BuildCraft for 1.20.1 Forge#4726
Conversation
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I've created a proper branch for this, but I'm not going to look at this until after Christmas now. Initial thoughts:
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That sounds fine~ Thanks for the suggestion. I just tried replacing trove, and seems everything works well. Emmm... maybe using an FE engine to make MJ is better? Someone told me the iron engine decreases the FPS a lot, and advised me to add a block tp convert FE to MJ. Maybe it will be replaced or removed soon, but I don't have a clear idea yet. I looked up the code and I'm sorry that seems I made a mistake that Direction$.VALUES.In 1.12.2, EnumFacing.VALUES is public, but in 1.16+ Direction.VALUES is private. I changed all EnumFacing.VALUES to Direction.values() in BC's code when migrating BC to 1.18.2. When trying fixing the bug conflicts to Redirector, after reading the introduction of Redirector, I changed the access permission of Direction.VALUES to public with accesstransformer, and replaced all Direction.values() back to Direction.VALUES in BC's code to look for the reason to the bug, as well as to increase the efficiency of invoking, and did not find the code in TileQuarry of 1.12.2 is EnumFacing.values() rather than EnumFacing.VALUES. I tested today and found that, in 1.12.2, although with Redirector, EnumFacing.$VALUES will not be shuffled (We can see EnumFacing.values() will not be modified by Redirector through the log, but EnumFacing$Axis.values(), EnumFacing$Plane.values(), EnumFacing$AxisDirection.values() will be modified. I didn't find why EnumFacing is excluded... maybe loaded earlier than Redirector?)
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Redirector breaks assumptions of otherwise working Java code; I would not worry about trying to support it. |
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I was testing this a bit and I think sodium stuffs up the entity and pipe rendering. Thought I'd might at well let u guys know |
It was ModernFix's Dynamic Resources. Link: embeddedt/ModernFix#516 |
Fixed laser rendering (laser looks covered with fog when distance between player and (x=0, z=0) is longer than render distance)
Fix: daizuli item pipe drops item when no directions available
…on priority) And some other simple updates
…led and fix gui player head sprite loading
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A lot of memory seems to be used by facades, especially in larger packs, since one is made for every block state. Since most blockstates will be visually similar if not identical, it might be better to add a config where users can list blocks that need facades generated for all states, and otherwise only create a facade for the default block state of each block. |
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seems to crash when on server, not sure if this is my modpack or not |
Fixed NPE when BC modules using BCLibRegistries inisialize earlier than BCLib. Fixed GuiArchitectTable closes when user type <E> in the edit box. Fixed the edit box of GuiReplacer was not clickable. (but the edit box is still useless) Fixed the edit box in GuiList was not editable. Fixed Create mod's HosePulley could not enter and drain oil blocks. Fixed "\u" in config jsons. Changed pipe's map colours.
Here is BC for 1.20.1 Forge.
Compared to BC Forge 1.18.2:
(build.gradle is still hard for me, so... I've not found how to make some code in build.gradle from BC Forge 1.12.2 work in 1.20.1)
(Just like 1.18.2, we should add trove4j-3.0.3.jar to classpath to make it loaded although it is a dependency in build.gradle. I'v not found a better way...)