Everything posted by LexManos
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[1.8] Suggestion for loading custom resource packs
Why expose doing something bad/wrong. Why not just use the standard structure that FML/Minecraft provides. If you want to override/replace resources just stick them in the resource packs folder...
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Block/item ids per world issue
You'd have to edit level.dat with a nbt editor. Not sure how you guys are churning through bids sofat but you can always manually delete the ones you dont care about in the level.dat. We take no responsibility for you world if you do this.
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b1348 says some mods have duplicate entries ...
Waiting on cpw to finish up a vital change to FML and then i'll pull it into Forge. Until this yes, downgrade to the recommended build.
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[Solved] What causes my "crash" ?
The way you are launching the game is atrocious. Why are you doing it manually like that? Use the installer and normal launchers. You're missing minecraft itself.
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Error with server connection
at ic2.core.network.RpcHandler.onConnect(RpcHandler.java:98) ~[RpcHandler.class:?] Looks like IC2 has a issue.
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Problems launching forge server.
I wonder where the logs could be, maybe in the logs folder?
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Problems launching forge server.
cpw.mods.fml.common.MissingModsException You're missing atleast one mod. Read the FML log for details.
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Base code editing
You will get no support for base editing on this forum.
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Help?
It'd solve this crash yes.
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Help?
at com.thevoxelbox.voxelmenu.VoxelMenuModCore.onTick(VoxelMenuModCore.java:362) You need to ask the creators of VoxelMenu.
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skipping entity id crash
Find the loading code and take a look. Logs should tell you if its a invalid entity with the whole "Skipping Entity with id <important information here>" Looking at the csv dumps, yes you guys will have to manually register a 'alias' in the stringToClass map as Dies said.
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Mods broken after updating Forge
Logs logs logs. JUST putting the file in the libraries folder is not enough to update, You need to create a new 'Version' for the launcher. Which is what our installer does.
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skipping entity id crash
Entities are saved to world by registered name NOT by ID. So if you do it correctly entities will NOT 'disappear' We also have loading hooks you can use to translate things on chunk load. It's not difficult to do, just takes time.
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Distant Static
Interesting, Looks like something disabled mipmapping. I'll look into it. Either way shouldn't effect your gameplay just a slight 'static' Edit: Found it, Fry broke mipmapping There will be a update sometime tonight to fix it, got a couple other things to tackle.
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Player Animation API
Creating a "Animation API" is ambigious. The problem is Minecraft has a set level of animations they things like armor and weapons support anything expanding on that would usually require moddelers to create more animations which is just a pain. 1.8 introduced a bit more modeling into the game itself but mainly for blocks/items the next logical extension of that would be them to do player/entity models external in the future. Perhaps if it is a more well thought out and proposed idea that those who deal with rendering and models can critique then we can assess it. However "I want a new API!!!" is'nt productive.
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skipping entity id crash
I cant go and hold the hand of every mod maker there are PLENTY of tutorials on how to register entities as this system has been in place for over a year... https://github.com/MinecraftForge/FML/blob/master/src/main/java/net/minecraftforge/fml/common/registry/EntityRegistry.java#L146 Point them at that.
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Forge Server Crash Help
You cant put reis minimap on the server.
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Minecraft 1.8.0 and Forge-1.8-11.14.1.1344-universal Crash
Downgrade 1 version.
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skipping entity id crash
AnimalBikes, Nopes NPCs, ToMuchTNT, 'fyresmodjam', thermalfoundation, and Flan's mod are ALL registering entities incorrectly. Anything over the ID 128 will error.UNLESS they register their mobs correctly and use Forge's system. Using Forge's system every mod gets its own ID range and nothing conflicts. So, simple answer is you have to many 'bad' mods installed. Remove some or yell at the modder to update to the better system.
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skipping entity id crash
Provide the actual log. And for this trace it issue is that one of the mods you have installed is registering its mob ids incorrectly. what are you configuring mob ids for? The mods no longer need to share the same ID space so there should not be any need to configure mob ids.
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skipping entity id crash
There was no crash there, and nothing to do with skipping entity ids. You however do have a lot of stack traces in the log due to bad configurations of quite a few mods. So.. What are you talking about?
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EAQ says to update Forge... But, I don't want to?
Update Forge. There is no reson to stay on 1.7.2, MOST .2 mods will work fine on .10 Beyond that just freakin update, or read the eaq it answers this exact issue in like 3 different ways.
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1.6.4 Server crash on startup
- Forge Server 1.6.4 Server Not Launching
cpw and I finally got sick enough of it to delve into the pre-gradle wasteland.- Petition to remove silly questions in account creation page?
If you dont know a answer you can look it up. Thats something bots cant do. And yes captchas are to keep bots out, these questions ARE a captchas. Bots these days are extremely adept at reading images no matter how hard you make them. But simple questions that anyone should know and if not be able to look up is where they fail. And since this a minecraft related site its pretty reasonable to assume its uses know some of the basics of minecraft. I'm sorry that you failed so badly that you felt it necessary to post this but no the questions stay. The thousands of bots it's turned away is worth the SMALL inconvenience to those who need to look things up. And think of the bright side, you learned something new about Minecraft! - Forge Server 1.6.4 Server Not Launching
IPS spam blocked by CleanTalk.
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