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ScottKillen

Forge Modder
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Everything posted by ScottKillen

  1. get your functions right plz -Lex
  2. It would be extremely useful to be able to have more control over vanilla mobs and would seem to be a great answer to a vanilla design flaw.
  3. It would make it easier to support Sparrow if it were...it seems installing things into the jar is a daunting task for some...
  4. @RBD, any chance of adding sparrow to Forge?
  5. Just give me the link to your github. In the admin tab, make me (ScottKillen) a collaborator.
  6. Interesting idea!
  7. Hmmm...probably! I'll try and put something together.
  8. That is exactly what the project I linked does.
  9. I use TortoiseGit. It works wonderfully.
  10. I can help with that, too...any questions, PM me! BTW...I'm a big Somnia fan!
  11. Tell you what...if your fork Forge and make the client change, then I will make the server change on your fork and then you can submit the pull request. Will that work?
  12. How would you ensure that you list is comprehensive, given, as you said, that some mods aren't even listed here?
  13. MALfunction...I don't mind doing this. I'm working on another forge bug fix...then I'll tackle this feature.
  14. .gitignore files also work for this purpose. I use these to let me clone my project directly into mcp. The .gitignore files are set up in such a way to ignore the minecraft files. This project uses .gitignore files to great effect.
  15. I think it has to do with the way that packages are rearranged during recompilation and reobfuscation... What I mean it that in eclipse, forge is in the net.minecraft.src.forge package. In the compiled game, forge is in the forge package. Try using ModLoader.removeBiome to get rid of the biomes that you don't want to generate...
  16. Hi, Gee! Try putting the mod in jars/mods. I've not tried it, but theoretically that should work. If that doesn't work, you can put some debug code in your mod to disable biomes. Take a look at ModLoader.removeBiome() That last bit is how I test Extrabiomes.
  17. One of the mods that you installed in the jar overwrote a base class required by forge.
  18. You are not doing everything right.
  19. You should try getting support from the various mods first.
  20. This was the solution for me: http://www.minecraftwiki.net/wiki/Tutorials/Update_LWJGL
  21. That would explain it...
  22. My pleasure. It happens to all of us! And don't morn 4096 id support...it is already in the bleeding edge version of forge. I have seen some issues reported, but it will soon be in the stable recommended version of Forge..
  23. You or one of your mods changes the items allowed in Forestry's back packs. When item ID 2683 was added to the config file (.minecraft/config/forestry/base.conf), it was added with an extraneous space... Use NEI to determine what item this is and then, if you did not add it to your Forestry config file, contact the author of whatever mod the item belongs to and tell them about the bug... Forestry does not add anything here and mods should not either...they can use the Forestry API. But if you didn't do it then a mod did. If you are using a mod pack, talk to the author f the mod pack.
  24. Try leaving ModLoader out completely and see what happens. Try this even though a mod says it requires ModLoader. Forge is now supposed to be exactly duplicating ModLoader's functionality. Also, the error message in your first log is caused by something you are installing in your jar file after forge is overwriting Forge's version pb.class (the Block class) You left out the part of the log that lists mods, so you are on your own figuring out which one is doing this...
  25. I only have the log you submitted which lists three different forge zip files... MinecraftForge-3.3.7.135-Client.zip minecraftforge-client-3.2.6.130.zip minecraftforge-client-3.3.7.135.zip
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