You guys may use these assets to your liking or even port it to which version you want or even to another game like skyrim if you want. just give credit. more than likely im not going to be working on this as I dont have the original code so i'll remake it from scratch for 1.12.2, Wild Cryptids and Conspiracies 2 unless someone beats me to it then kudos to them and let the race begin.
Mind dropping a link to a folder containing the model and texture files for the bosses thus far implemented?
Also, consider downloading a deobfuscator and decompiling a jar file of a previous version, that'll let you get the code back. Depending on how much you've improved, however, it might be a good idea to start anew using proper coding practices (formatting, syntax, etc)
Unfortunately, I have misplaced the source code for all of my mods, which in turn means i can no longer update them and creating them again from scratch will probably take a while (not saying i won't).
Thank you guys so much for your undying support and have a very nice day!
Have you tried downloading a jar and decompiling it?
Yeah, I think that most of the lag is caused by the generation of new chunks; it didn't take nearly as long to gen (in fact, it actually did) when I spawned it manually. In regards to your optimizations, what class did you put those in? Asking b/c you reference the boolean isModified and the this.storrageArrays
If I could get real-time generation, like placing 1 block per tick so that you could see the structure appear in front of your eyes, that would hugely reduce lag, like in the instant massive structures mod I believe.
Wow, this seems really intense and complex, to have to break up all the parts of my structure and make sure they spawn in their proper positions solely with code. Is there a way to stagger the spawning of the pieces with the tile entity system I have already made, or do I for sure have to redo it all and set up the bounding boxes and set their locations and everything? <- I feel like if I do it that way, there's a lot higher chance for the structure to be unable to spawn, since each box would check for a valid spawn and with the tileentity system, only the castle exterior checks for a valid spawn location and assumes everything within the walls has a valid spawnlocation.
I would much prefer it if there was a way to generate one piece (the walls) fully before the tile entities that spawn the towers start generating the towers.
Okay, so I broke my structure up into different pieces, but how would I make them spawn at different times? So, I have blocks that control the spawning of the different pieces (the first floor, the second floor, the towers, etc) but when I put the structure blocks into the part of the structure that generates naturally in the world, they all spawn at once.
So: the walls spawn in the world. In the code for the walls, I use the setblock method to set the location of my structure blocks. However, instead of spawning the walls and then the towers, it tries to spawn them all at once. How would I stagger the spawning?
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Mind dropping a link to a folder containing the model and texture files for the bosses thus far implemented?
Also, consider downloading a deobfuscator and decompiling a jar file of a previous version, that'll let you get the code back. Depending on how much you've improved, however, it might be a good idea to start anew using proper coding practices (formatting, syntax, etc)
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Any plans for the phase fire?
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Added Pat's Evil Jen Challenge Games!
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Added Pat's video on the update!
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Nice! I'll have to give it a go again, I'll lyk the results
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NEW UPDATE!!!
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So it renders properly for you?
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Np, hope you can get it back!
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In your item class, override
and the second parameter of the PotionEffect constructor controls the duration.
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Have you tried downloading a jar and decompiling it?
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Yeah, I think that most of the lag is caused by the generation of new chunks; it didn't take nearly as long to gen (in fact, it actually did) when I spawned it manually. In regards to your optimizations, what class did you put those in? Asking b/c you reference the boolean isModified and the this.storrageArrays
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If I could get real-time generation, like placing 1 block per tick so that you could see the structure appear in front of your eyes, that would hugely reduce lag, like in the instant massive structures mod I believe.
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Maybe I could find a way to check if anything is generating before starting the next bit.
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Wow, this seems really intense and complex, to have to break up all the parts of my structure and make sure they spawn in their proper positions solely with code. Is there a way to stagger the spawning of the pieces with the tile entity system I have already made, or do I for sure have to redo it all and set up the bounding boxes and set their locations and everything? <- I feel like if I do it that way, there's a lot higher chance for the structure to be unable to spawn, since each box would check for a valid spawn and with the tileentity system, only the castle exterior checks for a valid spawn location and assumes everything within the walls has a valid spawnlocation.
I would much prefer it if there was a way to generate one piece (the walls) fully before the tile entities that spawn the towers start generating the towers.
0
Okay, so I broke my structure up into different pieces, but how would I make them spawn at different times? So, I have blocks that control the spawning of the different pieces (the first floor, the second floor, the towers, etc) but when I put the structure blocks into the part of the structure that generates naturally in the world, they all spawn at once.
So: the walls spawn in the world. In the code for the walls, I use the setblock method to set the location of my structure blocks. However, instead of spawning the walls and then the towers, it tries to spawn them all at once. How would I stagger the spawning?