Everything posted by LexManos
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ForgeGradle setupDecompWorkspace eclipse error with Forge 10.12.1.1060 mac os x
seems something is weird with your connection, maybe you're running through a proxy or something, Try these directions: http://stackoverflow.com/questions/22887829/peer-not-authenticated-while-importing-gradle-project-in-eclipse
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ASM Bytecode issues
Short answer, No, if you are editing base classes in ANY WAY you're doing it wrong and you're better off asking for help and looking for more information from people who know more/have more experience then you.
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ASM Bytecode issues
You can use the LivingHurtEvent to deal with that which is fired in the only two places that that function is invoked from.
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Limited Number of Biome ID's problem
The problem is, amung other things, this section of code right here: As you can see, the biome data is sent as a byte array to the client, bytes can only hold 256 values {0-255} If we were to increase this limit anything that stored biomes as byte arrays would need to be modified which would break compatibility with the network, with world saves, and the like. Biome IDs are something that I want to address and have been talking to Mojang on and off about, But nothing has come out of it and I don't want to break compatibility with things just for this.
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ASM Bytecode issues
You will need to be more specific, a lot of that can be done without base edits.
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Help, my Mod is not started!
There is no reason to setup a seperate 'Forge' project, Wuppy's tutorial just makes things a lot more complicated then it needs to be. Just use the normal folder structure included in the src distro.
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[SOLVED] [1.7.2]Forge fails to initialize the game
The jar you are putting into the client. Outside of eclipse. How are you making THAT!
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[SOLVED] [1.7.2]Forge fails to initialize the game
Why are people like this? I've asked a question that is important o solving your issue. ANSWER IT.
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[SOLVED] [1.7.2]Forge fails to initialize the game
- [1.7.2] Overwriting all types of vanilla crafting recipes?
The same way you reference Vanilla items or Block in any other part of the code... It's pretty basic ...- minecraft 1.6.4 with forge won't load
Your mc jar is corrupt somehow and doesn't have CommandHandler. Delete your Versions folder, re-run vanilla, then re-install forge.- ASM Bytecode issues
What are you trying to change?- [SOLVED] [1.7.2]Forge fails to initialize the game
How are you building your jar? You're trying to run non-obfusicated code which will not work.- Modded map transition to 1.7
Not really, as when it comes to mods they can do a lot of crazy things that we can not predict with there tile tile entities. There is not much you can do, I'm surprised you've been able to keep your map this long.- Can't get Forge to install (must run manually error)
It throws that error if it can not find .minecraft/versions/1.7.2/1.7.2.jar So you need to verify that exists and you're pointing the installer at the correct folder. Perhaps some screenshots to show us what you're doing may help.- Modded map transition to 1.7
As long as the mod registers there blocks correctly in 1.6, it'll update just fine. Bust sadly a lot of mods don't so Forge doesn't have any idea how to update the blocks. This is a issue with the mods and not much we can do about it. However it should be a lot better 1.7+ so you may have to eat the world reset.- [1.7.2] Runtime access to files in assets/MODID/
New ResourceLocation("MODID:sounds.json");- wrong minecraft block id's
Interesting, not sure what to say dude, your world's data is massivly fubared. I can work on trying to figure it out. But 3/4ths of your mods 1.6.4 mods do not have the metadata needed to update correctly so Forge tries to assume things. But i'll see if I can figure out what has corrupted the data, but I make no promises your world may have to stay on 1.6.4.- [1.7.2]How to make Server Side only mod?
https://github.com/MinecraftForge/FML/blob/master/src/main/java/cpw/mods/fml/common/Mod.java#L99- Modded Minecraft 1.7.2
This hapopens with some firewalls, not sure why. But as a test, try adding this to your jvm arguments in the launcher: -Djava.net.preferIPv4Stack=true- Will there be a 1.7.4/1.7.8 release?
It'll be updated to eventually, as stated before there is nothing of use to modders in the update. And with the instability of Mojang's releases we're waiting till they calm down a bit. However as cpw said we do have internal build of 1.7.9 ready to go. There are a few things we are waiting on before releasing such as a re-work of MCP's mapping database to support snapshots. I will say, I have actually confirmed, the update between 1.7.2 and 1.7.9 is SUPER small for Modders. So encourage as many modders as you can to update to 1.7.2 it'll make all future update really easy.- Block breaking event
https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/event/world/BlockEvent.java#L60 I wonder what it could possibly be named...- Please help [JavaDoc Problem]
Wow you guys are throwing words around all over the place with no fucking idea what they are. JavaDocs: Tey are generated HTML pages that overlay the basic outline/comments of a function/class: http://docs.oracle.com/javase/7/docs/api/ Obfusication: naming functions and classes in such a way that hides the original information. When minecraft is released it is obfusicated, Forge/MCP deobfusicate the classes as best they can when setting up the workspace. dev and decomp workspace get you the exact same state in reguard to OBFUSICATION. The difference between the two setups is that decomp DECOMPILES the classes to attempt to get useable SOURCE CODE from them. So if you're wanting the source, you need to use decomp. And note, you MUST re-run the eclipse command to make it link everything correctly, then refresh your eclipse workspace. So.. what exactly are you expecting to see and when?- [1.7.2] Mod not showing up at all when exported
First the extra path you have on src/main/java is not needed so kill that folder your code should go into /src/main/java/{package} nothing else. Second, we need your log file so we can see what forge is doing, seriously, logs. But it looks to me like you've derped up the build file somehow- [1.7.2] [Beginner] Store a block w/in a TileEntity / TileEntity in general
You could jsut override getDrops, also, pro-tip, name your parameters correctly, world, x, y, z makes code a lot easier to understand. Also, you should store the tile by it's registry name, not ID. just for future compatibility sake. - [1.7.2] Overwriting all types of vanilla crafting recipes?
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