Decorated Pots now store up to a single stack of items.New Features: Improvements to Decorated Pots Your thoughts on the game continue to shape new updates so please upvote and report any new bugs at and leave us your feedback at. A wealth of fixes, improvements, and technical changes.The ‘How to Play’ screen has been completely revamped into the ‘Encyclopedia’ screen.New experimental features from the upcoming 1.21 update, including the Crafter and new Copper blocks.Improvements to Decorated Pots, like the ability to place items inside and smash them with projectiles.But I don't have the energy to try and get it incorporated and then to deal with the enormous quantity of inevitable bugs that result when you apply it to everything.The latest Minecraft update brings a brand new look for bats, smashable pots, and some new experimental features like the crafter block. Yes, it would be nice to have in plain Forge. Changing it to make it behave with vanilla-Forge mixtures will involve a crapton of effort and special-case checks - for instance, a new packet type might be used purely for Forge-Forge potion data, the acceptable packet types would vary depending on the versions of Forge (or not) which the server (or client) uses, Forge servers would need to either go full vanilla potion packets for everyone or convert them for different clients if you have a mixture and probably a whole lot more. ![]() While my information on this is somewhat out of date, I think that a Forge client can still connect to a vanilla server and vice-versa, provided that neither of them are running any game mechanics-altering mods (purely server-side and purely client-side mods such as server commands or render changes should be fine, for instance).Īdding this code as it is will break Forge-vanilla compatibility, and also break compatibility between the altered version of Forge and previous versions. Servers/clients with this patch will not be able to connect to clients/servers which are not running the patch. for array indices? Really, Mojang?) first. The easy fix would be to limit the size to 128, but I'd like to see if I can fix the underlying problem (using signed character types in Java. : -128Īt .onUpdate(PotionEffect.java:105)Īt .updatePotionEffects(EntityLivingBase.java:524)Īt .onEntityUpdate(EntityLivingBase.java:293)Īt .onUpdate(Entity.java:318)Īt .onUpdate(EntityLivingBase.java:1561)Īt .EntityPlayer.onUpdate(EntityPlayer.java:288)Īt .Entit圜lientPlayerMP.onUpdate(SourceFile:63)Īt .updateEntityWithOptionalForce(World.java:2070)Īt .updateEntity(World.java:2034)Īt .updateEntities(World.java:1887)Īt .runTick(Minecraft.java:1994)Īt .runGameLoop(Minecraft.java:961)Īt .run(Minecraft.java:887)Īt .Main.main(SourceFile:148)Īt 0(Native Method)Īt (NativeMethodAccessorImpl.java:57)Īt (DelegatingMethodAccessorImpl.java:43)Īt .invoke(Method.java:606)Īt .launch(Launch.java:135)Īt .main(Launch.java:28)Īt .launch(Unknown Source) I'll test what happens in the dev environment with potion IDs forced to be above 128, but it doesn't appear to cause any issues in a heavily modded environment. ![]() The only other potion-related thing in my startup log is Sanguimancy going "OMG THE SKY IS FALLING" when it makes an array of length 128 and tries to batch copy the existing MC potions array into it - see lines 26 and 31 at įor reference, NEI's potions dump in my test world is:, the relevant parts in AM2's startup log is: and the relevant entry in my AM2 config file is: Looking at the order of things in the log, DragonAPI seems to get its hooks into several potion-related things first, but it doesn't try to actually extend the array until after AM2 has already done it. Some of the other mods might alter the potions array (I don't know what Botania or Blood Magic are doing, but they both picked IDs well above the default size of 32) and I know for a fact that DragonAPI (pre-requisite for Rotar圜raft) also extends it to 255. In my fully modded test world (and the server that I run), most of AM2's potions are at 128 or above and I don't get any errors from it.
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