Dennis C
Dennis C
> I'm not 100% sure what the purpose of the dynamic level geometry is The dynamic level geometry is intended to replace `RenderLevelLastEvent` because that event is cumbersome to use...
Since I just stumbled upon this, I thought I might as well add my two cents as the author of FramedBlocks. What's happening here is that when a FramedBlocks TileEntity...
I can't speak for Orion and Amadornes and don't know whether they have had a chance to work on this but I have played around with this and got something...
I have looked into this issue some more and have come to the conclusion that the initial analysis is incorrect. ## How the command and the `ChunkGenWorker` work The `ChunkGenWorker`...
What I mean is that "transferring one set", as the referenced comment calls it, means that only a single item per target slot is transferred. Setting `maxTransfer` to true (i.e....
I have only done a rough breakpoint-driven walk through the `BasicRecipeTransferHandler` but I haven't looked into actually modifying it yet and I won't be able to do so for the...
I've played around with this and found a few issues with it: - Distance fog doesn't fade out the world and instead fades the geometry to white, leading to the...
You can't rely on event priority for this because the event fires on the mod bus, which essentially ignores priorities since priorities are per event bus and every mod has...
That profiler report unfortunately only provides a rough hint where the issue is. Since Spark doesn't exist (yet?) for NeoForge 1.20.4, please try profiling this with [VisualVM](https://visualvm.github.io/), that should provide...
It might make sense to hold off on this as 1.20.5 makes armor materials a registry, which completely alleviates the issue this PR tries to solve.