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LexManos

Forge Code God
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Everything posted by LexManos

  1. No, if you set it to air on the server the engine should handle it and send the client the update packet. Post your code.
  2. diesieben07 Animation API is getting bad... who makes it? We should teach them about the @API annotation and these damn modders how to use dependencies correctly. A "Missing Mod ANIMATIONAPI" would be far better then these damn crashes.
  3. Complain at the mod authors for screwing up there registrations. If mod authors keep their registrations correct across there mod update. Forge will assign everything the same ID as before. But if "mekanism:bob" becomes "mekanism:sally" Forge must assume it's a different block and assign it a new ID. Mods however CAN handle the rename from bob->sally themselves as we ask the mods "Did you intend to do this?" As for the AE/TF taking over others blocks, this should never happen in a Forge environment UNLESS those mods are misbehaving and hacking in/breaking the registry.
  4. Update to 1.7.10 and/or read the eaq.
  5. You installed the 1.7 mod on 1.8, get a updated version.
  6. Nothing in our end would cause server to not be able to connect, make sure that there is no error in the console about your firewall blocking connections or anything.
  7. You have to run setupDecompWorkspace and eclipse
  8. You run a command Click a button Double click a icon SOMETHING to start the server. Whatever it is is running it SOMEWHERE.
  9. The exe launcher installs java 8 for you to use in Minecraft. What path are you running the game from. {Stupid log not having the path u.u} Either way, the installer tries to install to %AppData%/.minecraft by default. Which is also where Minecraft installs to. You can get the full path by running MC, going to Options -> Texture Packs -> Open Texture Pack Folder
  10. That tells me nothing. I need the exact version of the launcher and where you downloaded it from. The logs it provides, etc.. And I mean the computer profiule not the launcher profile.
  11. What did you use to run Minecraft. What account did you run it under? This would not show up if you are pointing it at a valid minecraft install.
  12. Nothing is 'downloaded' However, the issue is simple whatever way you are running the server is NOT running it in the folder you think it is. It's 'working directory' is somewhere else, thus the EULA is put somewhere else. How are you running the server?
  13. You spelled the jar name incorrectly, protip: tab completion works in the console. Its forge- not forge.
  14. Yes I get the point, but as with the last 50 times this was suggested, it was decide that having that low level of access to the packets themselves is undesirable from a stability/high-level design point of view. Modders should not care, nore touch any of the networking code. As is pretty much everything you need/want to do with the packets directly you can do in another way. So, I see no real point to add this broad of a system, that gives modders way to much opportunity to mess things up. The costs outweigh the benefits.
  15. The Forge.cfg has a entry to enable automatically deleting erroring tile entities. You can enable it and try logging back in, whatever pipe that is erroring SHOULD be deleted and you can continue playing. But yes, this is a error on the BuildCraft end, nothing Forge can do to FIX it, just skip it.
  16. FORGE is installed fine. It's the version of PIXELMON that is for 1.6.4. Simple,. update pixelmon -.- Not that complicated. Protip modders: THIS IS WHY YOU HAVE THE MC VERSION IN THE MOD FILENAME.
  17. Unit testing Minecraft is a pain you have to run through the full startup because we do a lot of black magic. It's better to just unit test your own code apart from the MC code.
  18. No, its the other way around, Forge is a superset of FML. Forge includes FML, FML does not include Forge.
  19. You need to install FORGE not FML.
  20. You installed a 1.7 mod in 1.8 this wont work.
  21. This is a issue that's fixed by Forge. Namely the fact that structures are intended to be world specific, so that mods can come along and create custom worlds with the same type of structures. This has been the case since Nether fortresses were introduced. So as long as you've loaded the old world in a version of Forge for that MC version it'll work fine. Without special casing the nether and breaking other worlds, we cant really do anything. Simple solution if you havent gone through the normal forge update process is just to move your fortresses.dat file.
  22. Yes I could re-write Minecraft. But i'm not going to. Forge does not have the authority to re-write the base Minecraft engine. If you wish to change things at that major of a level, just write your own game. The point is, The blocks are singletons, so yes you could change the 'public variables' whenever you want, but it would affect EVERY one of the block EVERYWHERE. But ya, feel free to do whatever you want, but please don't break the engine for every other mod that is installed with yours.

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