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By diesieben07 · Posted
Do not create a new Random instance every time. You might want to consider using Iterables.get instead of copying into a list every time. -
By diesieben07 · Posted
Particles are not entities. Particles are also entirely client side and controlled by the graphics options. If the user disables particles in the options you will not be able to detect them (because they do not exist). The game will also simply despawn old particles if there are too many. That said, you can get all particles from ParticleManager#particles (it is a private field, so you need reflection to access it). -
By diesieben07 · Posted
If you set up an environment for working on Forge itself, you will see both "clean" (i.e. not patched by Forge) and patched code. However I would also ask why you need this. No idea where you got this from. -
By diesieben07 · Posted
HashMultimap does not have a defined iteration order. You need to use a Multimap implementation that does, e.g. LinkedHashMultimap or an ImmutableMultimap. -
By diesieben07 · Posted
Not necessary when you only need the inventory in the container. Only sync to the client what is necessary, not the whole TE data. Use TileEntity#getBlockState instead. It's fine to use IInventory if you really want to. But you do need to implement getCapability and provide the IItemHandler capability if you want automation to work with your inventory. The problem is most likely that you must do the setItem stuff on the server only.
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