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LexManos

Forge Code God
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Everything posted by LexManos

  1. Or install java 7. But yes, nothing on our end you're trying to run a mod that REQUIRES you to just java 7+
  2. Meh, you'll have to deal with recipies like NEI does. If it's a OreDict recipe and you encounter an array just loop through them when displaying them. Anyways for doing things like always choosing index 0, or looping through the icons, it never pleases the modders and it causes nothing but fights. The oredict is mainly ment for recipies and not something the end user should ever see, so we can not officially start endorsing one thing over the others. So ya not really feasible to happen.
  3. Pastebin.com exists for a reason, use it.
  4. Unless you hadle it, removing of mods that add items/block is not supported at this time. You can edit the level.dat manually to remove them from the list, but it's not recommended to remove mods that add content to your world unless you want to have a corrupt world.
  5. Open your launcher. Edit your profile Select MC 1.7.2 RUN THE GAME THEN install Forge. Seriously.. how difficult is it to understand that you need to run MC before you install Forge...
  6. Nope, but there is only like 2 or 3 things out there that use TweakClass. It'll be addressed in the future, but not right now.
  7. sadly, with the massive amount of mods you have its damn near impossible to determine who is the culperate. You're gunna have to split your mods and try debugging it, sorry dude cant help you more.
  8. Ive thought about this before, and really, not useful except for recipies. Trying to mitigate the end user look and feel is a horrible ideas, as well as trying to wrap around crap like single return values for say.. getItem(). What is your use case, what do you wanna do? We could in theory add a OreDictonary.isOre(String name, ItemStack item) but hooking it directly into ItemStack would just create to many issues.
  9. Thats a boot class shipped in development... Shouldnt be in the end user thing... Will have to fix that.
  10. It may be addressed in the future, however, it's not that big of a priority right now. Coremods will be getting quite a bit of a overhaul sometime in the near future. But not right now.
  11. I don't talk to people I don't know on those systems for various reasons. However, I don't see how what you would want to do would REQUIRE you to extend a separate block. Maybe a refactor of the functionality in your mod to better suit your expansion ideas is in order?
  12. Eclipse has tools for extracting interfaces yes, but that would not work in Forge because of the obfuscation we have to deal with. As it sits, the best choice is to assume all rails are BlockRailBase's. What exactly are you trying to do that you can't follow this design and would be worth the dozen patches that it would take to change this?
  13. Yes... How do you expect the client to know what a quarry, or a pipe look like unless they have the mod? How do they know what items are added or how they function? Yes, you need to have the client mods.
  14. Dont know, your log will tell you.
  15. Try without Optifine.
  16. There is a log in the logs folder as well as a console log in the launcher you seriously can't find the log? Nobody will help you without a log file.
  17. http://docs.oracle.com/javase/7/docs/api/java/util/Map.html
  18. There is no event for detecting the key press {well, actually there is but ignore it for now}, But there are events for when shit is rendered on the screen.
  19. Interesting, I don't see why it wouldn't unless you've derped something up. Kill the .gradle, and build folder in your mod folder. {where you're trying to build} Also kill the .gradle folder in your user home directory. And then run as two seperate commands: gradlew setupDecompWorkspace gradlew build
  20. Because the map isnt based on result, but input?
  21. Why are you coremoding something that has an event?
  22. run gradle cleanCache and do it again, something is derpy.
  23. You need to run either setupDevWorkspace or setupDecompWorkspace.
  24. You need to use the tweaker classes that come in the FML launch configs.
  25. Somehow you've created a version of your mod with the reference to your entity. You need to clean your workspace and rebuild the compiled code. Nothing on our end would do that.

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