Jump to content

Recommended Posts

Posted

Hey everyone.

 

I am trying to make a vehicle. A car to be exact. It works pretty smoothly, but the only problem is that I need to get it hopping up blocks. They way I want it to work is that if you collide with a block, and there is a nonsolid/air block above it, it moves up onto the block. If there is however, a solid block above it, it will take crash damage. Any ideas?

 

Here's my code so far:

package assets.battlefield.common.entity.vechicle;

import assets.battlefield.common.util.EntityUtil;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

import java.util.List;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;

public class EntityJeep extends Entity implements IBattlefieldVehicle
{
    /** true if no player in boat */
    private boolean isBoatEmpty;
    private double speedMultiplier;
    private int boatPosRotationIncrements;
    private double boatX;
    private double boatY;
    private double boatZ;
    private double boatYaw;
    private double boatPitch;
    @SideOnly(Side.CLIENT)
    private double velocityX;
    @SideOnly(Side.CLIENT)
    private double velocityY;
    @SideOnly(Side.CLIENT)
    private double velocityZ;
    private static final String __OBFID = "CL_00001667";

    public EntityJeep(World p_i1704_1_)
    {
        super(p_i1704_1_);
        this.isBoatEmpty = true;
        this.speedMultiplier = 0.07D;
        this.preventEntitySpawning = true;
        this.setSize(1.5F, 0.6F);
        this.yOffset = this.height / 2.0F;
    }

    /**
     * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to
     * prevent them from trampling crops
     */
    protected boolean canTriggerWalking()
    {
        return false;
    }

    protected void entityInit()
    {
        this.dataWatcher.addObject(17, new Integer(0));
        this.dataWatcher.addObject(18, new Integer(1));
        this.dataWatcher.addObject(19, new Float(0.0F));
    }

    /**
     * Returns a boundingBox used to collide the entity with other entities and blocks. This enables the entity to be
     * pushable on contact, like boats or minecarts.
     */
    public AxisAlignedBB getCollisionBox(Entity p_70114_1_)
    {
        return p_70114_1_.boundingBox;
    }

    /**
     * returns the bounding box for this entity
     */
    public AxisAlignedBB getBoundingBox()
    {
        return this.boundingBox;
    }

    /**
     * Returns true if this entity should push and be pushed by other entities when colliding.
     */
    public boolean canBePushed()
    {
        return true;
    }

    public EntityJeep(World p_i1705_1_, double p_i1705_2_, double p_i1705_4_, double p_i1705_6_)
    {
        this(p_i1705_1_);
        this.setPosition(p_i1705_2_, p_i1705_4_ + (double)this.yOffset, p_i1705_6_);
        this.motionX = 0.0D;
        this.motionY = 0.0D;
        this.motionZ = 0.0D;
        this.prevPosX = p_i1705_2_;
        this.prevPosY = p_i1705_4_;
        this.prevPosZ = p_i1705_6_;
    }

    /**
     * Returns the Y offset from the entity's position for any entity riding this one.
     */
    public double getMountedYOffset()
    {
        return (double)this.height * 0.0D - 0.30000001192092896D + 0.6d;
    }

    /**
     * Called when the entity is attacked.
     */
    public boolean attackEntityFrom(DamageSource p_70097_1_, float p_70097_2_)
    {
        if (this.isEntityInvulnerable())
        {
            return false;
        }
        else if (!this.worldObj.isRemote && !this.isDead)
        {
            this.setForwardDirection(-this.getForwardDirection());
            this.setTimeSinceHit(10);
            this.setDamageTaken(this.getDamageTaken() + p_70097_2_ * 10.0F);
            this.setBeenAttacked();
            boolean flag = p_70097_1_.getEntity() instanceof EntityPlayer && ((EntityPlayer)p_70097_1_.getEntity()).capabilities.isCreativeMode;

            if (flag || this.getDamageTaken() > 40.0F)
            {
                if (this.riddenByEntity != null)
                {
                    this.riddenByEntity.mountEntity(this);
                }

                if (!flag)
                {
                    this.func_145778_a(Items.boat, 1, 0.0F);
                }

                this.setDead();
            }

            return true;
        }
        else
        {
            return true;
        }
    }

    /**
     * Setups the entity to do the hurt animation. Only used by packets in multiplayer.
     */
    @SideOnly(Side.CLIENT)
    public void performHurtAnimation()
    {
        this.setForwardDirection(-this.getForwardDirection());
        this.setTimeSinceHit(10);
        this.setDamageTaken(this.getDamageTaken() * 11.0F);
    }

    /**
     * Returns true if other Entities should be prevented from moving through this Entity.
     */
    public boolean canBeCollidedWith()
    {
        return !this.isDead;
    }

    /**
     * Sets the position and rotation. Only difference from the other one is no bounding on the rotation. Args: posX,
     * posY, posZ, yaw, pitch
     */
    @SideOnly(Side.CLIENT)
    public void setPositionAndRotation2(double p_70056_1_, double p_70056_3_, double p_70056_5_, float p_70056_7_, float p_70056_8_, int p_70056_9_)
    {
        if (this.isBoatEmpty)
        {
            this.boatPosRotationIncrements = p_70056_9_ + 5;
        }
        else
        {
            double d3 = p_70056_1_ - this.posX;
            double d4 = p_70056_3_ - this.posY;
            double d5 = p_70056_5_ - this.posZ;
            double d6 = d3 * d3 + d4 * d4 + d5 * d5;

            if (d6 <= 1.0D)
            {
                return;
            }

            this.boatPosRotationIncrements = 3;
        }

        this.boatX = p_70056_1_;
        this.boatY = p_70056_3_;
        this.boatZ = p_70056_5_;
        this.boatYaw = (double)p_70056_7_;
        this.boatPitch = (double)p_70056_8_;
        this.motionX = this.velocityX;
        this.motionY = this.velocityY;
        this.motionZ = this.velocityZ;
    }

    /**
     * Sets the velocity to the args. Args: x, y, z
     */
    @SideOnly(Side.CLIENT)
    public void setVelocity(double p_70016_1_, double p_70016_3_, double p_70016_5_)
    {
        this.velocityX = this.motionX = p_70016_1_;
        this.velocityY = this.motionY = p_70016_3_;
        this.velocityZ = this.motionZ = p_70016_5_;
    }

    /**
     * Called to update the entity's position/logic.
     */
    public void onUpdate()
    {
        super.onUpdate();
        this.setSize(3f, 2f);
        
        if (this.getTimeSinceHit() > 0)
        {
            this.setTimeSinceHit(this.getTimeSinceHit() - 1);
        }

        if (this.getDamageTaken() > 0.0F)
        {
            this.setDamageTaken(this.getDamageTaken() - 1.0F);
        }

        this.prevPosX = this.posX;
        this.prevPosY = this.posY;
        this.prevPosZ = this.posZ;
        byte b0 = 5;
        double d0 = 0.0D;

        double d10 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ);
        double d2;
        double d4;
        int j;

        if (d10 > 0.26249999999999996D)
        {
            d2 = Math.cos((double)this.rotationYaw * Math.PI / 180.0D);
            d4 = Math.sin((double)this.rotationYaw * Math.PI / 180.0D);

            for (j = 0; (double)j < 1.0D + d10 * 60.0D; ++j)
            {
                double d5 = (double)(this.rand.nextFloat() * 2.0F - 1.0F);
                double d6 = (double)(this.rand.nextInt(2) * 2 - 1) * 0.7D;
                double d8;
                double d9;

                Block block = EntityUtil.findBlockUnderEntity(this);
                int meta = EntityUtil.findBlockDataUnderEntity(this);
                String particle = "blockcrack_" + Block.getIdFromBlock(block) + "_" + meta;
                
                if (this.rand.nextBoolean())
                {
                    d8 = this.posX - d2 * d5 * 0.8D + d4 * d6;
                    d9 = this.posZ - d4 * d5 * 0.8D - d2 * d6;
                    this.worldObj.spawnParticle(particle, d8, this.posY - 0.125D, d9, this.motionX, this.motionY, this.motionZ);
                }
                else
                {
                    d8 = this.posX + d2 + d4 * d5 * 0.7D;
                    d9 = this.posZ + d4 - d2 * d5 * 0.7D;
                    this.worldObj.spawnParticle(particle, d8, this.posY - 0.125D, d9, this.motionX, this.motionY, this.motionZ);
                }
            }
        }

        double d11;
        double d12;

        if (this.worldObj.isRemote && this.isBoatEmpty)
        {
            if (this.boatPosRotationIncrements > 0)
            {
                d2 = this.posX + (this.boatX - this.posX) / (double)this.boatPosRotationIncrements;
                d4 = this.posY + (this.boatY - this.posY) / (double)this.boatPosRotationIncrements;
                d11 = this.posZ + (this.boatZ - this.posZ) / (double)this.boatPosRotationIncrements;
                d12 = MathHelper.wrapAngleTo180_double(this.boatYaw - (double)this.rotationYaw);
                this.rotationYaw = (float)((double)this.rotationYaw + d12 / (double)this.boatPosRotationIncrements);
                this.rotationPitch = (float)((double)this.rotationPitch + (this.boatPitch - (double)this.rotationPitch) / (double)this.boatPosRotationIncrements);
                --this.boatPosRotationIncrements;
                this.setPosition(d2, d4, d11);
                this.setRotation(this.rotationYaw, this.rotationPitch);
            }
            else
            {
                d2 = this.posX + this.motionX;
                d4 = this.posY + this.motionY;
                d11 = this.posZ + this.motionZ;
                this.setPosition(d2, d4, d11);

                if (this.onGround)
                {
                    this.motionX *= 0.5D;
                    this.motionY *= 0.5D;
                    this.motionZ *= 0.5D;
                }

                this.motionX *= 0.9900000095367432D;
                this.motionY *= 0.949999988079071D;
                this.motionZ *= 0.9900000095367432D;
            }
        }
        else
        {
            if (d0 < 1.0D)
            {
                d2 = d0 * 2.0D - 1.0D;
                this.motionY += 0.03999999910593033D * d2;
            }
            else
            {
                if (this.motionY < 0.0D)
                {
                    this.motionY /= 2.0D;
                }

                this.motionY += 0.007000000216066837D;
            }

            if (this.riddenByEntity != null && this.riddenByEntity instanceof EntityLivingBase)
            {
                EntityLivingBase entitylivingbase = (EntityLivingBase)this.riddenByEntity;
                float f = this.riddenByEntity.rotationYaw + -entitylivingbase.moveStrafing * 90.0F;
                this.motionX += -Math.sin((double)(f * (float)Math.PI / 180.0F)) * this.speedMultiplier * (double)entitylivingbase.moveForward * 0.05000000074505806D;
                this.motionZ += Math.cos((double)(f * (float)Math.PI / 180.0F)) * this.speedMultiplier * (double)entitylivingbase.moveForward * 0.05000000074505806D;
            }

            d2 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ);

            if (d2 > 0.35D)
            {
                d4 = 0.35D / d2;
                this.motionX *= d4;
                this.motionZ *= d4;
                d2 = 0.35D;
            }

            if (d2 > d10 && this.speedMultiplier < 0.35D)
            {
                this.speedMultiplier += (0.35D - this.speedMultiplier) / 35.0D;

                if (this.speedMultiplier > 0.35D)
                {
                    this.speedMultiplier = 0.35D;
                }
            }
            else
            {
                this.speedMultiplier -= (this.speedMultiplier - 0.07D) / 35.0D;

                if (this.speedMultiplier < 0.07D)
                {
                    this.speedMultiplier = 0.07D;
                }
            }

            int l;

            for (l = 0; l < 4; ++l)
            {
                int i1 = MathHelper.floor_double(this.posX + ((double)(l % 2) - 0.5D) * 0.8D);
                j = MathHelper.floor_double(this.posZ + ((double)(l / 2) - 0.5D) * 0.8D);

                for (int j1 = 0; j1 < 2; ++j1)
                {
                    int k = MathHelper.floor_double(this.posY) + j1;
                    Block block = this.worldObj.getBlock(i1, k, j);

                    if (block == Blocks.snow_layer)
                    {
                        this.worldObj.setBlockToAir(i1, k, j);
                        this.isCollidedHorizontally = false;
                    }
                    else if (block == Blocks.waterlily)
                    {
                        this.worldObj.func_147480_a(i1, k, j, true);
                        this.isCollidedHorizontally = false;
                    }
                }
            }

            if (this.onGround)
            {
                this.motionX *= 1D;
                this.motionY *= 1D;
                this.motionZ *= 1D;
            }

            this.moveEntity(this.motionX, this.motionY, this.motionZ);

            if (this.isCollidedHorizontally && d10 > 0.2D)
            {
            }
            else
            {
                this.motionX *= 0.9900000095367432D;
                this.motionY *= 0.949999988079071D;
                this.motionZ *= 0.9900000095367432D;
            }

            this.rotationPitch = 0.0F;
            d4 = (double)this.rotationYaw;
            d11 = this.prevPosX - this.posX;
            d12 = this.prevPosZ - this.posZ;

            if (d11 * d11 + d12 * d12 > 0.001D)
            {
                d4 = (double)((float)(Math.atan2(d12, d11) * 180.0D / Math.PI));
            }

            double d7 = MathHelper.wrapAngleTo180_double(d4 - (double)this.rotationYaw);

            if (d7 > 20.0D)
            {
                d7 = 20.0D;
            }

            if (d7 < -20.0D)
            {
                d7 = -20.0D;
            }

            this.rotationYaw = (float)((double)this.rotationYaw + d7);
            this.setRotation(this.rotationYaw, this.rotationPitch);

            if (!this.worldObj.isRemote)
            {
                List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.expand(0.20000000298023224D, 0.0D, 0.20000000298023224D));

                if (list != null && !list.isEmpty())
                {
                    for (int k1 = 0; k1 < list.size(); ++k1)
                    {
                        Entity entity = (Entity)list.get(k1);

                        if (entity != this.riddenByEntity && entity.canBePushed() && entity instanceof EntityJeep)
                        {
                            entity.applyEntityCollision(this);
                        }
                    }
                }

                if (this.riddenByEntity != null && this.riddenByEntity.isDead)
                {
                    this.riddenByEntity = null;
                }
            }
        }
    }

    public void updateRiderPosition()
    {
        if (this.riddenByEntity != null)
        {
            double d0 = Math.cos((double)this.rotationYaw * Math.PI / 180.0D) * 0.1D;
            double d1 = Math.sin((double)this.rotationYaw * Math.PI / 180.0D) * -0.6D;
            this.riddenByEntity.setPosition(this.posX + d0, this.posY + this.getMountedYOffset() + this.riddenByEntity.getYOffset(), this.posZ + d1);
        }
    }

    /**
     * (abstract) Protected helper method to write subclass entity data to NBT.
     */
    protected void writeEntityToNBT(NBTTagCompound p_70014_1_) {}

    /**
     * (abstract) Protected helper method to read subclass entity data from NBT.
     */
    protected void readEntityFromNBT(NBTTagCompound p_70037_1_) {}

    @SideOnly(Side.CLIENT)
    public float getShadowSize()
    {
        return 0.0F;
    }

    /**
     * First layer of player interaction
     */
    public boolean interactFirst(EntityPlayer p_130002_1_)
    {
        if (this.riddenByEntity != null && this.riddenByEntity instanceof EntityPlayer && this.riddenByEntity != p_130002_1_)
        {
            return true;
        }
        else
        {
            if (!this.worldObj.isRemote)
            {
                p_130002_1_.mountEntity(this);
            }

            return true;
        }
    }

    /**
     * Takes in the distance the entity has fallen this tick and whether its on the ground to update the fall distance
     * and deal fall damage if landing on the ground.  Args: distanceFallenThisTick, onGround
     */
    protected void updateFallState(double p_70064_1_, boolean p_70064_3_)
    {
        int i = MathHelper.floor_double(this.posX);
        int j = MathHelper.floor_double(this.posY);
        int k = MathHelper.floor_double(this.posZ);

        if (p_70064_3_)
        {
            if (this.fallDistance > 3.0F)
            {
                this.fall(this.fallDistance);

                if (!this.worldObj.isRemote && !this.isDead)
                {
                    this.setDead();
                    int l;

                    for (l = 0; l < 3; ++l)
                    {
                        this.func_145778_a(Item.getItemFromBlock(Blocks.planks), 1, 0.0F);
                    }

                    for (l = 0; l < 2; ++l)
                    {
                        this.func_145778_a(Items.stick, 1, 0.0F);
                    }
                }

                this.fallDistance = 0.0F;
            }
        }
        else if (this.worldObj.getBlock(i, j - 1, k).getMaterial() != Material.water && p_70064_1_ < 0.0D)
        {
            this.fallDistance = (float)((double)this.fallDistance - p_70064_1_);
        }
    }

    /**
     * Sets the damage taken from the last hit.
     */
    public void setDamageTaken(float p_70266_1_)
    {
        this.dataWatcher.updateObject(19, Float.valueOf(p_70266_1_));
    }

    /**
     * Gets the damage taken from the last hit.
     */
    public float getDamageTaken()
    {
        return this.dataWatcher.getWatchableObjectFloat(19);
    }

    /**
     * Sets the time to count down from since the last time entity was hit.
     */
    public void setTimeSinceHit(int p_70265_1_)
    {
        this.dataWatcher.updateObject(17, Integer.valueOf(p_70265_1_));
    }

    /**
     * Gets the time since the last hit.
     */
    public int getTimeSinceHit()
    {
        return this.dataWatcher.getWatchableObjectInt(17);
    }

    /**
     * Sets the forward direction of the entity.
     */
    public void setForwardDirection(int p_70269_1_)
    {
        this.dataWatcher.updateObject(18, Integer.valueOf(p_70269_1_));
    }

    /**
     * Gets the forward direction of the entity.
     */
    public int getForwardDirection()
    {
        return this.dataWatcher.getWatchableObjectInt(18);
    }

    /**
     * true if no player in boat
     */
    @SideOnly(Side.CLIENT)
    public void setIsBoatEmpty(boolean p_70270_1_)
    {
        this.isBoatEmpty = p_70270_1_;
    }
    
    @Override
public Entity[] getRiders() {

	return new Entity[] { this.riddenByEntity };

}

@Override
public boolean isRiderDriver(int index) {

	return this.riddenByEntity.isEntityEqual(getRiders()[index]);

}

@Override
public boolean isRiderGunner(int index) {

	return isRiderDriver(index);

}
    
}

 

Any help is greatly appreciated!

Thanks,

- Romejanic

Romejanic

 

Creator of Witch Hats, Explosive Chickens and Battlefield!

Posted

Set

this.stepHeight

to the amount of blocks the entity can hop. Eg, 1 means 1 block, 3 means 3 blocks and 0.5 mean a half a block (slabs)

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted

Set

this.stepHeight

to the amount of blocks the entity can hop. Eg, 1 means 1 block, 3 means 3 blocks and 0.5 mean a half a block (slabs)

 

Thank you so much! Works perfectly! Been looking for a solution to this for ages :D

 

- Romejanic

Romejanic

 

Creator of Witch Hats, Explosive Chickens and Battlefield!

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Looking for the best Temu coupon code $100 off? You’re in the right place! We’ve got the ultimate deal that helps you save big on your favorite items. Our exclusive ACS670886 Temu coupon code is perfect for shoppers in the USA, Canada, and Europe. Whether you're a new or existing customer, this code ensures you get maximum benefits. By using the Temu coupon $100 off, you can unlock exciting savings on Temu’s vast collection. Don’t miss this chance to claim your Temu 100 off coupon code today! What Is The Coupon Code For Temu $100 Off? Both new and existing customers can enjoy incredible benefits with our Temu coupon $100 off on the Temu app and website. This $100 off Temu coupon ensures huge savings for everyone! ACS670886 – Get a flat $100 off on selected purchases. ACS670886 – Unlock a $100 coupon pack for multiple uses. ACS670886 – Enjoy a $100 flat discount if you're a new customer. ACS670886 – Existing customers can claim an extra $100 promo code. ACS670886 – This $100 coupon is valid for shoppers in the USA and Canada. Temu Coupon Code $100 Off For New Users In 2025 New users can maximize their savings by applying our Temu coupon $100 off on the Temu app. This Temu coupon code $100 off unlocks amazing deals for first-time shoppers. ACS670886 – Get a flat $100 discount for new users. ACS670886 – Receive a $100 coupon bundle as a welcome offer. ACS670886 – Unlock up to $100 in coupons for multiple uses. ACS670886 – Enjoy free shipping to 68 countries. ACS670886 – Get an extra 30% off on any purchase as a first-time user. How To Redeem The Temu Coupon $100 Off For New Customers? Using the Temu $100 coupon is easy! Follow these steps to redeem your Temu $100 off coupon code for new users: Sign up on the Temu app or website. Browse and add your favorite items to the cart. Enter ACS670886 at checkout. See the $100 discount applied instantly. Complete your purchase and enjoy your savings! Temu Coupon $100 Off For Existing Customers Existing customers can also benefit from our exclusive Temu $100 coupon codes for existing users. Use this Temu coupon $100 off for existing customers free shipping deal and save more! ACS670886 – Get an extra $100 discount for existing users. ACS670886 – Enjoy a $100 coupon bundle for multiple purchases. ACS670886 – Receive a free gift with express shipping across the USA/Canada. ACS670886 – Grab an extra 30% off on top of existing discounts. ACS670886 – Avail free shipping to 68 countries. How To Use The Temu Coupon Code $100 Off For Existing Customers? Redeeming your Temu coupon code $100 off as an existing user is simple. Just follow these steps: Log in to your Temu account. Select your desired products and add them to your cart. Apply ACS670886 at checkout. Your Temu coupon $100 off code will be applied automatically. Confirm your order and enjoy massive savings! Latest Temu Coupon $100 Off First Order First-time buyers get the best deals with our Temu coupon code $100 off first order. This Temu coupon code first order ensures maximum savings. ACS670886 – Flat $100 discount for the first order. ACS670886 – Special $100 Temu coupon code for new customers. ACS670886 – Get up to $100 in coupons for multiple uses. ACS670886 – Free shipping to 68 countries. ACS670886 – Extra 30% off on any first-time purchase. How To Find The Temu Coupon Code $100 Off? Finding a Temu coupon $100 off is easy! Check out the Temu coupon $100 off Reddit section or follow these tips: Subscribe to the Temu newsletter for exclusive deals. Follow Temu’s official social media pages for the latest updates. Visit trusted coupon sites for verified and working codes. Is Temu $100 Off Coupon Legit? Yes, our Temu $100 Off Coupon Legit and verified! Wondering if the Temu 100 off coupon legit? Here’s why: The ACS670886 code is officially tested and confirmed. Valid for all customers in the USA, Canada, and Europe. No expiration date—use it anytime! How Does Temu $100 Off Coupon Work? The Temu coupon code $100 off first-time user works instantly upon applying at checkout. Simply enter the Temu coupon codes 100 off, and the discount is automatically deducted. How To Earn Temu $100 Coupons As A New Customer? To earn a Temu coupon code $100 off, sign up on Temu, make your first purchase, and refer friends. This 100 off Temu coupon code can be unlocked through special promotions. What Are The Advantages Of Using The Temu Coupon $100 Off? $100 discount on the first order $100 coupon bundle for multiple uses 70% discount on popular items Extra 30% off for existing customers Up to 90% off on selected products Free gifts for new users Free delivery to 68 countries Temu $100 Discount Code And Free Gift For New And Existing Customers Enjoy the Temu $100 off coupon code and get amazing benefits! Our $100 off Temu coupon code ensures huge savings. ACS670886 – $100 discount for the first order. ACS670886 – Extra 30% off on any item. ACS670886 – Free gift for new Temu users. ACS670886 – Up to 70% discount on all Temu items. ACS670886 – Free shipping in 68 countries including the USA and UK. Final Note: Use The Latest Temu Coupon Code $100 Off Using the Temu coupon code $100 off is the smartest way to save on Temu! Don’t wait—grab your discount now. Our Temu coupon $100 off is available for all customers, ensuring maximum savings. Get yours today! FAQs Of Temu $100 Off Coupon Q: How can I get the Temu $100 off coupon? A: Use code ACS670886 at checkout to claim your $100 discount. Q: Is the Temu $100 coupon valid for existing customers? A: Yes! Existing users can also apply ACS670886 and enjoy savings. Q: Does the Temu $100 off coupon have an expiration date? A: No, ACS670886 is valid indefinitely. Q: Can I use the Temu coupon on multiple orders? A: Yes! ACS670886 allows multiple redemptions. Q: Is the Temu $100 coupon applicable worldwide? A: Yes, it’s valid in the USA, Canada, Europe, and 68 other countries.
    • I tried both Vanilla and Optfine like you said, and both gave the same result. So I believe the issue is most likely with Minecraft in general and not Forge
    • https://pastebin.com/xWy0mWXA Like I said Modded Java Edition 1.12.2 using Forge Version 14.23.5.2859 Oh yeah and Exit Code: 1  
    • I love GTA V — Minecraft feels like a kids' game to me.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.