Client mod that overrides server render limits or keeps chunks loaded?
-
Recently Browsing
- No registered users viewing this page.
-
Posts
-
By diesieben07 · Posted
Correct, if you want buttons and actual interactable elements you need a Screen. Since you have not provided any details I was guessing based on your provided screenshot. In a screen use RenderSystem.setShader(GameRenderer::getPositionTexShader); RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F); RenderSystem.setShaderTexture(0, /* TEXTURE */); -
By diesieben07 · Posted
No space left on device means the server's harddrive is full. Additionally it seems your world got corrupted during the crash, I would advise you restore it from backup.- -
Good afternoon! We are a bunch of friends trying to start a modded minecraft server. We rented a 12 GB RAM server, started it and weve been playing totally fine for 2-3 weeks until today. The server seems to have crashed and we have no clue how to start it again. Any help would be appreciated. It seems to be related to "MC-BOOTSTRAP" and "java.io.IOException: No space left on device". Heres the debug log. https://gist.github.com/javs282/7ea2b282a7d44ee99a641caab1d09bc1 Thanks again.
-
Since that is a non-static method, should I be extending ForgeIngameGui for my AbstractScreen class instead of extending the Forge Screen class? What I'm drawing to the screen is a custom inventory texture, so it needs child widgets such as buttons and items to click. Based on what I see in the ForgeIngameGui and the Gui classes, ForgeIngameGui seems more for HUD overlays. Is that correct and I should stay with the Screen class?
-
-
Topics
Recommended Posts
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.