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  • ...nce the provider ceases to exist for any number of reasons, all capability data gets deleted. ...t requires all capabilities to serialize data to disk, in order to persist data even across game restarts. They implement the <code>INBTSerializable</code>
    26 KB (3,707 words) - 05:49, 6 December 2021
  • ...></code> class. Using this system is by far the easiest way to send custom data between clients and the server. // Create packet from buffer data
    10 KB (1,372 words) - 21:21, 28 August 2023
  • ...nce the provider ceases to exist for any number of reasons, all capability data gets deleted. ...t requires all capabilities to serialize data to disk, in order to persist data even across game restarts. They implement the <code>INBTSerializable</code>
    26 KB (3,797 words) - 07:43, 10 June 2022
  • ...></code> class. Using this system is by far the easiest way to send custom data between clients and the server. A client could attempt to exploit the packet handling by sending unexpected data.
    9 KB (1,267 words) - 05:51, 6 December 2021
  • ...aplings to the Vanilla sapling tag, you would specify it in <code><nowiki>/data/minecraft/tags/blocks/saplings.json</nowiki></code>, and Vanilla will merge ...thub.com/MinecraftForge/MinecraftForge/tree/1.18.x/src/generated/resources/data/forge/tags GitHub].
    31 KB (4,603 words) - 22:18, 18 April 2023
  • ...nce the provider ceases to exist for any number of reasons, all capability data gets deleted. ...t requires all capabilities to serialize data to disk, in order to persist data even across game restarts. They implement the <code>INBTSerializable</code>
    26 KB (3,835 words) - 16:08, 2 July 2023

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