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    posted a message on Inconsistent crashing with modded minecraft

    His system specs have nothing to do with this issue.

    What's actually happening is 2 things, minecraft crashes, and then the JVM (the thing that runs minecraft) crashes afterwards.

    The reason why minecraft crashes is because BetterWithMods or one of it's dependents/dependencies are on incompatible versions.

    Ensure that BetterWithMods and it's up to date, and it's dependencies and dependents that you have installed are up to date.

    The JVM should never crash just because minecraft does. As to why the JVM is crashing after minecraft crashes, it's probably an old bug in the JVM as you're running an ancient version of Java. Update to the latest version of Java 8 (Java 8u211).

    Posted in: Java Edition Support
  • 1

    posted a message on Squid farms just broke.

    Squids only spawn in ocean, river and beach biomes as of 1.13+

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on We deserve more
    Quote from Dheatly23»

    LOLWUT? You think Adobe is the good guys here? PAID UPDATES???? I oppose any paid subscription, even if i have to pay higher. Because in the end, you "own" the product.

    https://yourlogicalfallacyis.com/strawman

    I was referring to the fact that they don't have to update the game at all. They could just release Minecraft 2,3,4 etc.


    And I never said I supported Adobe or their pricing model. I was praising Mojangs pricing model, not Adobe.

    Posted in: Recent Updates and Snapshots
  • 3

    posted a message on We deserve more

    It's literally one of the best games ever made and it's like 25$, we're basically ripping them off when we buy it...


    And they also keep releasing new updates for free, they don't have to do that.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on New water physics announced at Minecon Earth
    Quote from Ptolemy2002»

    Blocking water from coming through blocks takes processing power. If the water is not blocked, it frees that processing power. Thus, this feature will actually decrease intensity when water collides with certain blocks.



    Modder here, Actually it's the opposite, allowing water to flow takes more processing power. You still have to check if the water is blocked, and it will take just as much processing power to CHECK if it's blocked or not. If it IS NOT blocked, you have to do more calculations to see if it can still flow, here is some example psudocode: (assume that "this" is a water block):

    public void neighborChanged(){ //on block update
        if(this.canFlow(Direction){ //can we can flow in this direction? if we can't we don't need to do additional checking, and nothing below will be executed
            if(this.distanceFromSource() <= 6){ //are we too far away from the source?
                if(this.blockFlowingInto().canMix()){ //are we mixing with other water or lava blocks?
                    //if the block it is mixing with is water, then modify the water height, flow angle, and possibly even create water source blocks
                    //else if it is lava, set to cobblestone or obsidian depending if the lava it is mixing with is a source or not
                }
                else{
                    //just set to water normally, and calculate flow direction and angle
                }
            }
            //the game may also have to do lighting updates after all of this too, but that's handled elsewhere
        }
    }


    However, even though it technically takes more processing power to make water flow, I expect the performance impact to basically be nonexistant (unless mojang does something stupid), and here's why:

    1. They are not re-writing the physics engine. Block updates only occur if adjacent blocks are updated.

    2. Minecraft already checks if the water is blocked when water is flowing (grass, snow, and air, allow water to flow; while most other blocks stop water flow, and if the water tries to flow below y=0 it will not flow.

    3. If properly implemented, I don't see this taking more than a few more method calls inside the BlockLiquid class, which don't even get called often. There are other things that happen more often and are more complex (like chunk generation, lighting updates, entity pathfinding/updates/spawning, etc).

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on My mod is pointing to null and not being recognized (I think?) [Solved]

    pack.mcmeta is malformed.

    Posted in: Modification Development
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    posted a message on Worldedit and Cubic Chunks

    Worldedit was not designed with heights less than 0 or greater than 255 in mind. It's probably hardcoded not to modify anything beyond the normal range.

    Worldedit was not designed with heights less than 0 or greater than 255 in mind. It's probably hardcoded not to modify anything beyond the normal range.

    Posted in: Java Edition Support
  • 1

    posted a message on Self Created Forge Modpack crashes before minecraft tab even starts

    There are one or more coremods that are altering the BlockLeavesBase class. It is modifying the class in such a way that a method signature is duplicated. Java does not support more than one method having the same signature in a class, therefore the class is malformed and Java cannot load it.


    The only way to resolve this is to remove the offending coremod(s). As the above user pointed out: the developer of FastLeavesDecay does say FastLeavesDecay is incompatible with RandomThings as they both modify the Leaf block.


    So your solution is to remove either RandomThings or FastLeavesDecay.

    Posted in: Java Edition Support
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    posted a message on [SOLVED] Problem using damage to store a value

    Thanks for the reply! I went and rechecked the OnPLayerStoppedUsing function of my rifle and the vanilla bow, and in both the projectile spawn happens if the !world.isRemote is true - meaning serverside. I also made sure the damage update happens the same way. Isn't it the way to check for side?



    UPDATE: I just got rid of the "private byte loadedAmmo' variable, instead changing the damage values directly, and it worked - now the ammo count is not shared between two individual rifles. I am partially relieved and mostly confused.



    All itemstacks of the same item share in instance of Item. So they would all use the same "private byte loadedAmmo". Basically you were storing data to the Item class instead of the Itemstack object.

    Also, world.isRemote is true when it is a server world, so !world.isRemote is checking if we are on the client.

    Posted in: Modification Development
  • 3

    posted a message on A alternative for vegetarians/vegans players
    No, It's a game, get over it. Nobody cares about 'cultural variety' when playing games, except maybe for translation purposes. Next thing you know coal will be removed so people don't pollute the environment.
    Posted in: Suggestions
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