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    posted a message on [HELP] Running decompiled versions with obfuscation mappings using Enigma

    Still have no idea how to do this and wasn't able to get any leads

    Posted in: Modification Development
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    posted a message on [HELP] Running decompiled versions with obfuscation mappings using Enigma

    Still can't find even a single resource on this. I really, really need this. Any leads are appreciated.

    Posted in: Modification Development
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    posted a message on On the client's side, how would I get another player's inventory without asking the server?

    You cannot, only visible items like the hand and armour are sent to the other players.

    Posted in: Modification Development
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    posted a message on [HELP] Running decompiled versions with obfuscation mappings using Enigma

    I've successfully decompiled the snapshots with Enigma... now what? I have no idea how to run the code in an IDE. There are absolutely no tutorials that show how to run it that I could find.
    In fact, the tutorial I used to decompile the snapshot with Enigma, , was the literal ONLY tutorial I could find just to get the decompiling part. Yeah, it says 1.15 but it uses the obfuscation mappings and so the same process works fine in the snapshots. MCP reborn creates good workspaces but they're only for release versions, not snapshots.

    All I want is to run decompiled snapshot code in my Eclipse IDE. How can I do this? I've got the code decompiled for 21w05b already.

    Posted in: Modification Development
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    posted a message on Check if world is done loading? [SOLVED]

    SOLVED. There's an isChunkLoaded variable that is only true when the chunk is finished rendering.

    Posted in: Modification Development
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    posted a message on Hiring a Developer to make a fairly easy plugin [PAID]

    What's the plugin?

    Posted in: Modification Development
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    posted a message on Check if world is done loading? [SOLVED]

    Title. I'm trying to use ClientTickEvent to play biome ambiance (backporting 1.16) and I noticed for a few ticks when I load the world, I see the wrong fog and it plays the wrong ambiance, but as soon as the world renders, the error is fixed. However with the engine I wrong the wrong sound effect proceeds to fade out, and then the right one comes in.


    How can I check when the world is actually done loading, as when theWorld is loaded and stops being null it happens, as I'm only running the code when the world isn't null. (Since ClientTick runs everywhere, like on the main menu) It's as if the code starts running right before the world is fully loaded.

    For clarity: This only happens when I join the world, exit the world and rejoin a world again. It doesn't happen when first joining, only joins after.

    Posted in: Modification Development
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    posted a message on Fullbright sky mod Dream uses?

    Where does this template go when I'm done with it?

    EDIT: Nvm, thanks

    Posted in: Discussion
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    posted a message on Fullbright sky mod Dream uses?

    I've Googled this to high heck with absolutely no luck. Every Dream video I've noticed that outdoors always has daylight levels for him, yet in caves it's normal. This is always exactly what I want as 100% fullbright seems too cheat-y to me. Yet, no matter how I phrase this, Google simply refuses to give me the mod he uses. Did HE MAKE this mod? "Fullbright day", "Always day skylight", "Fully lit skylight", "Bright nights", no matter how I phrase it, Google refuses to give me anything but 100% fullbright mods which is NOT what I'm looking for!

    Help is appreciated, thanks.

    Posted in: Discussion
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    posted a message on Nether Update for Xbox 360

    No, as far as I know all non-Bedrock Edition platforms besides Java and 3DS are discontinued.

    Posted in: MCX360: Discussion
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    posted a message on How do I use a vanilla texture for a mod block
    Quote from asadefa»

    1. That wasn't a question, it was a statement. 2. My apologies.


    My bad, I've misinterpreted the first statement as a question somehow, despite it clearly not being a question, sorry.
    Great that you got it solved, and I now see what was wrong, I have no idea how I didn't notice that earlier.

    Posted in: Modification Development
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    posted a message on How do I use a vanilla texture for a mod block
    Quote from asadefa»

    I tried that, but the texture of the block still just looks like a texture atlas, not the top or side or whatever texture of sandstone.



    I don't understand the question.

    Quote from asadefa»

    Haha I figured it out but this site is so inactive I'm not even sure everyone here deserves to no if no one is online.


    This is kind of pretentious. People don't deserve to know since the forums are inactive? Are you insinuating because this forum is inactive and not everyone has hours to dedicate on here that its users don't deserve to be shared knowledge they share for free every day? I'm no moderator, but I don't think that kind of mindset is welcome here.

    Posted in: Modification Development
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    posted a message on How do I use a vanilla texture for a mod block

    Add "minecraft:" and the texture path if you're putting in the texture where a string goes. If you're doing it where an IIcon variable is needed, get the block's texture. Such as Block.sandstone.getBlockTextureFromSide(2).

    Posted in: Modification Development
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    posted a message on Block substitution issues

    Hey, I'm trying to create an API that allows mods to connect their fences to modded ones, and other vanilla fences as this is normally impossible in 1.7.10. So far so good, however, there's a problem.

    To get the vanilla fences to cooperate, I registered a substitute, which is my own class that extends the vanilla one, with slight changes to what it's willing to connect to. However, since I never changed the ItemBlock I tried to just give it the same ItemBlock, however I get the error of "The object substitution is already registered. This won't work" if I try to use the same ItemBlock as a substitute. I mean, the substitution already being registered is the whole point of why I want to substitute it! If I don't register an ItemBlock with the block, the ItemBlock disappears from the game and will give errors trying to load worlds that had it, as it seems registering a substitute for a block unregisters the ItemBlock unless you register a replacement.
    The way around this I've found is to register an ItemBlock of the same class with the same inputs. However I feel like there's a better way to go about doing this. The reason this is such a huge problem is that registering a new instance of the ItemBlock causes it to show up twice in NEI and Creative. Now, another huge problem. Since many mods for 1.7.10 are old and dead, I made it so it'll automatically create connectable fences for certain mods. Not only does this cause the issue of the duplicate listing for them too, but some mods don't work correctly when a new instance of their ItemBlock is created. I tried to support RailCraft, however, the game crashes when trying to display the walls' ItemBlocks in Creative. I'm so close because the blocks work just fine! It's only when we talk about the ItemBlocks that we start getting severe issues. I've tried every way I could possibly think of to get an identical ItemBlock and all end in the same error as above. I tried making a newInstance() and I got an instantiation exception through Java.

    How can I simply just use the same ItemBlock as before without creating a new one, avoiding this whole issue?

    Posted in: Modification Development
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)

    Hey! Haven't kept up with this mod in a while, and it's glad to see after all this time you're still working with this and adapting the existing mod furnaces with the new ones. Great work!

    Posted in: Minecraft Mods
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