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cpw

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Posts posted by cpw

  1. This problem only occurs when trying to run a ModLoader mod in a dedicated server context. Hence why it is very rarely seen.

    It is fixed, but to be honest, ModLoader mods don't fit very well with a dedicated server context and I recommend switching to a mod design that is...

  2. turtle: start from a clean MCP workspace, with just client and server jars. Add in the latest forge source drop and decompile. Then, figure out what you want to actually do. You should, really, write this stuff as a mod- most likely it's quite possible to make your changes through a mod rather than editing base classes. I suggest reading a few tutorials on how to make a mod.

     

    If you want to be modloader compatible, use a basemod. If not, use an @Mod (they're much easier in my opinion).

  3. Yes, this was missing chat handling. An utterly ridiculous, but probably one of the few viable non-FML/ML, ways of doing s->c comms. Thanks for the bug report.

     

    @Keybounce I want bug reports, not elaborate scripting environments. I want "mod x doesn't work with FML U.V.W" not "here's a thousand line essay on why you're a bad person because my ancient ways are going to have to change by a few lines."

     

    Links to broken mods, with client or server log files are good. Overelaborate criticisms that seem to go nowhere are bad.

     

    Here's how it could have gone down: '"SuperiorEnchanting is failing to establish client server comms". It has a non-modloader server side <here> that looks like it's complaining (error message here). No stack traces, it just can't "find" itself.' Instead of all that above.

     

     

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