Jump to content

Cloudy

Members
  • Posts

    98
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Cloudy

  1. Universal means it works on both Client and Server. Not Client, Server and bukkit.
  2. This has been fixed in the latest version of FML - it will be fixed in forge when FML next gets synced to Forge - see here: https://github.com/cpw/FML/commit/65c9fdd8d7362f1d2101633989051fd1b0f771c1
  3. Minecraft Forge includes FML, Forge Modloader - which is compatible to mods using Risu's Modloader. If you want to use mods which use Forge, along with mods that require Modloader, then just install Forge - and they should work. There is no need to have Modloader installed aswell. If you had done more than two minutes research on the matter you would have known this.
  4. "I always getting kicked to the com.google.common.eventbus.EventBus class in eclipse, means my minecraft doesn't even start correctly ..." I see no mention of that in the above log. Explain a bit more clearly what happens?
  5. Post a log - the ForgeModLoader log.
  6. Wrong. world.isRemote is false if running on the server side, and true if running on the clientside.
  7. That may be true - however, if it is a mod which does no base edits, then forge SHOULD be compatible, as FML should load it for compatibilities sake. If it doesn't, then it needs reporting - hence the big red text.
  8. Mac default archiver is crap. When it asks you if you want to merge or replace, pick merge. Failing that use a better archiver.
  9. You also realise that MagicLauncher's warnings are often incorrect too? Basically, use Forge - Forge includes FML, which includes ModLoader functionality and should work with all ModLoader mods. If it doesn't, then THAT is a bug and needs to be reported here as per the big red banner.
  10. Mac OS X's default archiver doesn't merge folders when you add a new one to it - meaning it is deleting stuff which should remain in the folder. Use a different archiver, or merge the folders yourself manually.
  11. Ok, what do you use to launch minecraft? Is there a Minecraft.exe in that folder? Using the vanilla launcher that should work.
  12. Don't use MCPatcher! It is MCPatcher which causes this very issue - I have experienced it many times with support queries on the ComputerCraft thread on MCF.
  13. I find this method seems to work better than the alternate method:
  14. You still haven't posted your ForgeModLoader log. It will be stored in your .minecraft folder and will show much more information. Please post it here.
  15. You're using MCPatcher. Don't. For some reason, it fubars FML's mod loading so that it thinks every folder in the .minecraft folder is actually in the jar. This is no problem for zip/jar mods, as they'll get handled later and not loaded as a .class file, but for ComputerCraft which is a folder mod, it will try and load it at the wrong time.
  16. For synchronising entities over to the client, data watchers are used, which should make your job easier. Look how the vanilla classes synchronise stuff like tamed state, etc.
  17. A Java error report is what we need. Please post it here, or no one will be able to help you.
  18. Really? TileEntitySignRenderer TileEntityMobSpawnerRenderer TileEntityRendererPiston TileEntityChestRenderer RenderEnchantmentTable RenderEndPortal All using TESR's.
  19. Someone doesn't have a thick skin. His reply did tell you EXACTLY how to fix it - you were initialising the blocks before the ID's had even had chance to be read. He did solve your problem, you just chose to ignore that part just because you felt his tongue in cheek reply was insulting you.
  20. Better Enchanting Server V127.zip is your problem. It doesn't use Forge Mod Loader and instead uses ModLoaderMP. Bug the maintainer of that mod to port it to Forge Mod Loader instead.
×
×
  • Create New...

Important Information

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