Jump to content

Forge 10.13.2 Minecraft 1.7.10


LexManos

Recommended Posts

Forge Version: 1.7.10-10.13.2.1230

Minecraft Version: 1.7.10

Downloads:

 

So, Minecraft 1.8 is out, so is 1.8.1-pre2, 1.8.2 seems to be pending.

1.8 FML has been out for quite a while, but modders seem reluctant to actually stop being lazy and try updating.

So with lack of comments to the contrary I must assume they are okay with the state of FML, which means I can start updating Forge.

Before I update Forge, I wanted to push out a new recomended build for Forge 1.7.10.

So, here it is! It has a lot of new features!

 

Minecraft Forge 10.13.2 Changelog:

============================================================================

New:


  •  
  • Added extra debug information for enchantment conflicts.
     
  • Added ExitVisitor to the TerminalTransformer that finds and intercepts any calls to Runtime.exit or System.exit. Modders DO NOT silently close Minecraft, there are proper mechanics to inform the users why you are shutting down.
     
  • Added event to allow full control over in-world fog rendering.
     
  • Added drainFluidContainer() and getContainerCapacity() helper methods to Fluids.
     
  • Added new hooks to allow modders to better control fishing behavior.
     
  • Added AnvilRepairEvent, fired when the player removes an ItemStack from the output slot of ContainerRepair, and allows the chance to damage the anvil to be altered.
     
  • Added new hooks to allow modders to control the sky's lighting values.
     
  • Added ability for creative tabs that have search bars to customize the text box's width.
     
  • Added ItemStack sensitive version of getItemEnchantability.
     
  • Added protection against mods with broken blocks creating phantom tile entites from other mods with incorrect metadata
     
  • Added 'ModType' manifest option to jar files to allow better interaction between other mod types {liteloader}.
     
  • Added new 'ModList' command argument to supply mod packs via a json file in addition to the base 'mods' folder. See here for more information. Wiki page
     
  • Added new hook to allow for custom beacon consumables.
     
  • Allow injecting alternative container types. This is the core support code for allowing sponge plugins!
     
  • Added STDOUT/STDERR redirection, should help tracking down 'unknown' console spam.
     
  • Added exception printing when deserializing datawatchers. Should stop pixelmon blaming forge for their mistakes.
     
  • Added more noise when people screw up mod downloading and put .jar.zip in their mod folders.
     
  • Added a delegate to every item and block. For better handeling of mods overriding vanilla/modded blocks/items.
     
  • Added support for nested directories in language fesources.
     
  • Update to legacylauncher 1.11 and asm 5.0.3, may cause issues with some coremods, they need to update.
     
  • Added new packet to reset client handshake, to support servers like BungeeCord.
     
  • Added new BlockPlace events to allow controliling block placement.
     
  • Disabeld StencilBits by default, to prevent issues with intel cards. You must now opt-in to enabeling stencil bits by suppling the -Dforge.forceDisplayStencil=true flag.
     
  • Added PlayerWakeupEvent for when players stop using beds.
     
  • Added username cache for determining a player's last known username.
     
  • Added automatic packaging of Crowdin translations!

 

Bug Fix:


  •  
  • Fixed vanilla bug where Exp Orbs would spawn in wrong location
     
  • Fixed vanilla bug where chat window would have wrong opacity in certian conditions
     
  • Fixed minor bugs in new GUI system
     
  • Fixed bug where Resource Packs could not override localizations from mods.
     
  • Fixed issue in loading non-coremod AccessTransformer files.
     
  • Fixed NPE that happens sometimes when exiting the game witout fully loading a world.
     
  • Fixed skulls not respecting Block.isReplaceable.
     
  • Fixed skulls deleting blocks when placed at certain angels.
     
  • Fixed issue in FML's networking that caused read errors with large mod packs.
     
  • Fixed vanilla bug where lighting values would delay sending of chunks to client.
     
  • Fixed bug that allowed duplication of Fluids with redstone dust.
     
  • Fixed ItemFluidContainer always draining the maximum amount, regardless of the amount remaining.
     
  • Fixed issue with NBT loading of legacy liquid names to new Fluid system.
     
  • Fixed vanilla bug where items with multiple render passes would look odd in first person.
     
  • Fixed bug where enchanted books would display on custom creative tabs.
     
  • Fixed potential AIOOB in BiomeDictionary.
     
  • Fixed bug where StringArrays would not save correctly in configs.
     
  • Fixed issue with 'gassious' fluids would render oddly.
     
  • Fixed Clientside GameProfile UUID being null on offline mode
     
  • Removed net.minecraft.src warning, if modders are in this package still there is no helping them.
     
  • Fixed bug where player data would get corrupt if they logged in before server fully started by kicking them if they try.
     
  • Fixed NPE error caused by FML trying to parse the super of Object in IDEA envs.
     
  • Fixed issue where there was a invisble 'ok' button allowing people to bypass fatal error messages.
     
  • Fixed issue with slow computers starting up single player worlds.
     
  • Fixed ConcurrentModificationException caused by Java 1.8 update 20.
     
  • Fixed bug in EntitySpawn packet that would cause data to not be written.
     
  • Fixed bug where server description would overlap server type in multiplayer list.
     
  • Fixed bug where client side commands would be sent to the server.
     
  • Fixed vanilla lighting issue and blending issues in achievements gui.
     
  • Fixed bug where biomes with weights less then 10 were not spawning correctly.

 

Major New Feature:

Block Place Event:

    Added PlaceEvent and MultiPlaceEvent which fires before placing a block.

   

    Before calling "ItemStack.tryPlaceItemInWorld", a recording flag is turned on for

    setBlock to capture a blocksnapshot for each block that attempts to be placed.

   

    If 1 block is captured, a "BlockEvent.PlaceEvent" is fired to notify mods.

    If 2 or more blocks are captured, a "BlockEvent.PlaceEvent" is fired first with the first block

    captured followed by a "BlockEvent.MultiPlaceEvent" with all captured blocks. This extra event

    is required for items that have the ability to place 2 or more blocks such as a BlockBed.

   

    If either event is cancelled, the recorded block snapshot(s), item stacksize, and item meta will

    revert back to the captured snapshot(s).

    If the events are not cancelled, a notification will be sent to clients and block physics will be updated.

   

    What this means for mods is Forge will be able to capture all player block placement automatically and fire

    a PlaceEvent and/or MultiPlaceEvent.

    If for whatever reason your mod does not use the standard placement methods then you will need to fire the

    appropriate placement events in order to notify mods/servers.

   

    This commit also includes a new utility class called BlockSnapshot which is serializable. This new class is used in conjunction with

    both PlaceEvent and MultiPlaceEvent in order to record a snapshot of block space before it is altered. This

    allows us to restore the block(s) if an event is cancelled. The class also provides the ability to restore a snapshot

    to any location using the restoreToLocation method. This should be helpful to many mods that are looking to be able

    to capture block data then restore it to back to any location required.

   

    This combined with our previous BlockBreak event should allow full control for permissions and anti-greifing mods.

 

Now that this is done, I may be able to actually start work on Forge's 1.8 update!

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I have done this now but have got the error:   'food(net.minecraft.world.food.FoodProperties)' in 'net.minecraft.world.item.Item.Properties' cannot be applied to                '(net.minecraftforge.registries.RegistryObject<net.minecraft.world.item.Item>)' public static final RegistryObject<Item> LEMON_JUICE = ITEMS.register( "lemon_juice", () -> new Item( new HoneyBottleItem.Properties().stacksTo(1).food( (new FoodProperties.Builder()) .nutrition(3) .saturationMod(0.25F) .effect(() -> new MobEffectInstance(MobEffects.DAMAGE_RESISTANCE, 1500), 0.01f ) .build() ) )); The code above is from the ModFoods class, the one below from the ModItems class. public static final RegistryObject<Item> LEMON_JUICE = ITEMS.register("lemon_juice", () -> new Item(new Item.Properties().food(ModFoods.LEMON_JUICE)));   I shall keep going between them to try and figure out the cause. I am sorry if this is too much for you to help with, though I thank you greatly for your patience and all the effort you have put in to help me.
    • I have been following these exact tutorials for quite a while, I must agree that they are amazing and easy to follow. I have registered the item in the ModFoods class, I tried to do it in ModItems (Where all the items should be registered) but got errors, I think I may need to revert this and figure it out from there. Once again, thank you for your help! 👍 Just looking back, I have noticed in your code you added ITEMS.register, which I am guessing means that they are being registered in ModFoods, I shall go through the process of trial and error to figure this out.
    • ♈+2349027025197ஜ Are you a pastor, business man or woman, politician, civil engineer, civil servant, security officer, entrepreneur, Job seeker, poor or rich Seeking how to join a brotherhood for protection and wealth here’s is your opportunity, but you should know there’s no ritual without repercussions but with the right guidance and support from this great temple your destiny is certain to be changed for the better and equally protected depending if you’re destined for greatness Call now for enquiry +2349027025197☎+2349027025197₩™ I want to join ILLUMINATI occult without human sacrificeGREATORLDRADO BROTHERHOOD OCCULT , Is The Club of the Riches and Famous; is the world oldest and largest fraternity made up of 3 Millions Members. We are one Family under one father who is the Supreme Being. In Greatorldrado BROTHERHOOD we believe that we were born in paradise and no member should struggle in this world. Hence all our new members are given Money Rewards once they join in order to upgrade their lifestyle.; interested viewers should contact us; on. +2349027025197 ۝ஐℰ+2349027025197 ₩Greatorldrado BROTHERHOOD OCCULT IS A SACRED FRATERNITY WITH A GRAND LODGE TEMPLE SITUATED IN G.R.A PHASE 1 PORT HARCOURT NIGERIA, OUR NUMBER ONE OBLIGATION IS TO MAKE EVERY INITIATE MEMBER HERE RICH AND FAMOUS IN OTHER RISE THE POWERS OF GUARDIANS OF AGE+. +2349027025197   SEARCHING ON HOW TO JOIN THE Greatorldrado BROTHERHOOD MONEY RITUAL OCCULT IS NOT THE PROBLEM BUT MAKE SURE YOU'VE THOUGHT ABOUT IT VERY WELL BEFORE REACHING US HERE BECAUSE NOT EVERYONE HAS THE HEART TO DO WHAT IT TAKES TO BECOME ONE OF US HERE, BUT IF YOU THINK YOU'RE SERIOUS MINDED AND READY TO RUN THE SPIRITUAL RACE OF LIFE IN OTHER TO ACQUIRE ALL YOU NEED HERE ON EARTH CONTACT SPIRITUAL GRANDMASTER NOW FOR INQUIRY +2349027025197   +2349027025197 Are you a pastor, business man or woman, politician, civil engineer, civil servant, security officer, entrepreneur, Job seeker, poor or rich Seeking how to join
    • Hi, I'm trying to use datagen to create json files in my own mod. This is my ModRecipeProvider class. public class ModRecipeProvider extends RecipeProvider implements IConditionBuilder { public ModRecipeProvider(PackOutput pOutput) { super(pOutput); } @Override protected void buildRecipes(Consumer<FinishedRecipe> pWriter) { ShapedRecipeBuilder.shaped(RecipeCategory.MISC, ModBlocks.COMPRESSED_DIAMOND_BLOCK.get()) .pattern("SSS") .pattern("SSS") .pattern("SSS") .define('S', ModItems.COMPRESSED_DIAMOND.get()) .unlockedBy(getHasName(ModItems.COMPRESSED_DIAMOND.get()), has(ModItems.COMPRESSED_DIAMOND.get())) .save(pWriter); ShapelessRecipeBuilder.shapeless(RecipeCategory.MISC, ModItems.COMPRESSED_DIAMOND.get(),9) .requires(ModBlocks.COMPRESSED_DIAMOND_BLOCK.get()) .unlockedBy(getHasName(ModBlocks.COMPRESSED_DIAMOND_BLOCK.get()), has(ModBlocks.COMPRESSED_DIAMOND_BLOCK.get())) .save(pWriter); ShapedRecipeBuilder.shaped(RecipeCategory.MISC, ModItems.COMPRESSED_DIAMOND.get()) .pattern("SSS") .pattern("SSS") .pattern("SSS") .define('S', Blocks.DIAMOND_BLOCK) .unlockedBy(getHasName(ModItems.COMPRESSED_DIAMOND.get()), has(ModItems.COMPRESSED_DIAMOND.get())) .save(pWriter); } } When I try to run the runData client, it shows an error:  Caused by: java.lang.IllegalStateException: Duplicate recipe compressed:compressed_diamond I know that it's caused by the fact that there are two recipes for the ModItems.COMPRESSED_DIAMOND. But I need both of these recipes, because I need a way to craft ModItems.COMPRESSED_DIAMOND_BLOCK and restore 9 diamond blocks from ModItems.COMPRESSED_DIAMOND. Is there a way to solve this?
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.