A major version update that doesn't break the rendering system !
Did Mojang finally grow tired of making useless random changes in the code ?
A major version update that doesn't break the rendering system !
Did Mojang finally grow tired of making useless random changes in the code ?
In one sense, it belongs to Microsoft now. In a much bigger sense, it’s belonged to all of you for a long time, and that will never change.
Quote from hardcorerobot
So I can't make money selling my photographs if I use Photoshop?
Your argument is at best facetious.
Quote from Kabis
To those of you saying "If I make a mod I'm not allowed to sell it". You are allowed to sell content that you have made. If YOU wrote a bukkit plugin you are allowed to sell it. It doesn't matter if it relies on Mojang's code or not. Minecraft relies on Microsoft's or Apple's code. With out their OS Minecraft wouldn't be able to run! But Mojang can still sell their game with out being sued by Microsoft or Apple you can sell your code with out being sued by Mojang... That's how it works. Say you write a plugin that displays very nice particle effects over bow shots. You can sell that to players in game.
Quote from Minecraft EULA »
Modifications to the Game ("Mods") (including pre-run Mods and in-memory Mods) and plugins for the Game also belong to you and you can do whatever you want with them, as long as you don‘t sell them for money / try to make money from them. We have the final say on what constitutes a tool/mod/plugin and what doesn‘t.
Quote from citricsquid
Yes! That is the worst bug in the world and it's completely resolved on the new platform, also a brand new feature is included called "Revision History", Revision History allows you to see every previous edit to your posts and you can revert back to any of them at any time.
Feel free to play around with this feature in the "Test" section of the beta forum, make a post, edit it, refresh the page, edit some more, then use the "Post History" drop down to see everything!
Quote from mg127
you still don't get it ^^
when mojang really does it the way i think it will happen, then you will reach the 4k ID limit only when you have all those block mods active at once on your client, that means 4000 active modded blocks oO
when i used the term "minecraft" i didn't mean mojang, i meant the CLIENT or SERVER, the ID-register-table is only LOCAL on this one world on the server, other worlds may have other register-tables
e.g.:
server A:
uses: mod1, mod2
mod1 has 2 blocks, registered on next free IDs 257 and 258
mod2 has 1 block, registered on next free ID 259
...
mod1 gets an update, a new block, this will now registered with ID 260
client a:
joins the server, downloads world-informations, downloads ID-register-table from server A
gets the information that mod1:block1 is 257, mod1:block2 is 258, mod1:block3 is 260, mod2:block1 is 259
server B:
uses mod3, mod1
mod3 has 3 blocks, registered on next free IDs 257, 258, 259
mod1 has 2 blocks, registered on next free IDs 260, 261
mod1 is on both servers, but with different IDs registered!
Quote from Funkytron
I normally play vanilla 1.6.2 at 80 frames. On amplified i run at almost 300. What the crap?
0
You have timer inside timer...Why did you think it would work ?
0
Your for loop doesn't start. There is only one way for that to happen.
I'd also suggest you to split the itemlist array into multiple arrays. And keep a global id count. There is no point having all those if's.
0
To switch repo to the branch:
You could also use github
0
Did you register this renderer in ClientRegistry, by the way ?
0
This line is hardly going to run anything.
0
There is also a chance the mod would simply work in 1.6.2, even if it was compiled on 1.6.4.
"Srg-obfuscated" compiling was already available at the time. And i don't remember big changes from those versions in Forge.
0
This method already means the block will be placed.
Do not #setBlockState, simply return the correct IBlockState.
In other words, remove the two above lines.
0
Remove from MainClass:
Remove from NekoRender:
0
Both mods should be unnaffected by each other.
Except probably the "replacement block module" from BetterVillages, could change the appearance of some TC buildings.
Look for those names in the FML log file, there should be lots of "Registry add:< block name>". Case sensitive.
The mods are all slowly being added to Curse.
If you know artist people, i need icons (400*400 pixels min) to display/showcase the mods. I am not a 'texturing' guy.
1
Well yes, that is what happen, and what you see in your log.
I guess you didn't realize rendering is really fast. Many many times a second.
And when an entity doesn't render, it doesn't reach RenderLivingEvent.Pre nor RenderLivingEvent.Post events once.
You should only register client events through your client proxy.
Also, since only one entity is rendered at a time you didn't need the list.
Finally, you could simply do this in your custom entity renderer. That will do the same, without requiring the events.
The effect you wanted could be done roughly like this:
0
An example of multiple mods:
here
1
"CustomNPCs" do not need to load last to solve this.
By the time FMLInitializationEvent is reached, all the mods can be considered "loaded". So it can do whatever checks are needed by this point.
And if runtime check is required (tabs can be removed while game is running for example), GuiOpenEvent could be used.
0
You can use BlockHelper to fill in the Predicate argument. See the other constructor in WorldGenMinable.
0
It didn't change.
0
You didn't call the super. methods of the overriden methods in the ClientProxy class.