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Viper283

Forge Modder
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Everything posted by Viper283

  1. so... what is the point of this mod?
  2. just a heads up, you'll need to change the package that your mod file is in, as of build 204 FML with crash if there are any files in the net.minecraft.src or a sub-package of it
  3. I tested to see if i had re-added the recipes for my tileentity correctly, but when i tried to take an item or block from my hotbar and put it in the custom tileentity (copied from furnace just with error fixes, like imports, change names, change package name) it picks it up but then it puts it back in the same place after about 1 second You can view my code here i forgot to change some stuff, fixed, now to fix the cannot be cast to TileEntityFurnace crash new bug fixed now, forgot to change the block to update it to
  4. you could try talking to azanor, he is always happy to help, you just got to find him first
  5. i dont think they are properly implemented, i used the old method and it worked fine
  6. i had the same problem but instead it would crash my game, glad that cpw fixed it now
  7. don't worry about it, forge for 1.3.2 if officially out, just look at the thread
  8. You need to use the @Mod() annotation go here for a tutorial on how to implement it
  9. Thats a bug with FML (forge mod loader, comes with forge) should work with later builds. you can still use ModLoader.addName(...) but it doesn't work atm
  10. Viper283 replied to biouxtai's topic in Suggestions
    actually FML is bundled with forge, FML is the modloader it is based on and forge just adds new hooks and things for modders to use to extra compatiblise mods and to add extra features to mods
  11. The internal server was the first step in implementing the mod api (dinnerbone said it on the irc)
  12. Lex did not design forge to be decompiled on mac
  13. the first test release should be out soon-ish, it depends on how much time lexmanos has available to finish porting to the new system & mc 1.3 Excuse me that i'm annoying,but what is the limit-day when Forge 1.3.1 is out?(approximately) probably a few days
  14. i would suggest looking in the enderman's code as if you wear a pumpkin on your head you are "invisible" to them
  15. you can also just call the .info file mcmod.info
  16. with MCForge the mods in the mods folder have to be in .jar or .zip format, whereas portalgun has a folder in the mods folder which means that MCForge cannot find the mod_ file and will not load the mod. If i am wrong please let me know, thanks
  17. if you are using MForge you should consider making a sprite sheet like what minecraft has, a 256x256 png file add this line to your load() method MinecraftForgeClient.preloadTexture("Directory Here"); also have the item code look something like this public final Item ingotSteel = new itemSteel(144).setIconIndex(0).setItemName("ingotSteel"); 0 is the first 16x16 section on the sprite sheet
  18. when i used version 3.2.5.118 i didn't get that issue (it might have been because i use multimc launcher)
  19. it might just be that you installed it in the wrong order and 1 mod is messing up another
  20. for MCForge version 3.2.5.118 you dont need to install modloader, also it provider up to 128bit texture pack support, so no need for the hd texture patch
  21. because you have 42 mods loaded you may have overwritten a file that another mod had edited which made that not able to run
  22. I used MCForge version 3.2.5.118 to create my minecraft mod, but when i put my jar file into the mods folder it doesnt get loaded, can somebody tell me how we install mods using this version of MCForge(by the way i have never had any problems installing mods before) Here is the log from the files that MCForge creates on startup (I can use spoilers ;P) i used the multimc launcher if that helps as lex metioned below, i forgot to reobf the mod (made the jar file through eclipse so it didn't put the files in the right place)

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