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Showing content with the highest reputation on 09/25/17 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:
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  2. Hi! I am trying to install the Forge src correctly and when I run the "install.cmd" it does all that stuff like the 42 library download and then gives me an error about not being able to download the "minecraft_server.1.6.4.jar" when backing up the server. I have checked the download links in the fml folder in "install.py" and they are all current (as far as I can tell). I have heard that you can try to manually put the server jar into the correct directory but people say that doesn't work either. How do I get the installer command window to download the correct server thing with no error? Help will be appreciated! Here is the full error text: "Download of minecraft_server.1.6.4.jar failed hash check, deleting abcf286a14f7aee82e8bf89270433509 ba3145656b1480122bd8759cecd7b7a1 Something failed verifying minecraft files, see log for details. Decompile exception: 1 Press any key to continue . . ." BTW: I do not know where the log it is talking about is... I am coding for 1.6.4 because that seems to be the most popular version for modpacks.
    1 point
  3. AH HA, NOW WE KNOW WHAT THE PROBLEM IS. That is: your problem isn't teleporting, it's telling the two portals where to go. Here's the solution: you need to store the destination coordinates somewhere else. I don't me a reference to the TEs, I mean, the player says "this object needs to be a destination" and you store the location in an Item or a Capability, then when the player goes to the other portal, you read from that.
    1 point
  4. For blocks, you need a custom IPerspectiveAwareModel and IStateMapper. Check out GrayGhost's Camouflage block https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe04_block_dynamic_block_model1
    1 point
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