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Showing content with the highest reputation on 06/18/17 in all areas

  1. Minecraft 1.12: The newest version of Minecraft has been released. Forge has been updated to support this new version. However due to the way Mojang implemented the Recipe changes there are a lot of under the hood changes that we need to do. Most notably re-writing on of the largest/most intricate systems of Forge, The Registry system. This will take some time, so do not expect a recommended release quickly. However if you are a modder you can start using the current versions to build against. Some API's may change in the early days of Forge so be sure to be ready for that. I'm sorry, I usually try my best to maintain binary compatibility, but it's just what will need to happen. For users, you can use the current builds. But just be warned that things are actively being developed and we ask to please responsibly report issues on the forum. Once I finish the rewrite and get a stable recommended build of Forge out I will make a more detailed post listing all the major changes like I always do. New Policy on Coremods: Sadly core modding is still a thing. As always we request that you guys attempt to work with us to get changes into Forge instead of core modding it yourself. However, if you MUST we have decided to put forth to the community a few 'Best Practices' for core modding. The intention is that large communities such as FTB, Technic, and Curse work with us to promote these best practices. 1) Coremod must be the coremod only, and no extra library/features/apis/etc. There are far too many coremods in the community that package tons of classes that have nothing to do with the modifications they make to the game together so that people will be forced to use their coremod just because they want a utility. This is bad. So Coremods themselves should be limited to JUST the IFMLLoadingPlugin, and IClassTransformers, and as few utility methods needed to make those hooks run. 2) Coremod binaries must be signed. This is a very basic thing that just verifies the person/organization we think made the coremods actually did. It also verifies that the file that was downloaded has not been modified in any way. As it sits there will NOT be any central authority on the keys used to sign things. So Self-signing will be allowed as long as you provide the community your signature. Starting in 1.13, with the loading system rewrite, users will be prompted to accept signatures of coremods. It is our intention to work with people like FTB, Curse, and others to make these signatures easy to use and manage. For example a user would say they trust FTB, and wouldn't be prompted for every coremod that exists in a FTB modpack. For the technical side you can read more about Jar Signing here: https://docs.oracle.com/javase/tutorial/deployment/jar/signindex.html 3) Coremods should be visible source. This will be a controversial standard, but my thoughts on it is that if you're screwing with someone else's code (which is the only reason to ever write a coremod), then you should be willing to show what you are doing. It is stressed that this is VISIBLE SOURCE only. It is not a requirement that you allow others to use your code, or modify and distribute it. It's simply that we can see it. The signatures and visible source are NOT designed to be security measures. As there is nothing preventing malicious code from being signed and a user accepting it. This is just the risk you run with Minecraft modding as you're running compiled code from random people on the internet. This is however designed to make the community more open and try and stem the number of coremods out there that have no reason to be coremods. Major Policy change: I am happy to officially announce a new member of the Forge team. Everyone welcome Mezz. His official responsibilities are to be the Pull Request, and Issues manager. Basically, he's the guy you yell at if your PR/Issue is rotting on github. He's the guy who is tasked with reminding me that they exists. He will be the one responsible for filtering all the PRs/Issues before they get to me. So I don't have to deal with telling you guys to follow the standards like making a test mod, posting logs, etc.. In addition, he is also the one who decides if old versions will have PRs accepted. Yes this means there will be a limited development system for older versions. How far back that means is ENTIRELY up to Mezz. However the rules are that ANY pr adding features for a old version MUST be applied and accepted for the current version FIRST. Save for features that would have no place in the new version. Example being adding a new achievements hook when the new version removed achievements. It will still be our official stance on this forum to only provide support for the Current version, and the previous version. However, if the community wishes to have a few dedicated people step forward and become our Legacy support team them I am willing to work with them and see what we can set up. The main reason we do not provide support for old versions is simply we do not have the manpower. So start helping out! Response From Sponge:
    1 point
  2. Nah, he's trying to do something else. I think.
    1 point
  3. After you are done rendering your stuff you need to rebind the texture that was previously used. Forge won't rebind the texture after each even it posts in GuiIngameForge, it leaves it to modders(and that is the way it should be). The numbers are still drawn as FontRenderer binds the font texture every time it needs to draw anything.
    1 point
  4. I do not know how you handle your command, but you might need to explicidly sync your tile with the client. It can be done by either using forge's custom packet system, or by manualy sending tile's update packet to a client. There is a World::notifyBlockUpdate method that is supposed to do that for you but I fould it to not be reliable enough for some reason. Additionally looking at your tile's code I see that you are overriding But not TileEntity::onDataPacket. When your update packet arrives on the client it calls that method. By default that method does nothing. You need to override it and read your data from the packet which is method's second argument.
    1 point
  5. You might have missed a pillar of Forge ideology: simply extend the class, override what methods you want to change, and use this new class... You don't HAVE to use Barrier blocks, you WANT to use something that works like Barrier blocks. ASM is incredibly bad if you don't know what you are doing, and as time and time again has been proven by countless users in the MC modding community, unless you have a few years of expertise, chances are that you do not. In fact, countless core-mods could do what was stated above, and look at that, no ASM needed at all. To make something go invisible, a FastTESR could be used. Override getMaxRenderDistanceSquared in the TE to return the cutoff-point for (rendering->not-rendering)². Default is 4096 (64 block / 4 chunks distance) Simple, yet effective way of turning invisible, with minimal code required.
    1 point
  6. This is a horrible idea. Bad modder, no cookie. Core mods are not allowed here. I suspect the easiest way to do what you want to do will be to use a TESR, although I don't know if it would be possible using a FastTESR, but if so, that would be better.
    1 point
  7. I need help with my API building. When I run gradlew build, I have this window: This is my build.gradle file, I don't know how to configure it. I have API as a Eclipse project and as JAR-File: In code and in mcmod.info I wrote depend with API, API modid is isdev, path to Main file is - ru.ivansteklow.isdev, version 1.0.0 [move]HELP ME PLEASE[/move]
    1 point
  8. If I use compile 'ru.ivansteklow.isdev:1.0.0:dev' or compile 'ru.ivansteklow.isdev:1.0.0' prints the same mistake
    1 point
  9. If I adds compile files('./libs/isdev-src.jar') is not working
    1 point
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