguration class on client and manually sync the fields. Forge won't do any server-client syncing for you. Or, you could just wait till 1.13 like me, it introduces synchronized data packs.
    • January 13, 2018
    • 6 replies
  10. Abastro

    [1.10.2] ForgeRegistries.ITEMS.register or GameRegistry.register(item)?

    Abastro replied to mooL's topic in Modder Support

    Minecraft Forge uses it internally, if I recall correctly. It's recommended to use register events: https://mcforge.readthedocs.io/en/latest/concepts/registries/
    • January 5, 2018
    • 9 replies
  11. Abastro

    [Render] [Tessellator] Efficiently drawing lines

    Abastro replied to uranophane's topic in Modder Support

    It's prohibited due to performance, so... Why do you need thousands of wireframe cubes in the first place? I guess that's the part where many optimizations can take in place. Also it's better not to update thousands of vertices every frame. Store them in a VBO and only update it when it's needed. (AFAIK this is also done with chunk rendering. There should be tools for that) Don't call draw many times, it should be one main source of lag. Speedup of 2x is really a BIG improvement, actually. Instead, varying width lines can be done better with quads. Just play with some trigs and coordinates to find the orientation.
    • January 5, 2018
    • 1 reply
  12. Abastro

    Detect another mod's entity

    Abastro replied to Insane96MCP's topic in Modder Support

    Well. @ObjectHolder requires Entity ID, not class. If you took a glance on EntityEntry, you must've found that it holds the class you need... So check for entity with the class.
    • September 29, 2017
    • 10 replies
  13. Abastro

    Detect another mod's entity

    Abastro replied to Insane96MCP's topic in Modder Support

    If you are on the latest version, afaik it's better to check with EntityEntry registry. Use @ObjectHolder to get the entry and check if the class is the same with the class from the entry.
    • September 24, 2017
    • 10 replies
  14. Abastro

    [1.12.1]TileEntity how do I sync data between server and client

    Abastro replied to GiantNuker's topic in Modder Support

    AFAIK notifyBlockUpdate is sufficient. It works both on TEs and Blocks, GiantNuker.
    • September 23, 2017
    • 9 replies
  15. Abastro

    [1.12.1]TileEntity how do I sync data between server and client

    Abastro replied to GiantNuker's topic in Modder Support

    Yes, you should notify it every time something client-related changes. Call World::notifyBlockUpdate with the current blockstate for both old and new for that.
    • September 23, 2017
    • 9 replies
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