- Download VisualVM https://visualvm.github.io/download.html
- Make sure you have a JDK installed. https://adoptopenjdk.net/?variant=openjdk8&jvmVariant=hotspot 2.5 When installing make sure to set the JAVA_HOME option to avoid problems. (that is JDK not JRE, if you do not develop java applications you probably don't have it)
- Make sure your game is in the state you want to analyze.
- Run VisualVM.
- Select the process of your game on the left. (for forge this is usually cpw.mods.modlauncher) See image below
- Go to the Sampler tab
- Wait for the button become valid and click CPU
- VisualVM now samples every thread in your game. Pay special attention to:
// -*- mode: c++ -*- | |
/** | |
Copyright: (c) SAEKI Yoshiyasu | |
License : MIT-style license | |
<http://www.opensource.org/licenses/mit-license.php> | |
last updated: 2011/01/12 | |
**/ | |
#include <SPI.h> |
# get the submodule initially | |
git submodule add ssh://bla submodule_dir | |
git submodule init | |
# time passes, submodule upstream is updated | |
# and you now want to update | |
# change to the submodule directory | |
cd submodule_dir |
So about 1.13. As we have been stating since the public release of 1.13, | |
the Forge update is a time we are taking to re-write everything from the | |
ground up. Not just Forge, but the entire toolchain, launcher, installer, | |
and core of Forge is being rewritten. Every line of code is being inspected, | |
and re-validated. This whole process takes a while. To give you (the reader) | |
an idea of what has been done so far: | |
ForgeGradle has been rewritten to support modern gradle versions, with better tools | |
to be expandable and used for more than just setting up a Minecraft/Forge | |
dependency project. It's also much cleaner and organized this time around |
import javax.imageio.ImageIO; | |
import java.awt.*; | |
import java.awt.image.BufferedImage; | |
import java.io.File; | |
import java.io.IOException; | |
public class ImageCombiner { | |
public static void main(String[] args) throws IOException { | |
if(args.length < 2){ |
Yes, this is all registered | |
Yes, this is all added to the biomes | |
No, the create method does not work |
import com.mojang.datafixers.util.Function3; | |
import com.mojang.serialization.Codec; | |
import com.mojang.serialization.codecs.RecordCodecBuilder; | |
import net.minecraft.block.BlockState; | |
import java.util.List; | |
public class CodecExample { | |
public static final Codec<CodecExample> CODEC = RecordCodecBuilder.create( | |
instance -> instance.group( |
package main | |
import ( | |
"bytes" | |
"context" | |
"crypto/tls" | |
"encoding/json" | |
"fmt" | |
"golang.org/x/oauth2" | |
"golang.org/x/oauth2/microsoft" |
You can now read this document / article, at https://alcatrazescapee.com/rivers/. It will be updated further there. The original content is still here, below
Let's narrow that down a bit. This document will try to explain some of the difficulties, limitations, and possible ways to generate rivers in Minecraft. There have been many papers, articles, and other medium which have generated realistic rivers to great success. So what makes Minecraft so much more difficult, or what makes these other methodologies so difficult? And what methods have found success?
So... You have updated to latest forge and harvestTool, harvestLevel, ToolType, ... are all gone. AAA PANIC!
Here's how to fix it:
First, Remove the harvestTool and harvestLevel calls from the block properties.
Then, add the blocks to the relevant tags. You can use datagen, or make the jsons yourself. Datagen is more future-proof.