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LexManos

Forge Code God
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Everything posted by LexManos

  1. Ya, been trying to get Flame to do it for a bit now.. It's being worked on... whenever he decides to dedicate some time.
  2. Update to 1.12.2.
  3. Forge Version: 1.12.2-14.23.4.2703 Minecraft Version: 1.12.2 Downloads: Changelog (Direct) Windows Installer (AdLink) (Direct) Other Installer (AdLink) (Direct) MDK (AdLink) (Direct) Universal (AdLink) (Direct) 1.13 prep is still moving along, I've been spending a lot of time working on the backend tools to make decompiling and working with 1.13 a bit easier. Cpw is still working on the re-write of FML for Java9+ and 1.13. However, development on 1.12 has not stopped, we've gone through and cleaned up a lot of things, as well as properly introduced a better library management system. So, it's about time for a new release. Dependencies: For a long time Forge has supported the ability to have multiple jar files extracted at startup from mods. Allowing modders to distribute required dependencies in a single download for end user convince. However, this feature has not been used often. After getting some modder feedback I have re-written the majority of this system. We need volunteers to write full documentation for this feature, however here is a quick rundown. Mods will now be extracted to a central maven style libraries directory. Forge will attempt to find this using the normal launcher layout, however the path can be overridden using "-Dforge.lib_folder={LibraryFolder}" Mods CAN be automatically moved to this libraies folder by Forge, however this is disabled by default due to people thinking it'll be confusing to users. Enable it using "-Dforge.enable_auto_mod_movement=true" To define a contained dependency modders must add the "ContainedDeps" entry to their MANIFEST file. This is a space separated list of files in the mod jar to be extracted. The files can be located under the jar root, or META-INF/libraries/. Libraries can specify a maven style artifact identifier in their MANIFEST file, and it will be extracted to the correct library folder. Example: Maven-Artifact: net.minecraftforge:forge:1.12.2-14.23.4.2703 If two mods contain a dependency on the same maven artifact, the highest version will be loaded. This fixes issues where two mods ship a API, and one crashes because the older version was used. For 3rd party dependancies that do not have the Maven-Artifact manifest entry, you may specify a custom MANIFEST by adding a {FullJarNameIncluding.jar}.meta file next the original file. More information and examples should be forthcoming as modders start working with this feature. So don't be afraid to ask. Minecraft Forge 14.23.4 Changelog: ============================================================================ New: JSON based annotation caching. To help speed up load time. Disabled by default due to lack of modder feedback. Enable with -Dfml.enableJsonAnnotations=true Removal of Mercurius, failed experiment. It has been disabled for months. Added function to BufferBuilder to directly insert byte data. Improve the "Mod rejections" error message when connecting to a server Added hook to allow specifying specific modids for sub-blocks and items. New hook to allow better management of rendering special items in inventories. Added fences and fence gates to the ore dict. Improved memory performance of rotated models. New hook to allow sleeping in custom dimensions that don't allow respawning. New hook to control specific mob greifing rules. New performance hook to unload unused worlds. New function to list biome types. Added ability to send packets to everyone around a point in the world. New ITeleporter interface allowing easier control of inter-dimension teleportation. New feature in World Workers allowing delaying without finishing. Improved missing mod dependency error screen. New library/contained dependency management system. Added protection against BungeeCord servers sending invalid data to the client. Enhanced startup error handling and displaying. Added supports for redirects when doing mod version checks. Added original ChunkPos to decoration events. Added ability for custom models to have per-state lighting. Added an event to control nether portal formation. Added formatting support for status messages. Improved memory usage of multipart models. Moved dedicated server's EULA check to be called earlier. Bug Fix: Fixed non-deterministic order in deserialised Forge blockstates Fixed culling of generated item models with non-default transforms Fixed incorrect dimension ID being used for maps Fixed vanilla crash classes not being preloaded. Fixed ForgeChunkManager performance issue by moving writing off thread. Fixed various vanilla blocks loading unloaded chunks. Fixed issues with smooth lighting code and translucent blocks. Fixed serverside startup failure when checking for vanilla acceptance. Fixed error caused by FakePlayers using commands. Fixed client hang on internal server crash. Fixed performance issue related to blockstate lighting. Fixed lookupFluidForBlock not working for flowing water and lava. Fixed log4j config for mojang launcher changes. Fixed various issues related to unclosed resources. Fixed NBT data loss when shift-clicking stacked items in the enchantment table (MC-17431). Fixed sound engine crash when stopping streaming sounds. Fixed entities sometimes not rendering when above/below the world. Fixed issue causing players to be lost from chunk tracking during teleportation. Fixed performance issue in ItemStack. Fixed exit logger printing wrong stack elements. Fixed fences and walls sometimes not connecting to vanilla blocks. Fixed cryptic error caused by server watchdog. Fixed players not hearing pickup sound when given via machines. Fixed Spectator mode particles and sounds computed from where you have been before (MC-46445). Fixed EntityPlayer firing LivingAttackEvent twice for the same attack. Fixed the warning logged for cascading world gen. Fixed armor bar dissappearing when moving dimensions. (MC-88179) Fixed vanilla duplication exploit. Fixed Forge's world gen command overloading the save thread. (Slowed it down so the save thread could keep up) Fixed FluidUtil.getFluidHandler skipping some fluid tile entities. Fixed events firing when the game has already crashed during loading. Fixed dragon fight not initialising correctly under some circumstances. Fixed overrides typo in saving registry data. Fixed MC-123363: Stop rendering removed tile entities Fixed client world memory leak. Fixed activator rails incorrectly powering wrong vanilla rails. Fixed typo in validation of vanilla registry wrappers Fixed vanilla performance issue in lighting code. Fixed race condition causing dedicated server block mappings to shift. Fixed runtime deobfusction issue related to modified classes. Fixed various Particles glitchy movement (MC-12269). Fixed possible NPE when calling Loader.getIndexedModList Fixed some light-emitting blocks letting light through (MC-119932). Fixed farmer villagers not re-planting modded crops when they harvested them. Fixed memory leaks in EnchantmentHelper (MC-128547). Fixed parameter inconsistency in IFieldWrapper Fixed language parsing for creating the java locale. Fix Forge bucket not declaring all texture dependencies.
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  4. you can save it however you want, enums have two things that are unique, and if you don't screw it up, ordinal() returns a unique integer for each enum value. Or you could use the name() which is a string.
  5. Honestly, you're being so vague it'd difficult to understand what you're trying to do. Show all your code related to what you're trying to do.
  6. Oh lord, where to start. You are using this to store what? A String name, and int value right.. so why is it a <String,String> and not a <String,Integer> Why are you immediately converting the string to a int, why not just take in a int? It would save you all of these Integer calls... You do this line 4 times, you should probably move this to a 'isValidKey' function, OR start using a enum. You do realize this function doesn't actually return anything and thus is completely useless... right... ? Looks to me that you want to do something more like: public enum Stat { STRENGTH, CONSTITUTION, DEXTERITY, WILLPOWER, MIND, SPIRIT}; HashMap<Stat, Integer> stats = new HashMap<>(); public void add(Stat stat, int value) { stats.set(stat, stats.getOrDefault(stat, 0) + value); }
  7. This needs no more discussion, the guy has no idea what hes talking about.
  8. The mappings arnt for people who don't know how to apply mappings themselves, and decompile themselves. It's not hard. There is nothing worth looking at right now. As things are in complete flux.
  9. >.< Dammet Mezz... Test things like this... Oh well hes learning. it happens.
  10. Remove optifine.
  11. this.direction seems to be a static/block field that is shared between all blocks, this is fundamentally wrong. You're wanting to set it in the block state but failing. Show how you place the block. Try looking at the Furnace block for how to place things facing different directions.
  12. You should almost never make anything in MC static. This thing that saves you 'client-server sync'... what happens on dedicated servers? or lan play where there are multiple clients? Things should be logically separated by the sides/world they are in. Also, what happens when multiple worlds load? you say it gets initalized in WorldEvent.Load? Well you do know that is called for all dimensions right? And it can be called multiple times for the same world as they are loaded/unloaded.
  13. Lat time I checked... 2529 is less then 2611 and 2655.
  14. "Performance drops" is not a valid report. We need some form of actual numbers, videos showing issues, SOMETHING that can actually be tracked or reproduced. Also, luckally you're not like some people and pushing out a 500 build change and complaining, you only have 4 builds. And looking at the history I have a idea which one could be effecting it. So try 2675 vs 2674. If you can reproduce, provide logs, The sampler mod may help: https://minecraft.curseforge.com/projects/sampler
  15. 1) Wrong Forum 2) Forge doesn't have a world edit, so im just going to assume you mean the world edit mod, so you should probably ask them. 3) Read the EAQs, and ALWAYS post a log.
  16. Forge does not typically add getters/setters to fields. As that would get out of hand quite quickely. The standard options are existing functions, reflection, and access transformers, in that order.
  17. You can always download and put the scala library in manually: https://repo1.maven.org/maven2/org/scala-lang/scala-compiler/2.11.1/ Not sure why you're having issues, there is usually more then just stalling.
  18. You shouldn't. Read this for issues with server only entities: https://github.com/MinecraftForge/MinecraftForge/issues/4870 However, you're slightly trying to do something different. You want to have your entity pretend to be something different on the client. That.. is actually a semi-plausible idea. Have you tried NOT registering your entity and just having it extend EntityRabbit? Does the Entity Registry do any form of hierarchy mapping {Getting the Rabbit entry for subclasses of Rabit that don't have mappings}... That may be something to look into.
  19. This is far before any normal mod loading is done, so no. You also shouldn't do it as doing fancy things like that would do nothing but increase load times. Which is bad.
  20. Then play the Java version. But ya closing this as it's not really worth discussing. Bedrock is completely different from the Java version. It doesn't have the same ability to be modified as Java does. IF a API/Injection Point ever comes into place for Bedrock, then I'll reassess it. But don't expect Java mods to work on Bedrock.
  21. Never going to happen.
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