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LexManos

Forge Code God
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Everything posted by LexManos

  1. Seems like a issue with those plugins not us. They should fix that. MC has RCon, and normal play, if we start supporting other protocols it'll get ridiculous.
  2. I meant many unlocalized names: public String getUnlocalizedName(ItemStack par1ItemStack) { return super.getUnlocalizedName() + "." + ItemDye.dyeColorNames[blockColored.getBlockFromDye(par1ItemStack.getItemDamage())]; } Taken from wool That would screw up the registry. The registry is fine as is we do not need to enforce anything beyond the requirement to use your mod id. Also, RegistryNamespaced.getNameForObject exists... you could try that....
  3. Your best bet for writing a 'Chat client' for your server. Is to roll a custom server side as well as a mod in Minecraft. Make it listen on a random port and implement a basic chat system, that way the clients never hit the real MC connection and Forge/FML/MC doesnt care. Doesn't really see them as existing.
  4. We do not control how people name things and there is no enforcement that there registry names are there unlocalized names. Considering items can have many localized names. However, what I would suggest you do is Use the ItemStack's read/write NBT functions to serialize. ID's still exist yes, but modders and end users should never see or use them. Let MC's and FML's internal mechanics handle everything for you. When a client connects to a FML server, it downloads a list of name -> id mappings so that it's synced up. But ya, you should use NBT data and use ItemStacks's serialization methods.
  5. 1) You have two versions of the same mod installed 2) Something is broke in your launcher and it's not running minecraft correctly. What launcher are you using? And where EXACTLY did you get it and the mod/forge you installed.
  6. Because cpw decided to officially support scala, which means that we had to officially support scala entry point. Hence the annoying adaptor. If we officially support anything else we'll have to write a wrapper for it because the modders will think that things can be PURE that language. It's mainly just a pain in the rear.
  7. Make sure you tell the launcher to run 1.7.2 minecraft, by default it'll run 1.7.4
  8. Memory leaks, if they exist are rather hard to find. Unless you have a consistant way to reproduce or you know how to debug it yourself we can't help you much. However, I can say for certian we can not take your report if it involves other mods as there is no way for us to know if it's us or the other mod that would be causing it. So if you find a way to reliably reproduce {like and action in game that significantly eats ram} and it happens with NO other mods. Then we can take a further look.
  9. 1) One or more things you have installed is editing the FontRenderer class causing the line numbers to not match, so there isn't anything we can EXACTLY say. 2) Most likely one or more of your mods that are instlled are broken and have invalid mcmod.info files.
  10. Nobody cares about 1.7.4 on the modding end. We will not be updating to 1.7.4 untill we get a large mod base for 1.7.2 up and going. And by that time we will probably just jump ahead to 1.7.6/1.7.7 whatever they have out. The 1.7.2->1.7.x updates should be trivial compared to the 1.6.4->1.7.2 update, so we're letting modders tackle that before we even think about updating. Seriously, how many times do I have to answer this question?
  11. Why? Adding scala support in my opinion was a bad idea and has caused me nothing but issues. However, there is nothing stopping YOU from writing whatever code you want in whatever language you want. As long as it runs ont he jvm and can survive the obfuscation it doesn't matter to us. We are forced to add additional support for scala cuz it does some hackary making it a pain. But you could easily just write your main mod class in java and the rest in whatever language you want. We don't care.
  12. Error in NEI code, talk to ChickenBones not us.
  13. Somehow you set your max fps to 0, change it to something else in your options.
  14. You have seriously fucked up your system's path variables. Seriously dude... There is JarFixer in the EAQs else you have to find where you ahve your jre installed and use the full path for java instead of just 'java'
  15. Debug allows you to have breakpoints, hot swap, and the like, Normal run is a normal run uninstrimented. That's fine, you can do that for whatever classpaths you want. ... The gradle wrapper is optional it's recomended so that users who grab your repo don't need to have gradle installed. Beyond that you shouldn't have anything else. So.. what exactly are you saving by doing it that way? The first aprt is exactly what the wrapper is ment to save you from, and the second part ... why edit shit multiple time? Short answer yes, I've explained in my video how to set things up. Forcing outsiders who see your mod to figure out how to setup gradle and how to edit a build.gradle is a bad idea. They SHOULD just clone your repo, run setup, and be good to go, no external installs.
  16. You need to rerun the gradle eclipse command if you have all the depeancies in the local gradle cache then it should find them, if not then you'll have to temporarly connect that computer to the internet.
  17. The 5 million other people who have downloaded it seem to be able to get it fine. If you cant get through the adfly then use the direct links, thats why we supply both.
  18. Why are you syncing the src folder you should sync the ENTIRE project. gradlew gradlew.bat build.gradle gradle/ src/ That should be your git repo.
  19. Kill TMI and see if you can reproduce, if not then its a TMI issue and you should address them.
  20. ... Forge has never worked that way considering the loading phases has been dictated by ModLoader. The 'disable' button is a work in progress new addition in 1.7. So ya, it loads EVERYTHING in the mods folder. Which is why using the launcher's game directory option to setup per-profile directories is the way to go.
  21. If you want to write a coremod, learn ASM. There are many ways you can do it but the basic and best way is to just get comfortable with ASM.
  22. Really, you downloaded fml from 6minecraft.. really? {Its shown in your video} ONLY ever download mods from Minecraft Forums, Here, or where told to explicitly by the mod author. The #minecraft websites are nothing but ads -.- Also, Enders saga is awesome. But ya, you forgot to bring the config folder as well. Also, there is ALWAYS a log. You can edit the profile in the launcher and tell it to NEVER hide the launcher, which will make the log show up for you easily.
  23. Create a custom ResourcePack just like FML does for every mod jar.

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