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LexManos

Forge Code God
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Everything posted by LexManos

  1. Update to 1.8, this becomes infinitely more simple as you don't have to do any GL crap and can just use a sloped model.
  2. No, it doesn't Forge doesn't care if you're 'pirated' or not. As long as you run the game correctly, its the shitty 'cracked' launchers that fuck shit up. Not us. Either way you will get no support for pirating minecraft here, but i just wanted to clarify that it's your shitty 'cracks' NOT forge that is causing your issues.
  3. We guarantee forwards compatibility between Forge versions in the same MC version not backwards compatibility because we add stuff, and if you use the stuff we add you will have issues with the versions of Forge that doesn't have the things we added. So, if you make a mod for version X, it will work on X+ If you make a mod for X is MAY work on X- But say for example, we add a new event in 10, and you compile against 15, you can use the new event, but if someone tries to run your mod on 9 it'll have issues. This is why we uniquely identify every build of Forge and have a system in the @Mod annotation for specifying what versions of mods you rely on.
  4. LexManos replied to Koward's topic in Suggestions
    No we don't recommend changing vanilla mechanics such as the furnace and things. IF you do, your mod should be JUST that and should be stand-alone, and any other mods should not FORCE that one to be installed. There are some mods out there that edit core functionality and when it comes to mod packs, the packer usually grabs one that they feel is best and goes with it. Just be weary that MOST mods balance themselves against vanila mechanics. Your 'make furnace run twice as fast' completely negates the need for any 'speed upgrade' furnace in any other mod such as IC2, BC, TE, ... Then again, I would also say NEVER make a COREmod, as editing base classes is bad, 90% of the time you can do what you want without resulting to ASM hacks.
  5. After digging around trying to figure out what the hell you're talking about. Yes 'NibbleArray changed from a dynamic buffer size to a fixed 2048 array in 1.8'. Not sure why they did this but this something completely different then the random NBT saving you're talking about. Because, the 'Data' and other tags are always the same size because chunks are always the same size. They probably moved to 2048 to optimize it and not have to have it resize the arrays randomly. The data itself in 1.7.10 and 1.8 end up being the same format/layout and the same size. In theory, unless something have fucked up. Things should compress the same as at the end of the day the byte data should be the same. SO how about this, start throwing down debug data, exactly what sections of the NBT are 'incorrectly' sized. or 'incorrectly' laid out. Anyways if you notice the key part form 1.7.10 is here: this.blockLSBArray = new byte[4096]; this.blockMetadataArray = new NibbleArray(this.blockLSBArray.length, 4); this.blocklightArray = new NibbleArray(this.blockLSBArray.length, 4); this.skylightArray = new NibbleArray(this.blockLSBArray.length, 4); The nibble arrays are ALWAYS initialized with sizes of 2048 {the constructor 1/2s them} just like in 1.8. So ya, nothing 'got larger' post actual debug data/cases and exact specs please.
  6. The anvil format has not changed in ages, if you are seeing oddities speak specifics 'NibbleArrasys' means nothing as its used all over the place.
  7. LexManos replied to Koward's topic in Suggestions
    Why not just do what everyone else does and write your own furnace instead of changing the gameplay of the vanilla one. There is no way to do this without having conflicts between mods. Which is the major reason people make their own furnaces. You could replace the Furnace with your own if you want the 'feel' to be the same for the end user it has the same effect of only allowing one mod to edit it's mechanics.
  8. Things changed in 1.8, also stop being vague.
  9. Still being an asshole I see, banned for 7 days, stop being a twat. If you have issues follow the rules and we'll address them. User now perma banned for harassing myself and other moderators even after his ban expired and failed to follow the rules.
  10. We do not support 12.6.4 anymore it's been EOLed. Update.
  11. Something seems to be wrong with your graphics drivers. Disable the loading screen in it's config file.
  12. Forge Version: 1.8-11.14.4.1563 Minecraft Version: 1.8 Downloads: Changelog (Direct) Windows Installer (AdLink) (Direct) Other Installer (AdLink) (Direct) MDK (AdLink) (Direct) Universal (AdLink) (Direct) Time for another Recomended build. This one is a bit sparse due to cpw and myself spending most of our time re-working Fernflower to support the new systems that are in place in Minecraft 1.8.2+ namely GENERICS! Fry has done a lot of work to add new enchancements and features to Forge while we have been slaving away on Fernflower. However, Fernflower is now complete enough where we feel confident in working on 1.8.8 and fry has finished the features he wanted for 1.8. So we're doing a Recomended build as a tie-off for 1.8. The next version we push out should be 1.8.8, and then when 1.9 drops that. The 1.8.8 -> 1.9 gap will be FAR less then the 1.8->1.8.8 gap because 1) It's actually changin things in the game feature wise and 2) We've done all the hard work getting Fernflower ready so we don't have to do that again! Minecraft Forge 11.14.4 Changelog: ============================================================================ New: New Player sensitive version of Block.getPickBlock New hook to allow modders more control over the 'Reequip' animation. New hooks for keyboard and mouse events in GuiScreens New generic fluid renderer for modders to use in custom fluids. New system to allow 'spawn eggs' to spawn modded entities. Use vanilla spawn eggs with NBT key 'entity_name' set to the modded entity's registry name. Expanded loading screen to include more stages/details. Made minecraft skip the first texture stitch, resulting in faster load times. If issues arise with mods use -Dfml.skipFirstTextureLoad=false to disable. Loading screen now logs timing information, helpful in debugging slow mods. Added detection for impropely installed mods, do not unzip mods to your mods folder unless specifically told. New hooks allowing modders to control the players camera. New ItemLayerModel, a simpler and faster version of ItemModelGenerator. New ability to have custom transformations {non-90-degrees} in Blockstate json. Readded RenderBlockOverlayEvent. Updated ForgeGradle to v2.0.2, and Gradle to 2.7 Officially merged FML and Forge projects, nobody used FML standalone so we're no longer developing it seperatly. The loading screen is now disabled on macs by default, can be enabled in config. To many macs have broken graphics drivers. Use at your own risk. Renamed src distribution to mdk {Mod Development Kit} to better reflect the fact that it doesn't ship source for anything or contain Forge. Temporary hook for custom TESRs in ItemEntities. MODDERS DO NOT USE THIS UNLESS 100% NESSASARY. Warn users about conflicting Furnace recipies as the system doesn't support them. New PlayerSetSpawnEvent for better control over players spawn. New model generation pipeline to support more formats and increase performance, as well as improve lighting of custom models. Readded OBJ model support, was temorarly removed due to changes in 1.8's rendering system. The registry remap event is now fired in ALL cases, even if there is no remaps. This is useful for mods who wish to listen for world data changes. Fixed possible NPE in mod discovery. Bug Fix: Fixed model loading errors being hidden incorrectly. Fixed issue in Reed placement. Fixed issue in plant placement. Fixed minor issue in B3D Loader. Fixed missing block rotations with wrenches on vanilla blocks {mod wrenches}. Fixed NPE in brewing stands. Fixed issue where splash screen config would not be created. Fixed Mesa biome having wrong tag in Biome Dictionary Fixed issue in Wavefront Objects with integer values. Fixed Perspective transformations for items. Fixed BlockState's defaulting to 'minecraft' domain. Fixed particle texture for generated item models. Fixed error screen rendering issues. Fixed potential issue with modders messing up the fluid registry. Fixed issue with scala mods not being detected in some cases. Fixed issue with placing pre-texted signs as op. Fixed issue causing blocks containing at least one IProperty and one IUnlistedProperty not allowing blocks to be placed. Fixed leaves dropping more then they should when sheared. Fixed placing skulls on fences. Fixed issue where players skin would be requested to often. Fixed issue in registering custom network channels. Fixed server watchdog edit being blocked inapropratly. Fixed issue with FakePlayers opening GUIs Fixed issue where entities would not spawn if players have to many 'persistant' entities. Fixed potential crash in event bus iof modders unregister a unregistered handler. Fixed Piston rendering issue. Fixed ConcurrentModificationException that happened when mods spawned entities in EntityJoinWorldEvent Fixed issue with the OreDictionary related to mods replacing other's items in registery. Fixed error message for broken textures not displaying all textures. Fixed bug in GameData.findBlock. Major New Feature: OBJ support: Thanks to ShadeKiller and Fry modders and resource pack creators can now use obj format model files internally and from BlockStates.json. This allows for really fancy looking models and much more flexibility! New lighiting system: Fry has re-wrote a lot of the lighting engine of Minecraft. The vanilla implementation did a poor job performance wise and did not light up complex models very well. The above image is vanilla lighting, and this one is the new system. Note: There is a config option to disable this in case you run into issues, see the in-game GUI. Default renderer for Fluids: If a modder so chooses, they can now use a generic integrated renderer for fluids: Mod List GUI Changes: I have reworked the mod list GUI, logos are now centered, the text is scrollable. AND! Links are now clickable! The background color has changed, so some mod logos might look weird, sorry. Deal with it ;P Mod Update Check system: Its been a highly requested feature, and a highly poorly implemented feature in many mods. Forge now comes with a standard Update check system. This is ONLY A CHECK THIS WILL NOT DOWNLOAD ANY MODS! The updates will be displayed in the Mod List GUI, with clickable links and description if the modder provides it. All the modder has to do is add a entry into his @Mod annotation: updateJSON pointing at a URL for a json file that follows the format specified here: https://gist.github.com/LexManos/7aacb9aa991330523884 End users can disable the update checks in the config file, or by using the in-game config GUI.
  13. If you need to access the iterator itself, use it manually, if you don't and just want to loop over everything use foreach, they both have their plusses and minuses just like everything in programming. You have to decide which one you need to use.
  14. 1) You posted in the wrong section 2) You posted nothing but a bitching rant 3) You were disrespectful to everyone here and 4) You haven't read the EAQs or follow the instructions. Ask for help properly without bitching for no reason and we can help you.
  15. You're talking about an enhanced for loop (sometimes referred to as a ForEach loop) What dies meant was to use an iterator: itr = lst.iterator while (itr.hasNext) item = itr.next if should remove item: itr.remove Enhanced forloops are just syntax sugar for that that hides the iterator, but that doesn't allow you to use the remove function which is the important part. This method allows you to not have to pass over the list twice and keeps track of your index in the list for you.
  16. There are two possible threads doing IO work, the Write{Thread dedicated to just saving chunks} and the Read{Main Server Thread} The Read thread is smart enough to check the Write thread's queue and read the chunk from there if it isn't written yet. So there is a very minute chance that issues may arise cuz Threading is always fun, but its got safeguards and sanitization for that.
  17. Ya, that 40% increase isn't taking into account memory either. The only real issue this would popup is POTENTIALLY duplicate entities as they traverse the chunk boundary between the chuck queue and actual save. {TEs have a similar issue} However, things *should* be non-ticking in 99% of all these cases so that shouldn't be an issue. So on the extremely low probability that this is a issue MC has mechanics in place to sanitize things on load so the world state should be fine.
  18. 1) 1.7.10 is old update 2) Yes this MIGHT be able to cause some slight desync issues depending on what happens in the world and how long it takes for your to save the chunk. However as long as you're not having disk issues {in which case there is going to be a lot more issues unrelated to this} there shouldn't be an issue. You'd just have updated block data. Do you have an actual issue this is causing? Duplicating those chunk arrays would be pretty problematic as thats a lot of array allocation/copying.
  19. Maybe I wasn't clear Fjolsvin, I asked for the coords and seed so I don't have to run around trying to find it using ender eyes -.- Thanks Choonster, was able to find it and fixed it up in build 1556, moved everything over to a different system in the update and copy paste failed me
  20. It works just fine, when and where are you using it?
  21. Get me logs telling me that you did what you claim to of done. And Try in safe mode. There is something interfering with your shit. The last time this was reported the error was happening at the end AFTER FORGE HAS EXITED so we don't control any of that.
  22. Supply code and example, I'll yell at fry to fix it. He's the one dealing with this crap
  23. Seriously the hell are you guys doing? If the library uses the AT system properly it'll just work when you setup the project. What are YOU trying to accomplish. Show your code that's having issues.
  24. I fully understand what you're asking for, what I am asking for is WHY. Again you HAVE THE INFORMATION DUMPED ALREADY in the log file. But if you really need a pretty thing feel free to PR a command to forge.

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