Everything posted by WildHeart
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Handle message data if channel was already registry
Yes, I know. There is a WorldEdit mod, I need to get data from its channel for my mod on the client. I can leave the mod only on the server and register the WorldEdit channel. But I am testing the mod in the ide and at startup the WorldEdit channel is registered on both sides, which prevents the mod from launching
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Handle message data if channel was already registry
There is a channel from which I need to receive incoming data, but as I noticed, Forge does not provide such an opportunity or am I missing something? It would be possible to register the desired channel and add a listener to it, but then the game will crash and give an error about an already existing channel.
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[1.16.5] Registration events
And I need to load each jar(as Forge does with mods) in runtime
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[1.16.5] Registration events
Yes, but what's the point of carrying 20+ dependencies with you when you can load only what you need(yes, my mod can do this), but I need to load these dependencies during startup. I found this Launch.classLoader.addURL but apparently this does not work with the new version of Forge.
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[1.16.5] Registration events
No, these are separate libraries that are loaded as needed
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[1.16.5] Registration events
And the last question, I have libraries that are loaded into mods/myfolder and I need to load them. Fabric has a FabricLauncherBase.getLauncher() But I don't see anything in forge that can allow this to be done
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[1.16.5] Registration events
Yes, but the problem is that need to make sure that the registered commands are vanilla
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[1.16.5] Registration events
It needs to be added for all vanilla commands, perhaps it should be done via CommandNode, but I'm not sure that binding to literal argument will work
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[1.16.5] Registration events
- [1.16.5] Registration events
To avoid creating a new topic I'll ask here, how to add requires for vanilla commands?- Only server side mod
Is it possible to switch the mod to the server-only state? So that even if the mod was installed on the client, it could not start(it was skipped by the mod loader)- [1.16.5] Registration events
Previously, the registration was in FMLServerStartingEvent, now there is an additional event for this, but this is inconvenient. That's why I'm asking how this can be done. Or is it possible to call FMLServerStartingEvent at the beginning, and then RegisterCommandsEvent?- [1.16.5] Registration events
Oh, okey. @SubscribeEvent public void serverStarting(FMLServerStartingEvent e) { // Creating managerProvider managerProvider.register(); } // In ManagerProvider public void register() { MinecraftForge.EVENT_BUS.addListener(this::onCommandRegister); } But it doesn't work for me- [1.16.5] Registration events
Hi, i have a FMLServerStartingEvent and i need register RegisterCommandsEvent, but i can't make this. Event registration only goes through the constructor, are there any workarounds to solve this?- Custom Language Adapter
Solved, need add this to build.gradle classpath "org.jetbrains.kotlin:kotlin-serialization:1.5.21"- Custom Language Adapter
Hi, I am writing my adapter for Kotlin, but the main loader does not see the mod. What did I do: 1. Implemented IModLanguageProvider, IModLanguageLoader, ModContainer 2. In toml: modLoader the name of custom loader is set 3. In META-INF created service with path to custom IModLanguageProvider But, this is not work in IDEA. I output IModLanguageProvider#getFileVisitor to the console and it showed that the class was not found. Although the annotation hangs over the class. Please do not write that I do not need it, that there are ready-made solutions and blah-blah-blah. I have other goals, but first I need to at least solve the problem with the launch.- [1.16.5] Change projectile position in first person
Your code works well, I should have used the yaw player instead of taking yaw from my projectile. Thank you again- [1.16.5] Change projectile position in first person
Upd, oh sorry, i replaced in my entity yaw rotation to player yaw and this solve my problem. Thx- [1.16.5] Change projectile position in first person
This code is similar to the arrow. The problem with this code will be that when I turn 45-90 degrees, my bullet will take the position on the left side- [1.16.5] Change projectile position in first person
I'm writing a mod for weapons and I ran into the problem of projectile position when shooting. How can I spawn a projectile so that when viewed from the first person, it flies out of the weapon, and not from the center of the screen?- [1.12.2] S26PacketMapChunkBulk
Hi, on that was replaced by this class: S26PacketMapChunkBulk?- [1.12.2] Forge Server Sources
Create my custom server core with forge and bukkit(aka cauldron on 1.7.10)- [1.12.2] Forge Server Sources
I need vanilla server with forge without client code.- [1.12.2] Forge Server Sources
This is understandable, just in mcp you can easily get the source code of only the server. But for forge I do not see this opportunity, and to have to remove methods with the SideOnly(CLIENT) annotation. And it affects other methods not SideOnly(CLIENT).- [1.12.2] Forge Server Sources
But in General I need not the server itself, but only forge only with the server part of the api. - [1.16.5] Registration events
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