Everything posted by LexManos
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ASM Bytecode issues
Coremods exist for a reason, However, I restate my point. If you are editing base classes you are doing it WRONG. It is better to speak up and get help and MOST LIKELY as with the cases above someone can point you in a better direction then CoreModding/BaseEdits. Anyone who writes a core mod needs to get into the mindset that they are doing it WRONG and should ALWAYS seek a better solution if they can. There will be times where legitimatly you can not do something in Forge {its getting increasingly rare} Thats why the coremod system exists. HOWEVER. It should always be a LAST RESORT. And you should always try to STOP using coremods. Think of it this way, If you saw, in one of my patches I accedently typed < when I mean to have <= Would you silently coremod that comparison to fix it and move on your merry way? Or would just file a issue on the git informing me I had made a mistake and have me fix it? Think of the ENTIRE minecraft code base as Forge's domain. If you want to make ANY edit to it, if there are ANY bugs, etc.. File a issue on git and we'll address it. Not saying everything you do will get into Forge, because, not being a dick here, but I would probably see and understand a lot more of the implications of changes then you would simply due to my experiance in MC code itself. But if it's a good issue and we work back and forth to make it acceptable, then it'll get pulled.
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1.7.2 Forge Won't Load Game (Creative Single Player World) w/ LiteLoader
im going to guess by the fact that the list doesnt ahve any mods, that the ones you have installed are liteloader. So either 1) You're creating a world with an invalid biome id. Or 2) One fo your liteloader mods is messing u biome ids. Try to reproduce with jsut Forge.
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Server Sided Crash
One or more of your mods are not server side compatible.
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[SOLVED] [1.7.2]Forge fails to initialize the game
No This has NOTHING WHAT SO EVER to do with your code. Jesus This is your reobf issue. Somehow you are not running the build command and it is not running reobf. You need to start posting your actual jar files Logs of gradle running {stored in .gradle/gradle.log} Seriously, start providing some useful information like im telling you to and I won't ban you -.-
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Converting region .mca modded ids to names
The first byte in the names, one is probably 0, to represent blocks and 1 to represent items.
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[1.7.2] Overwriting all types of vanilla crafting recipes?
You can get them through the registry yes. But there is a class Called Blocks And a class called Items that are specifically designed to hold references to vanilla's items/block. Seriously dude.. Please learn how to actually read code and learn from it. It's fairly basic.
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Converting region .mca modded ids to names
Define duplicates.
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Converting region .mca modded ids to names
It will load ids from the list in the world save. Then assign new ones. Cuz you know.. logic.
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bin files
The zeplin mod is for 1.2.5, not 1.7.2.
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[SOLVED] [1.7.2]Forge fails to initialize the game
You didnt get the jar from build/libs if it still references 'rock' Upload your gradle log, upload your jar file, and follow the damn tutorials correctly its literally 2 commands to setup and release a mod:
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Help with run minecraft not .minecraft
We do not support 1.5.2 Update
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Converting region .mca modded ids to names
It is possible to edit the mapping smnaully and fix ids. However there isn't anything we can do Forge side beyond what we are already doing. If mods register there items and blocks correctly Forge updates the map correctly. Sadly this DOES require a 1.6.4 update to support future compatibility because most modders dont do it. But you *should* write a tool that edits/builds the ID map manually as it's just a nbt list in the level.dat As for the files storing ids or names. they store IDs and a table to translte the IDs to a name. This is for the simple purpose of 1) Minecraft does it {they dont include the id map cuz well, mojang 2) Storing as IDs allow for better compression. Think of it this way. "STONE" = 5 bytes 1 = 1 byte To store 10 indexs that say 'stone' it would be STONE\x0STONE\x0STONE\x0STONE\x0STONE\x0STONE\x0STONE\x0STONE\x0STONE\x0STONE\x0 Or by ID's it'd be: 1111111111 Much smaller
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forge 10.12.1.1082 strange lag and eventual crash and client disconnect
Interesintg ya that would seem to be that your incoming queue is being eaten by something. Try posting the client log. Also you may wanna look into jprofiler and see if you can pull out a snaposhot of the run so we can see whats eating what, as this shouldnt happen with JUST forge.
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Why has Forge been released so much slower since the new Client?
There are a few reasons, 1) mojang screwed the pooch a bit in the 1.7 versions 1) hitting with a really painful 1.7.2 witht he ID switch, and 2) Just screwing things up causing a slew of MC releases {.3, .4, .5, .6, .7, .8, .9} And with each release it's a pain in the ass to update as we have to fixup all the mappings. 2) Modders are getting slower and slower to update because they are getting annoyed at Mojang's 'BREAK ALL THE THINGS' approach to developing Minecraft. I'm hoping that providing them with a stable target Forge wise for the lest few months has allows them ALL to move past 1.6.4. As the 1.7 change with the ID system is HUGELY important 3) The changes Mojang has done for .3-.9 are rather unimportant, a few bug fixes and twitch support. Realms changes are the bulk of those updates, but you can't mod realms, so who cares? 4) The delay right now is two fold 1) <Private info> and 2) Waiting on other people to finish projects that I really want to push out to the modding community to use, namely bspkrs, and profmobiou's work on MCPBot to support snapshotting the community mappings allowing modders to update and rename minecraft easier. A project that we've got all of our end finished just need to data to feed into it. {Prof/bspkrs end} Bah, im ranting to rant I guess. And seriously Modders if you're STILL on 1.6.4 UPDATE seriously. If your mod is gunna die on any mc version die on 1.7.2 because it makes forweard porting the worlds so much easier.
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Forge JSON - add supported ForgeGradle version
That information is not dumped anywhere that that json could poll from.
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Make GuiScreen.buttonList public
I know what he's talking about, I want him to think about his proposal more and come back with something more fleshed out about how it would be done.
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ForgeModloader Unable to Launch
I agree with your opinion, in general people should update. However, Mojang mandates compatibility with 1.6 for Minecraft. Modders should respect that mandate. This discussion ends here.
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ForgeModloader Unable to Launch
Posting privileges revoked for 24 hours due to tripple bumping. Seriously dude calm your tits. Anyways, Java Version: 1.6.0_65, Apple Inc. You're using java 6 and *something* is needing java 7 {modders fix your crap} http://www.java.com/en/download/faq/java_mac.xml Or you can track down which mod is causing the issue and tell it to DIAF.
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Make GuiScreen.buttonList public
Define tabs.
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ForgeModloader Unable to Launch
2014-05-25 15:19:47 [FINE] [ForgeModLoader] Injecting coremod BSLoadingPlugin {poersch.minecraft.bettersigns.core.BSLoadingPlugin} class transformers 2014-05-25 15:19:47 [FINEST] [ForgeModLoader] Registering transformer poersch.minecraft.core.ClassPatcher 2014-05-25 15:19:47 [FINE] [ForgeModLoader] Injection complete 2014-05-25 15:19:47 [FINE] [ForgeModLoader] Running coremod plugin for BSLoadingPlugin {poersch.minecraft.bettersigns.core.BSLoadingPlugin} 2014-05-25 15:19:47 [FINE] [ForgeModLoader] Running coremod plugin BSLoadingPlugin Its still there.
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Missing Block and Items prompt manual fix?
The registry doesnt care about any of those special characters, a string. However if a modder changes the name between versions, there isnt anything we can do. The modder can however as we fire a missing mapping event that lets them handle it.
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Limited Number of Biome ID's problem
Yes, but that's all on the modder's end, not ours.
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ForgeModloader Unable to Launch
Dont use editable signs, it's bad and broken.
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Using the game directory option
Yes, it works, as long as you've installed forge correctly {using our installer} and are using the default launcher. Provide more information and logs.
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[1.7.2] Overwriting all types of vanilla crafting recipes?
The field 'BlockClay' doesnt exist in the 'Block' class, you want to look at Blocks.
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