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From what I understand - with forge, if a mod author needs to something that forge can't do, they can submit a pull request and it'll be added. This won't be possible with an official api, and so Forge will probably still be required for anything beyond very basic mods.
More than that, we can access the very source code of MC itself. Forge basically decompiles MC for us modders to mess around with and provides some API sugar on top of that. Forge Mod Loader just takes that and loads them in a compatible way
There's been talk of this "API" for years, I wouldn't hold my breath on it coming any time soon. I was always under the impression that it's actually the obfuscation that's the biggest pain with updating everything, but I'm not a modder so I really don't know.
From what I understand - with forge, if a mod author needs to something that forge can't do, they can submit a pull request and it'll be added. This won't be possible with an official api, and so Forge will probably still be required for anything beyond very basic mods.
That's true. But the point isn't that the API is supposed to a do everything code for moders. It's a hunk of code that moders can hook into that will never change. So minecraft can update vanilla with out effecting mod devs at all.
So there won't be 1.7 mods and 1.8 mods but just mods. And that way mod deves would never need to update there mods unless they have bugs to fix or want to change/add something.
From what I understand - with forge, if a mod author needs to something that forge can't do, they can submit a pull request and it'll be added. This won't be possible with an official api, and so Forge will probably still be required for anything beyond very basic mods.
So I have been posting some sneak peeks in the whats new news thread, nothing much, just pictures in spoilers... is this bothering anyone? It's not technically legit news but I figured it's non-intrusive enough. I'll keep doing it if people enjoy a bit of a preview for upcoming things.
So I have been posting some sneak peeks in the whats new news thread, nothing much, just pictures in spoilers... is this bothering anyone? It's not technically legit news but I figured it's non-intrusive enough. I'll keep doing it if people enjoy a bit of a preview for upcoming things.
Don't go out there. Mobs spawn in the wild and not in a controlled mob spawn/grinder vacility. Testificates are allowed to run free around little huts they call villages. Also don't forget the rain, always the rain.
Don't go out there. Mobs spawn in the wild and not in a controlled mob spawn/grinder vacility. Testificates are allowed to run free around little huts they call villages. Also don't forget the rain, always the rain.
i solved the mob problem by name tagging a bunch and shoving them in a chunkloaded cage under my base. it works(usually) this was a while ago tho, i bet it was fixed or something
So skyboy found something interesting in minecraft's code: IRC Log
If you are interested, here is the method causing the issue (The problem occurs on line 25): Pastebin
More technical description of issue:
Basically the method I have linked in the pastebin will check if the number of tiles that need to update is equal to 64. If it is equal to 64, use this method that sends data related to tiles that are in the y-levels the player will see. If it is anything else (above or below) then use this method that sends data for every tile (even underground). In 1.6 instead of it only being 64 it would send only needed tiles if the number of tiles was 64 or greater and send all if it was less.
I should also point out that net.minecraftforge.common.ForgeModContainer.clumpingThreshold is equal to 64
So as a result skyboy has put a fix into the latest CoFHCore which patches this method. The latest update can be downloaded here
So skyboy found something interesting in minecraft's code: IRC Log
If you are interested, here is the method causing the issue (The problem occurs on line 25): Pastebin
More technical description of issue:
The method I have linked in the pastebin will check if the number of tiles that need to update is 64. If it is equal to 64, use this method that sends data related to tiles that are in the y-levels the player will see. If it is anything else (above or below) then use this method that sends data for every tile (even underground). In 1.6 instead of it only being 64 it would send only needed tiles if the number of tiles was 64 or greater and send all if it was less.
The problem is that in 1.7 pretty much every time it will send data for every single tile to the client regardless of whether it is visible. Even if there are 4000 or so tiles. The intended method is to reduce the amount of tiles we need to update by only updating tiles that are in a given range of y values. However since mojang used == (equal to) instead of >= (greater than or equal to) we get the terrible worldgen lag
I should also point out that net.minecraftforge.common.ForgeModContainer.clumpingThreshold which you see in line 25 of that pastebin is equal to 64
So as a result skyboy has put a fix into the latest CoFHCore which patches this method. The latest update can be downloaded here
So skyboy found something interesting in minecraft's code: IRC Log
If you are interested, here is the method causing the issue (The problem occurs on line 25): Pastebin
More technical description of issue:
The method I have linked in the pastebin will check if the number of tiles that need to update is 64. If it is equal to 64, use this method that sends data related to tiles that are in the y-levels the player will see. If it is anything else (above or below) then use this method that sends data for every tile (even underground). In 1.6 instead of it only being 64 it would send only needed tiles if the number of tiles was 64 or greater and send all if it was less.
The problem is that in 1.7 pretty much every time it will send data for every single tile to the client regardless of whether it is visible. Even if there are 4000 or so tiles. The intended method is to reduce the amount of tiles we need to update by only updating tiles that are in a given range of y values. However since mojang used == (equal to) instead of >= (greater than or equal to) we get the terrible worldgen lag
I should also point out that net.minecraftforge.common.ForgeModContainer.clumpingThreshold which you see in line 25 of that pastebin is equal to 64
So as a result skyboy has put a fix into the latest CoFHCore which patches this method. The latest update can be downloaded here