[Solved] Blocks equipable on head like pumpkins [1.10.2]
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I've tested the same code on three different envionrments (Desktop win10, desktop Linux and Laptop Linux) and it kinda blows up all the same. Gonna try this code and see if i can tune it
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By a_very_normal_person · Posted
When I launch the Forge installation (1.20.1-47.2.0) everything works fine until Forge tries to launch Minecraft. Usually the launcher crashes while "launching minecraft" or "loading bootstrap resources". I don't know why this happens as I only have two other mods in my mods folder, Create (1.20.1-0.5.1.f) and Rubidium (mc1.20.1-0.7.1) and it works fine with out them. -
By AwesomeDev · Posted
Just change the recipe names so they aren't the same -
By AwesomeDev · Posted
Your mod is probably lagging during world generation due to how it replaces blocks around your custom ore. Right now, it randomly picks spots around the ore and changes blocks there. This process can be slow, especially if it's dealing with lots of blocks or a big area. To fix it, try replacing fewer blocks, picking spots more efficiently, and changing blocks in a smarter way. This should help your mod run smoother when generating worlds. Here is an example of how you can do this // Inside the if (placed) block if (placed) { BlockState surroundingBlockState = BlockInit.ABERRANT_MINERALOID.get().defaultBlockState(); int veinSize = ctx.config().size; int maxBlocksToReplace = (int) Math.ceil(veinSize * 0.1); // Replace 10% of vein size int numBlocksToCorrupt = Math.min(maxBlocksToReplace, 1000); // Limit to 1000 blocks List<BlockPos> positionsToReplace = new ArrayList<>(); // Loop until reaching the limit of blocks to replace while (positionsToReplace.size() < numBlocksToCorrupt) { BlockPos randomPos = offsetOrigin.offset( ctx.random().nextInt(2 * areaSizeX + 1) - areaSizeX, ctx.random().nextInt(2 * areaSizeY + 1) - areaSizeY, ctx.random().nextInt(2 * areaSizeZ + 1) - areaSizeZ ); if (world.getBlockState(randomPos).is(ModBlockTags.STONE_ABERRANTABLE)) { positionsToReplace.add(randomPos); } } // Replace blocks in bulk for (BlockPos pos : positionsToReplace) { world.setBlock(pos, surroundingBlockState, 2); } } If you've tried more effective ways to generate your blocks around your ores, it may also be because of issues on your side, not the mod. Adjust the parameters as needed based on your performance testing and requirements.
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