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Choonster

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Everything posted by Choonster

  1. Most 1.9.4 mods work in 1.10.2, so Forge explicitly allows them to be loaded (see FMLModContainer#bindMetadata).
  2. This looks like an issue with Mo'Creatures. If you're not running the latest version, update. If you are or the issue persists after updating, report it to the author.
  3. There are three main editions of Minecraft: Computer (which I previously referred to as Desktop), Pocket and Console. Computer Edition is the original and runs on most PC operating systems (including Windows, OS X and Linux). It can be modded with Forge and other types of mods. Pocket Edition is a rewritten implementation of Minecraft for mobile devices. Windows 10 Edition is a port of Pocket Edition to the Windows 10 platform. It can be modded on some mobile platforms (e.g. Android), but I don't know of any mods for the Windows 10 Edition. The Minecraft Marketplace will allow you to buy additional content for Pocket Edition/Windows 10 Edition. Console Edition is a rewritten implementation of Minecraft for consoles. It can't be legitimately modded. There's no way to run Forge or other Computer Edition mods on the Windows 10 Edition, but there's nothing stopping you from running the Computer Edition on Windows 10.
  4. Forge only works in the Desktop Edition of Minecraft, the Windows 10 Edition is completely different.
  5. One of your mods is broken, but unfortunately the crash report doesn't say which one. It's most likely one of these mods, so try removing them: If the issue still occurs, post the FML log (logs/fml-client-latest.log) using Gist or Pastebin.
  6. Post the FML log (logs/fml-client-latest.log) using Gist or Pastebin.
  7. MCPBot can often tell you the name history of a field/method. This issue tracker also documents most renames in 1.8+. You can also look at places where the method was used in the old version and compare them to the new version to see what it uses instead. In this case, World#markBlockForUpdate was replaced by World#notifyBlockUpdate.
  8. As far as I can tell, this system has been used since 1.7.10. I learned Lua as my first programming language to create World of Warcraft AddOns, I still use it for general-purpose scripting since I'm more familiar with it than other scripting languages.
  9. sounds.json isn't included in the IDE project, so your IDE won't be able to navigate to it. The vanilla assets not included in the forgeSrc library are downloaded to the Gradle cache, ~/.gradle/caches/minecraft/assets. The indexes directory contains a JSON file for each version that lists the hash of each file. The objects directory contains the actual files, with the hash as the file name. Each file is contained in a directory named with the first two characters of the hash. I wrote this Lua script to extract the files from this repository format into regular directories.
  10. Just modify it on the server, the changes will be synced to the necessary clients.
  11. Use the Simple Network Implementation to send a packet to the server telling it that the player clicked the button. In the packet handler, check that the player has permission to spawn the stacks (e.g. is within interaction range of the block) before spawning them.
  12. You can use BON2 to deobfuscate compiled mods before decompiling them with a decompiler like JD-GUI or Bytecode Viewer.
  13. In client-only code, yes.
  14. But what's the reason for doing this? What's the overall goal? If you look the code that saves crash report files (i.e. calls CrashReport#saveToFile), you'll see that the server uses MinecraftServer#getDataDirectory as the parent directory of the crash-reports directory and the client uses Minecraft#mcDataDir.
  15. What are you trying to do?
  16. Vec3.createVectorHelper was removed in 1.8 when the Vec3 constructor was made public. Just use the constructor directly.
  17. There's no direct equivalent to InventoryPlayer#consumeInventoryItem, ItemBow uses ItemBow#findAmmo to find the first ammo ItemStack and then decrements the stack size by 1 and calls InventoryPlayer#deleteStack to remove it from the inventory if the new stack size is 0. EntityPlayer#joinEntityItemWithWorld has been replaced by EntityPlayer#dropItemAndGetStack. I found these by looking at where the methods were used in 1.8.9 and then looking what 1.10.2 uses in the same place. You can also use MCPBot to see if a method/field has been renamed between versions. In future, please include the class name of the methods.
  18. Enchantments were moved to a registry, you can access it with ForgeRegistries.ENCHANTMENTS. You can also access the vanilla instances from the Enchantments class.
  19. Yes, ItemHandlerHelper.
  20. Fluid handler items use CapabilityFluidHandler.FLUID_HANDLER_ITEM_CAPABILITY instead of CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY. I'm not sure exactly what you're doing with the fluid handler item, but you may want to check if the FluidUtil class already has a method that does what you want.
  21. I'm glad they've helped. Post your new code.
  22. Your onBlockActivated method doesn't override a super method, so it will never be called unless you do so yourself. If you'd annotated the method with @Override, you would have gotten a compilation error telling you this. Use your IDE to auto-generate override methods with the correct signature and annotation.
  23. You're comparing a TileEntity to a Class, the two will never be equal. Use instanceof to check if a value is an instance of a class or other type.
  24. It was renamed to Vec3d in 1.9 for consistency with the other vector class names.

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