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PulseBeat_02

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Everything posted by PulseBeat_02

  1. Ok, I won't make my custom launcher.
  2. Is it against Forge policy? (I don't want to break any rules) Then, how did launchers like VoidLauncher use Forge to load mods?
  3. I am making a custom launcher, that will launch some modpacks using Minecraft Forge. The problem is, the only way to launch Forge is by going into the Minecraft application and clicking the forge play button. I want my custom launcher to automaticly go the forge loading screen (Where you preinitialize, initialize, post initialize, etc. the mods) but I don't know how to.
  4. To clarify, I want to run the forge 1.12.2 Client from batch.
  5. I don't where to put this forum, so I just put it here. If I put the forum in the wrong place, please remind me and delete the forum. I was wondering if there was a way to make a batch file and run Minecraft Forge by using a command.
  6. Ok. But thanks everyone for helping! I truly appreciate it. ?
  7. Ok. I know that bytes go up to 256, but could we also create an integer array that can increase the limit in a mod?
  8. Umm, I'm kind of split here. One says there isn't maximum potion ID, but the other says there is. Which one to follow?
  9. Then, what does this error mean: Link Here: https://pastebin.com/en6GPq5c Note: A modcreator said it was the potion ID's fault.
  10. Oh, I accidentally, wrote my comment a bit wrong. I meant the effect ID's.
  11. The problem is that I have passed the 256 potion id limit. But, there is no mod in 1.12 that can fix it. Is it possible to make a mod that can bypass the 256 potion id restriction?
  12. There is no field_76425_a in 1.12.2, but in 1.8, there is. It is the potion array. I got to change the whole code in order for the mod to work. If you don't know what mod I am trying to do, it is a mod that can extend potion IDs. I thought I could use the potion array as a trick, but it got removed in 1.12. Are there any other tricks that might work?
  13. Yup, it is.
  14. Oh, I am updating a 1.8 mod to 1.12.2. That probably is reason.
  15. Don't seem to find it in the form.There is field_76424_c, and field_76246_n, but no field_76425_a. This might be a reason why eclipse is having an error.
  16. 1.12 download works for 1.12.2 download right
  17. Two things, is there any way to like "substitute" or replace them? Or, are they supposed to give errors. Also, I also have another error about "func_76393_a()" but, I am guessing this is also another SRG name.
  18. I probably made a mistake somewhere, here is the code for that part: ------------------------------------------------------------------------------------------------------------------ public static void checkID(Potion toAdd, int potionID) { if (Potion.field_76425_a[potionID] != null) { conflicts.add(new Conflict(Potion.field_76425_a[potionID], toAdd, potionID)); } } ------------------------------------------------------------------------------------------------------------------
  19. No need to fight here guys, just next time Darnyex, put the forum in the right place. But, make sure you have permission from the author to do so. Minecraft Forge CANNOT do any mod helping unless from permission. If you ever manage to get permission, you should follow these steps. You should first download the forge mdk for 1.12.2 on the download link. It gives you a guide to help making and updating mods. Then refer, to mod developers to help guide you through steps to change the code.
  20. I saw in the source code that some people potion's mods included a variable or something called field_76425_a. What is this thing and why when I use this properly in my mod, it is giving errors?
  21. @Thunderstudent very true. I have a 520+ modpack I am currently developing and I don’t want to wait for all the mods to update. Hope there might be a mod like compatlayer (by Mcjty; makes 1.10.2 mods compatible with 1.11 mods) that can fix this compatibility issue.
  22. Hey guys, I had a question to the forge staff while making my 1.12.2 modpack. Will 1.12.2 mods be compatibility with 1.13 mods when the new version of Minecraft Forge is going to be released?
  23. All the mods are based on the forge policy. So, the question is, should I remove coremods from my modpack? Even if they are dependent on other mods? (I am a complete noob at this so don't gudge.)
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