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Ugdhar

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Everything posted by Ugdhar

  1. It should be in the logs folder, which should be in the same folder the mods folder is in
  2. Post the fml-client-latest.log You could also try removing mods 1 by 1 (or start with 0 mods, and add them in 1 by 1) to determine which is causing the crash.
  3. Try removing toomuchtnt It looks like it's calling a client function, which will crash a dedicated server (but works in single player, since the server/client both exist)
  4. As a side note, you should probably go for 1.11.2 at the earliest, and preferably 1.12.x. I don't think 1.10.2 will be supported here for much longer.
  5. Yeah, plus you're running 1.7.10, which is old and unsupported as well. I'd update both.
  6. My guess would be that there are mod dependencies missing. Are you sure you installed all required mods on your server? Also there should be a fml-server-latest.log file, if you could post that somewhere I think it would help
  7. Check this link out, it's a great display of using the new registry events. http://www.minecraftforge.net/forum/topic/49497-1112-is-using-registryevent-this-way-ok/#comment-249433
  8. 1.7.10 is no longer supported here, update if you'd like to get help.
  9. I haven't done a lot of messing with recipes, but I doubt it.
  10. Out of curiosity, what was the issue?
  11. Also instead of setUnlocalizedName("light_blue_stairs"); setRegistryName(Reference.MOD_ID + ":" + "light_blue_stairs"); you should do something more like setRegistryName("light_blue_stairs"); setUnlocalizedName(getRegistryName.toString());
  12. It looks like your pattern has 4 spaces across in each row, maybe removing the extra spaces will help?
  13. What minecraft folder are you talking about? And bumping after an hour, come on guy.
  14. I think this probably means you're going to need a RAM upgrade if you want to decompile MC. You could try setupDevWorkspace instead of the Decomp, so you can still develop, you just won't be able to view the MC sources.
  15. http://www.minecraftforge.net/forum/topic/49497-1112-is-using-registryevent-this-way-ok/#comment-249433 This is a decent example of how to use the registry events to register items/blocks
  16. SkyFactory 3 is for Minecraft 1.10.2. I don't imagine it's been setup to work with 1.12. *edit: was trying to include a screenshot, but evidently it doesn't like pasted images.
  17. This post is over a year old, you should probably start your own post. Start a new post, and post the contents of your fml client latest log
  18. This post is over 2 years old, and 1.7.10 is no longer supported. You should make sure you are using a recent version, and start a new thread with your issue including code and the fml client latest log
  19. Remove real first person render from the server, I'm guessing it's a client/single player mod.
  20. You just draw them, and then they are referenced from your gui code. You will need a Container, GuiContainer, GuiHandler, and I suppose a Block & TileEntity or maybe an ItemStack Capability depending on if you have a block or item providing the inventory. If you use a Block & TileEntity, the TileEntity needs to be registered, GuiHandlers need to be registered in the NetworkRegistry.
  21. Anything that can save as a .png I believe, gimp and paint.NET are a couple I can think of
  22. Well, firstly if you don't have a solid understanding of Java, you should learn that first for sure. Just copying/pasting and using line-for-line code from tutorials will not get you very far, especially since it seems like most tutorials do things wrong anyhow. I found this helpful with figuring out the more recent/correct ways of registering stuff. http://www.minecraftforge.net/forum/topic/49497-1112-is-using-registryevent-this-way-ok/#comment-249433
  23. https://github.com/jwz123/Item-Plus/blob/master/src/main/java/joshua/testmod/init/items/BlockInit.java#L19
  24. Don't use Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MODID + ":" + item.getUnlocalizedName().substring(5), "inventory")); You should be using ModelLoader.setCustomModelResourceLocation from a ModelRegistryEvent
  25. Post your code, preferrably to somewhere like github so we can see item code, registration, jsons, etc.

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