Everything posted by TheRPGAdventurer
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How to reduce lag on dragon flight
ok maybe it has something to do with terrible direction locators
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How to reduce lag on dragon flight
how about i make the dragon fly even tho the chunk is still unrendered? like send the position on the server
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How to fix intelji idea not updating code during debug
where?
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How to fix intelji idea not updating code during debug
can you send some pics?
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How to fix intelji idea not updating code during debug
what keybind?
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How to reduce lag on dragon flight
We updated an old waypoint system which is buggy at the time in 1.7.10, now i need to know how to reduce lag to the new one, it lags when t goes to an unrendered chunk even tho its a flat world DragonMovehelper: https://github.com/TheRPGAdventurer/dragonmounts2-1.12.2/blob/1.5.5/src/main/java/com/TheRPGAdventurer/ROTD/server/entity/helper/DragonMoveHelper.java EntityAIDragonPlayerControl: https://github.com/TheRPGAdventurer/dragonmounts21.12.2/blob/1.5.5/src/main/java/com/TheRPGAdventurer/ROTD/server/entity/ai/EntityAIDragonPlayerControl.java node and pathnavigateflying: https://github.com/TheRPGAdventurer/dragonmounts2-1.12.2/tree/1.5.5/src/main/java/com/TheRPGAdventurer/ROTD/server/entity/ai/path EntityTameableDragon: https://github.com/TheRPGAdventurer/dragonmounts2-1.12.2/blob/1.5.5/src/main/java/com/TheRPGAdventurer/ROTD/server/entity/EntityTameableDragon.java
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How to fix intelji idea not updating code during debug
ok so i keep pausing the program and still no avail
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How to fix intelji idea not updating code during debug
Ice done it but i still have to restart the game, WTH
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How to fix intelji idea not updating code during debug
Also i think this helps, I tried putting gradles.start and reruning gradles setupdecompworkspace idea still no avail
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How to fix intelji idea not updating code during debug
maybe because i have to press Ctrl + s for it to save or it automatically save, im not seeing code update changes and prompts to save: Ive been these sites for solutions but to no avail https://intellij-support.jetbrains.com/hc/en-us/community/posts/207109369-Code-change-is-not-being-reflected-in-the-idea-plugin
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How to add Azanor's Bauble onto my item
@Override @Optional.Method(modid = "baubles") public void onWornTick(ItemStack stack, EntityLivingBase plr) { if (!this.canTick(stack)) { return; } if (plr instanceof EntityPlayer && !stack.isEmpty() && stack.getCount() > 0) { this.onTick(stack, (EntityPlayer) plr); } } Is this required?
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How to add Azanor's Bauble onto my item
thanks i already implemented it on my libs,
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How to add Azanor's Bauble onto my item
also you mean build.gradle or gradlew build, i already added it on build.gradle
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How to add Azanor's Bauble onto my item
ok but do i have to add it as dependency? will the mod work even if its not there is that what you mean about "and the library takes care (almost) everything else for you"
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How to add Azanor's Bauble onto my item
So let me clear things first, support means to work with or withut baubles right? I dont want it as a dependency like llibrary, my mod could work with people who has baubles or not. I want it's support. So in my item do I have to implements IBauble right? Also do i have to call an event get the bauble id, to make sure this mod works with or without baubles?
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What makes mojang a "not the best in their class" kind of programmers
And these codes are still left unfixed by the current devs?
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Can I make Tickable tileentities update some functionality every several ticks?
Good I loved being forced, its kinky
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Can I make Tickable tileentities update some functionality every several ticks?
This is why i like forge, they let you learn instead of letting you be a script kiddie
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What makes mojang a "not the best in their class" kind of programmers
Hey everyone, Ive been seeing soe complaints about mojang being not the best. I need some code examples and proof of the minecraft source code as an example, i want to learn from their mistakes. Maybe I have encountered these issues modding minecraft.
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How do I revert from using metadata, DataFixers maybe
As i understad this renames all of them right?
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How do I revert from using metadata, DataFixers maybe
After this, can i make my own blocks individually now? Like use the manual method of registering them one by one instead of just using getSubType()
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How do I revert from using metadata, DataFixers maybe
is there a usage example, do i need to register it correct? where should I use it? In a dataFixer event?
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How do I revert from using metadata, DataFixers maybe
I once used metadata for some of my blocks, well i dont like to use them anymore, if I did, we know they are gonna disappear in the world. How do I revert back from using them, what type of unlocalized name strings that I got for my blocks once using metadata should I type in the datafixer. I am asking this because 1.13 removed them, I know its possible because mojang did it to their wool blocks and leaf blocks during "the flattening" of their item.
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How to add custom nbt structure alongside the End City MapGen?
I made a nest for my enchantment dragon that resembles an end city building using nbt from structure blocks. How do I add it with a mapgen alongside the end city? How would I register it? I am more keen on using IWorldGenerator. I would prefer it to spawn with the end city mapgen instead because my tower would blockade end cities.
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Where is the horse or pig EntityViewRenderEvent.CameraSetup when riding them.
[player's eyes] what the heck is this, raytracing gives me a hitVec vector field, yet subtracting it with the desired pos doesnt do anything
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