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EFI Roadmap #26
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Setblocktest works for me, I tested it and it works fine, there is no error, and I used its code for a mod that I have still not finished, but it works correctly |
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eh i just copy pasted this from roadmap.txt |
wdym |
simplify it for people who are too autistic to understand code. (how do I execute java methods) |
Can I help im from the eaglerbrothers (FlamePvPcodes) |
sure, just beware that it is an entirely different codebase than eaglercraftx. Right now the main thing we need is better documentation, feel free to make a pr. |
k |
https://eaglerforge.github.io/EaglerForgeInjector/docs/apidoc/hooks.html better? feedback welcome |
Them some stupid ppl. |
coding is easy. |
you don't need to ask |
@ZXMushroom63 would it be possible for us to load custom textures as the game is loading? this way, we don't require the AsyncSink resource pack to be constantly loaded, and you don't need to run .reload_tex |
basically what i'm saying |
again that's what i'm saying |
why are you explaining stuff to me 😭 are you just an AI chatbot |
press x to doubt |
"business voice" what the hell is that+it makes it harder to understand+it makes it look like an ai wrote it just write normally its not that hard |
this aint discord write your whole thing before sending it don't just make more messages |
what are you yapping about you're not even close to being a "partner" or whatever |
you're just like "dude can i help i'm from the eaglerbrothers or whatever skid group that attempts to port mc versions to eagler but they fail miserably can i help tho???????????" |
if you want to help make a pull request. It's not that hard |
nope, i've tried. the problem is that eagler loads it's assets into memory before initialising the Minecraft class, and the modloader only starts AFTER minecraft has been initialised. Finally, it is really not that big of a deal, as you only have to do this once per page reload. The reason I want to keep it as a command is to make it easier to avoid issues where, due to someone's potato internet, textures don't load in time for the initial texture reload. It would probably be possible to solely reload single assets, but that kind of breaks the point of AsyncSink's current design, which is 'let eaglercraft do it's thing'. All the library does is make a second virtual filesystem for mods to put stuff in. |
@ZXMushroom63 what if we added zip mod support and let you contain any assets in the zip without encoding them to base64 |
Adding to the to do list |
if you want to implement something and know exactly how and you think coding is easy, make a damn PR |
LMFAO, hes just feeding the comments on this issue to chatgpt 💀 |
Just realised that the main use case for this is block/item textures, and resource packs already exist ;-; |
This is a more trackable version of the EaglerForge Injector roadmap.
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