Everything posted by Abastro
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Item information not displaying properly
NBT Tags will not work for stacked items, So I think that will cause first problem. For second, I dont know..
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Bow Renderer - Change time to pull?
You can change itemInUseCount with PlayerUseItemEvent$Tick Event, by its duration. Decreasing the duration value will make the bow animation faster.
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[1.7.10][WIP] Stellarium - Constellations! v0.2.0 [Remodel your sky] is indev
Fixed Star flickering glitch, now Stellarium is Version 0.1.4 + Now Star Twinkling is configurable.
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Forge: It's time to say...
Then why the memory usage increases so fast..? It causes much lag even in the vanilla minecraft 1.8..
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Forge: It's time to say...
So Optifine's sp614x is wrong.? Link Then why the memory usage increases too fast?
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Forge: It's time to say...
So is there any solution..? Since I heard that the Blockpos thingy had memory increase too fast...
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Forge: It's time to say...
I like BlockPos thingy, but I dont know why it is not pooled. (I think these thing is too similar with mine, but... anyway) maybe forge can change the behavior..?
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TESR Model Lag
I think ISBRH is appropriate for this purpose, as jabelar said. You can use worldObj.markBlockForUpdate(xCoord, yCoord, zCoord) when it is changed. It will call the render to update block rendering.
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[1.7.10][WIP] Stellarium - Constellations! v0.2.0 [Remodel your sky] is indev
Now Stellarium is updated to version 0.1.3.
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[1.7.10][WIP] Stellarium - Constellations! v0.2.0 [Remodel your sky] is indev
Stellarium is Updated to 1.7.10! (NOTE: this is simple 'update'. this update does not contain any new features)
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Collision Baxes And Rot. Angles
what? x, y, x? It has to be x, y, z
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[1.7.10][WIP] Stellarium - Constellations! v0.2.0 [Remodel your sky] is indev
Now I am re-working on this mod. First I'll update SciAPI for Stellarium, and update Stellarium to 1.7.10. After that I'll add some additional features.
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ISBRH Alpha Blending Inconsistencies
I faced the similar problem with rendering my items, and I fixed it by using: GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); So, maybe have something to do with Blending Function?
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[1.7.10] InvWorks, Machines in Inventory!
I'm only updating the Minecraft Forum, so if you want to see the updates, go to minecraftforum page: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104608-invworks-machines-in-inventory Also, InvWorks v0.4.0 will be last version of InvWorks, as I decided to continue developing the Stellarium mod! + I'll be greatly appreciated if someone continues the Inventory Machine concept.
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[1.7.10] How to Force Obfuscation for my custom markDirty function..?
Thank you, I'll try with the build.gradle file. + ItemEntity concept is based on the Inventory World concept, which considers certain Inventory as World. It has several advantages: 1. An ItemEntity can know its Position. It is useful for "Inventory Machine", like the ones in my InvWorks mod. 2. Easier "Per ItemStack Control". You can use itementity similar with tileentity. Also, one can make custom inventory check for each itemstacks via ItemEntity. But in Forge, you can only control the items in the player's inventory!
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[1.7.10] How to Force Obfuscation for my custom markDirty function..?
Sorry, but I really need help on this..
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[1.7.10] How to Force Obfuscation for my custom markDirty function..?
Anyone..?
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[1.7.10] How to Force Obfuscation for my custom markDirty function..?
I'm developing the "ItemEntity" concept, which is TileEntity for Item. Everything was fine, except that I got some problem with Obfuscation of the ItemEntity. The problem was that my ItemEntity and IInventory has the same "markDirty" method, but mine is not being obfuscated. So when the subclass of ItemEntity implementing IInventory got referenced by IInventory#markDirty's obfuscated code, It got the crash: java.lang.AbstractMethodError So, is there any way to force obfuscation for my ItemEntity#markDirty function?
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[1.7.10] InvWorks, Machines in Inventory!
HeatCraft had changed into the "InvWorks"! And its concept had changed into the "Inventory Machines"!
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[1.7.10] Sci API, for Scientific Mods! (Calculation&Unit + Heat + ItemEntity)
Sci-API had Updated to 1.7.10!
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Custom Inventory not working correctly
Do you know that default player inventory is mainly controlled from the client? I think it is mainly related with this issue. * For syncing inventory, Container#detectAndSendChanges will work.
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[1.7.10] Sci API, for Scientific Mods! (Calculation&Unit + Heat + ItemEntity)
SciAPI v0.3.0, which adds ItemEntity to the SciAPI, is released.
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[1.7.10] InvWorks, Machines in Inventory!
InvWorks Overview InvWorks is a mod which adds Some 'Inventory Machines' as Item & Multi-Item. Also, it uses Heat System as energy system (replacement for electricity). (You can use 'inventory machines' even when you're mining diamonds, if you have appropriate item in your inventory) http://i1018.photobucket.com/albums/af310/abab9579/Machinery_zpsa52e7f7a.jpg[/img] [/img] Features - Blocks: - Items: Downloads * This mod requires 1.7.4 Forge and SciAPI v0.4.0. Latest Version: Version 0.1.0 | Direct SciAPI v0.4.0 Old Downloads: Update Log Copyright & Credits This mod has Creative Commons CC-BY-SA, so you can share or adapt this mod. but you must give appropriate credit when you share this mod, and when you remix, transform, or build upon this mod, you must distribute your contributions under the same license as the original. Inquiry You can Inquiry here. Any reports about bugs would be appreciated. You can also send email: [email protected].
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[1.6.4]CCTV/ Track the sight of an entity
You are doing it totally wrong. Sorry but what I can tell you is only "learn basic java."
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[Updating] 1.7 IConnectionHandler equivalent
I think your decompile has failed, so the minecraft src is not exist... You should redo the decompile.
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