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Showing content with the highest reputation on 12/02/19 in all areas
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1 pointThere is no website, because the names are community provided and often change. You have access to the entire source code in your IDE.
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1 pointYou need to wait the specified amount of seconds (see top right) then click the "Skip" button in the top right. If the ad-download does not work for you, you can use the direct download (please only do this if you don't have another choice, as ads pay for Forge).
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1 pointSorry, had my wires crossed and somehow combined your thread with another in my head. On closer inspection I see errors coming out of MoreCommands
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1 pointsorry it took me awhile to figure out how to reply to you, i don't even know if this is correct i'm kinda new but. Yes i ran the installer and then i pressed on the server. i made a video here https://youtu.be/JUr2CtFnBpU Thank you so much for replying i really appreciate it. I just want to play galactica and make a moon base haha.
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1 pointOn ProjectE's wiki, it mentions an EMC mapper API. Digging through the mod's source code, you can get an instance of an EMC proxy (used to register EMC values) from the API's class. All you have to do then is use the provided registerCustomEMC() methods. You can search on GitHub for other mods using this API, if you need to.
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1 pointIn Blockbench, go to File -> Export and choose one of the options. You can use the exported files as normal. If you're doing a block, export as a blockmodel. If you're doing an entity, export as a java entity. Feel free to explore the other options too.
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1 pointDon't subscribe to the plain event, pick the appropriate subclass.
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1 pointCalling SlimeEntity#onInitialSpawn applies the normal, vanilla "pick a random size" rules. If you want to have a fixed size, you need to call setSlimeSize afterwards.
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1 pointI realized that the FastTESR method of rendering (add vertices to a communal buffer, render buffer, throw away buffer and ask for more vertices) is, at least for my purposes, extremely wasteful. In my current situation, nothing changes location, so there's no need to discard the data after every frame, and reload it before the next. As a result of this concept, I've mostly circumvented the system: no longer contributing to the buffer, and simply using the method as one that is called for each frame, for each tile entity. Instead, when the graph is first loaded, I use the GlStateManager to generate a new call list (and delete the old one if it existed), and store the reference to this list within the TileEntity that I was given during FastTESR#renderTileEntityFast(). During subsequent frames, I then simply use GlStateManager#callList() to render the call list whose reference index is stored in the TileEntity. It isn't a standard use of the FastTESR system, but it does produce a 7-fold performance improvement, or much more, depending on the circumstances. The only problem this presents is that I'm no longer able to take advantage of the depth-sorting that's run on the vertices of the batched FastTESR buffer. This means that graphs are rendered "out of order," which is especially a problem for translucent ones. I can fix the problem of individual graphs rendering out of order (e.g: a graph behind is rendered on top of one in front) by moving the actual rendering over to one of the rendering events, and then drawing the furthest graph first, etc, but I'm not sure if there's a way of fixing the order within a graph being off, while keeping to call lists (BufferBulder#sortVertexData() isn't applicable to call lists). I'll keep looking, though.
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1 pointYeah, I love that, too. But what's the problem to have both things at once? Just install Forge and put Optifine into the mods folder.
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1 pointSome recent version seems to have changed the default way IntelliJ compiles Gradle project. It used to be that it still used the IntelliJ build system, which puts resources and classes in one folder. Now "Delegate to gradle" seems to be the default, and gradle puts resources and classes in two separate folders. Make sure to set IntelliJ to not delegate to Gradle (https://www.jetbrains.com/help/idea/work-with-gradle-projects.html#delegate_build_actions).