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  • 1

    posted a message on Questions about crops

    There are currently no hooks allowing you to put your plant in the vanilla flower pot. LexManos has suggested before that this will likely never be added to Forge. As for the model, you need to change the render type. Look in the class of any block which uses that model, and search for something like getRenderType which returns an integer. This is used to change block models in 1.7.10.

    Posted in: Modification Development
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    posted a message on Bad Mobs - Rid your world of unwanted pests!

    Minecraft/Forge handles mob spawning in a counter intuitive way. Basically when something spawns, you can prevent it from spawning, but the mob that would have spawned still exists. It's just not in the world yet. If you were to remove the thing that prevented them from spawning, and reload the world, all previously prevented mobs will spawn in. This is where the killing part comes in. By killing the mob, you remove it from the spawn que, and it doesn't waste system resources. On a note about your earlier problem though, this mod ignores mobs which have a custom name, or have been name tagged. This allows you to spawn said mobs without having them destroyed.

    Posted in: Minecraft Mods
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    posted a message on Bad Mobs - Rid your world of unwanted pests!
    Quote from Ravage656»

    I tried the current 1.7.10 version and turned kill mode off but I'm still unable to spawn "bad" mobs. it also deleted those I had in an aquarium. I had to disable natural spawning because fish from aquatic abyss were spawning in the hundreds if not thousands in the abyssalcraft dimensions and twilight forest.


    That is not how the mod is intended to be used. It doesn't prevent the mob from spawning, it prevents it from existing. Kill mode kills said mobs, when disabled it just prevents them from spawning.
    Posted in: Minecraft Mods
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    posted a message on Bad Mobs - Rid your world of unwanted pests!

    This feature will be coming in the future.

    Posted in: Minecraft Mods
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    posted a message on Allocating more ram to gradle

    You should be able to create a new gradle.properties file in the same directory as your build.gradle file. Adding org.gradle.jvmargs=-Xmx2G to said file should tell gradle to launch java with the -xmx2G argument. this can also be used to add other java args.

    Posted in: Modification Development
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    posted a message on Wawla - What Are We Looking At
    Quote from AylaAsperger»

    So if I understand it correctly, Wawla is a standalone right now? Could you tell me a bit about the difference between Waila and Wawla? Like, if I use only Wawla without Waila, what functionality would I be missing? Thanks a lot!


    Waila has a bunch of superficial stuff like changing transparency of the tooltip, and the position of it. The version provided directly by ICSE/Wawla is a simple, straight forward text being rendered on the screen. It doesn't look at nice, but it is a functional alternative.
    Posted in: Minecraft Mods
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    posted a message on Wawla - What Are We Looking At
    Quote from AylaAsperger»

    I see that this mod is available for 1.10.2, and I also just found NEI for 1.10.2 but Waila is still on 1.9.4. How can wawla be available when its dependecy is not? Is it now just straight for NEI instead of NEI + Waila?


    Waila dropped NEI as a dependency in 1.7.10. It is no longer requires. As for Waila on 1.10.2, the majority of 1.9.4 mods will run on 1.10.2 with no changes. A few people have said that the latest versions of forge have broken this, however they are unconfirmed. There have also been quite a few changes to Wawla and how it interacts with Waila. While Waila is recommended, you can run Wawla by itself. This is due to the info engine system I implemented.

    As for what the info engine system is, that's actually pretty simple. Mods like Waila all provide access to similar things, and Wawla only needs a specific sub set of those things to function. The info engine system is a layer between Wawla's internal system, and the API provided by mods like Waila. This means that I can easily add an engine for a mod like The One Probe which provides an alternative to Waila, and have all of my features run on the other mod with no changes. To complete this system, I wrote a small mod called ICSE (I can see everything) that comes packaged with Wawla. ICSE is only turned on if a supported mod can not be found.

    ICSE is more or less the same as Waila, but it doesn't have an open API for other mods to use yet. Compared to Waila, it is actually extremely lightweight, and faster than Waila. It doesn't look as nice however. I have had a few people say that they prefer ICSE over Waila, and that is fine. However Wawla is always going to be recommended.
    Posted in: Minecraft Mods
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    posted a message on Darkhax's modding tutorials
    Quote from WillMacViking»

    Could you please make a tutorial on a sand block that falls upwards?


    As mentioned in the original post, I don't do specific tutorials. Your suggestion is something not very useful to the majority of people. You already have the vanilla falling block entity, just extend that and on the update tick add upward motion to it. One thing to be cautious about though, is allowing the entity to go above the world height. The void will kill entities that fall into it, but there is nothing like that for the sky. You should kill your entities once they pass the world height to prevent accumulating lag.
    Posted in: Mapping and Modding Tutorials
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    posted a message on Bad Mobs - Rid your world of unwanted pests!
    Quote from User_21246229»
    I posted this on curse too I just don't know which gets checked more...

    Ok, I need help. So as mentioned in the description this mod IS
    multiplayer friendly but i can not for the life of me get this mode to
    work on my server. Up until a couple of minutes ago I WAS getting the
    "fatally missing blocks" error but i ended up reinstalling everything
    and blah blah and now I no longer get that error. Unfortunately this is
    worse cause now I have no lead on what the issue is! In multiplayer when
    I add any of the monsters/mobs to the banned list the creature
    disappears... but i just mean it's invisible. I can still hear the
    monster and if I change game mode to survival I get attacked by the
    monster, but i can't see it and can't fight it as well. I know it's
    there because I have even locked it in a room with bad mobs not on, then
    turned it on, can hear and be attacked by it, then I turned bad mobs
    off again and there it is in the room. I honestly have looked so hard
    for an answer but idk what to do. Oh I almost forgot, YES I did turn on
    server mode. I've tried with killmode and server mode off, both on, one
    on and the other off vice versa, and all bad mobs does is turn it
    invisible. I literally only want this mode to turn off creepers cause I
    don't mind to other monsters. Also my client and server forge versions
    are the same and all the mods I have are the same versions in both
    client and server. As I said I reinstalled everything a minute ago and
    that was what fixed the fatal error i was getting. Please please help
    idk what to do about this. The mod works on single player perfectly just
    not multiplayer. And also there is no error or crash or anything so I
    dont have a log to share that would be of any help.




    One last thing i forgot to mention: I'm using 1.7.10 because all the
    mods I want for my server only have that version in common so hopefully
    this is still fixable...


    If you want to use the mod on your server, you have to go into your config file and turn server mode on.
    Posted in: Minecraft Mods
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    posted a message on Darkhax's modding tutorials
    Quote from MinecraftNew»

    Can you update this tutorial? I like your tutorial but it needs to be updated so I can learn more from it. Please update this tutorial, because I've been modding for years personally and 1.9 is very hard to find tutorials for and also I'm planning on joining a mod project and I need good 1.9 knowledge to do actually do it.


    All of the tutorials on my site are up to date.
    Posted in: Mapping and Modding Tutorials
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    posted a message on Wawla - What Are We Looking At

    Yeah, and for some reason an update checker I installed thinks 1.7.10 is a newer version of the mod. Not sure if it's this mod or the update checker, but it is annoying.

    Update checker has a lot of weird quarks to it. I don't believe I am even supporting it in the mod anymore.
    Posted in: Minecraft Mods
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    posted a message on Wawla - What Are We Looking At

    After 1.7.10 I switched to a 4 number system. This system is similar to the old 3 number system however there was a 0 or additional number added after the first. So 1.3.3 is more like 1.0.3.3

    Posted in: Minecraft Mods
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    posted a message on Wawla - What Are We Looking At
    Quote from kev12east»

    Would it be possible to add support for Minecraft Flight Simulator? Currently, the planes entity shows up as its non localized form (entity.mfs.ftflightsimulator....)


    This is an issue with the flight simulator mod. The developer for that mod has not properly given them a name. Report the issue to them and they will be able to fix it.
    Posted in: Minecraft Mods
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    posted a message on estimated timeline for the Windows 10 version to catch up to the java version?
    Quote from Shachar2like»

    Sorry Darkhax but I see the performance issue on my pc.

    if you run fast enough and the computer can't keep up, chunks takes longer to load, sheeps and stuff freeze and not respond (because the app is lagging enough though the computer has enough resources, Therefor the lag is due to java.)


    Java was meant for simple games

    and minecraft was designed at first as a simple game

    but it grew in popularity and size and became too large for its original intention and I've read somewhere else that that's why mojang started with the windows 10 version, in order to switch to a modern programming language.


    so you're saying it's years ahead to catch up...


    I am not claiming Minecraft doesn't have performance issues, I am claiming that those performance issues are a result of the code and not Java as a language. When you remove Minecraft from the equation both languages are equal. This isn't just my opinion, it has been demonstrated and proven several times. If you want further reading this article goes much deeper into the nuance. As for win10 edition being part of the transition to a "modern" language, that really doesn't add up. Java is much more modern than C++. If anything the Win10 edition is the result of the partnership/buyout from Microsoft. Minecraft is actually a great candidate for their new "Universal Windows Platform" and the other gaming centered projects over at Microsoft. If Win10 was about the transition to c++ there would be versions for Mac and Linux as well, not just Win10.
    Posted in: Discussion
  • 0

    posted a message on estimated timeline for the Windows 10 version to catch up to the java version?

    The windows 10 version becoming the primary version of the game has not been confirmed. There are a few things here and there that would suggest it but it is all circumstantial. Also, the win10 version is coded in C++ not C#.


    As for Java as a language being slower than C++ or not suited for running games. While this can be true in some cases it highly depends on the situation. With the release of HotSpot Java is usually just as fast as c++ and in some cases it can be even faster. There have been several studies into this that have shown that it really doesn't matter which one you use. You also have to keep in mind that when developers say faster, or give percentages for how much faster, they are typically talking about performance on a negligible scale. Even if C++ would provide better performance in the majority of cases players wouldn't feel it.

    Posted in: Discussion
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