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    • Advancements are stored on the logical server. The information is specific to the save used based on the uuid of the player. Asking whether or not you could get the advancement on the logical client is pointless since that information can just be obtained by pressing the letter L on your keyboard (by default). If you want to know how, learn about networking and realize there is a ClientAdvancementManager that handles this information for you already and a packet that transfers information.
    • I haven't messed with entity predicates before, unfortunately, but it looks like something in EntityHasProperty.test() is throwing a null pointer.
    • Ah sorry! I somehow forgot to push to remote for quite a while. Anyways, here is the blockstate file. (Note that by item_pipe I meant the model of the pipe that transfers item, as opposed to the item model of a pipe)   In addition, SixWayBlock can handles almost everything about the blockstate and collision boxes of a block that can connect to 6 directions (i.e. pipes). Check out the vanilla chorus plant for usage.
    • We are looking for a creative and experienced Minecraft Developer. The Minecraft Developer will be responsible for designing and developing mods and mod packs. Project is to build a robust non-traditional Minecraft mod. This is not a casual mod, but a manipulation of the core game to create another product.      You must be able to identify and analyse any issues or problems and be able to come up with an efficient solution. Formal engineering or software development education is NOT required. The Minecraft Developer works with the Lead Engineer and the Engineering Director to ensure that all requirements are met and hosting requirements are accounted for. You must be able to carry your portion of the project from design to implementation to deployment, assisting in all areas possible.  This will include a lot of problem solving.   Position is for a project and will last the duration of the project, currently estimated at 6 weeks. This is a remote full-time position and we expect the workload to be up to 40 hours a week while production is active on the project. More project details can be provided in the interview.   Applicant must be able to work overlap with the California 9 - 5 and attend daily stand up.   To apply please send your application at recruiting@robotseamonstergames.com.    Role Overview   Experience working with Minecraft beyond a casual player capacity Able to develop GUIs, custom items, economy integration etc. Attend team meetings when needed during pre-production Available for full time work during production. Readily available to answer questions. Create and update technical design documentation when needed. Able to work the required overlap time from 9am to 5pm PST   Qualifications & Skills   Solid understanding of Minecraft Experience with modding Minecraft Fantastic problem solving, debugging and troubleshooting skills Creative and innovative thinking Able to work in collaboration with multidisciplinary teams Must be detail oriented, quality driven, straightforward, self-motivated and proactive Able to communicate your vision to programmers, producers, and others involved in the development process Able to accept constructive feedback on your work Able to present your ideas both verbally and on paper Strong written and verbal communication skills including the ability to communicate issues and report project design to a diverse non-technical audience Have an awareness of the various games platforms and technologies Able to work independently, creatively, and track multiple deadlines to success Must be a team player Must have at least 4 hours overlap with the Studio time 9am to 5pm PST.
    • Hey man sorry for taking so long to reply but I only saw your reply now. I've been actually doing this without DeferredWorkQueue and I didn't see any problems, I decided to use it anyway like you told me to but I don't see any difference, can you please explain what does "not thread safe" means in this case? Thanks in advance
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