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LexManos

Forge Code God
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Everything posted by LexManos

  1. Could of sworn I mentioned that you'd use your email. like com.google.lexmanos Or, get yourself a host
  2. Don't be an ass ean, you use the gradle just like anyhting else, the IDE sides are optional. Just edit the java code and run build it'll compile the code for you and zip it up. Then you can test in the real game.
  3. Download Forge src Make Folder called 'Mod1' Unzip Forge src into 'Mod1' Make Folder called 'Mod2' Unzip Forge src into 'Mod2' OMFG YOU HAVE TWO MODS OMG OMG OMG OMG GOMG OMGMGOMGKMKGMOGMOGMOMGOGJOGOGO Seriously guys we've made this stupidly simple, quit complicating it. If you want to have both mods in a single eclipse workspace that's slightly more complicated, but not really. Just setup a workspace somewhere, anywhere. And then run the 'eclipse' task on both mods. Then input the eclipse projects... Seriously.. not hard.
  4. it SHOULD be (itemY, itemX, itemX, itemX) The inputs don't check the stack size, that is why you can have 2 full stacks of planks and still make sticks. As for weither or not you should use new Object[] the answer is NO. That's a decompiler artifact that should not exist in any code that you write. {Quit copy/pasta people -.-} addRecipe functions take 2 arguments, a itemstack for the output And then a parameter array for the inputs. When java compiles a parameter array it converts it to a true array. So public void add(ItemStack output, Object... inputs) add(new ItemStack(ItemX), new ItemStack(ItemY), new ItemStack(ItemY), new ItemStack(ItemY)) gets converted to this by the compiler: public void add(ItemStack output, Object[] inputs) add(new ItemStack(ItemX), new Object[]{new ItemStack(ItemY), new ItemStack(ItemY), new ItemStack(ItemY)}) So you can see where that decompiler artifact comes from. There is NO reason you should ever do it in your code. Same goes for Character.valueOf('a') The compiler adds the Character.valueOf automatically to anything in character literals 'a' So you should not need to add them ever.
  5. Jar files ARE zip files, they are the same thing, it's just that jar files have the potential to have java specifc things in them. As for not being able to see taverns, that'd be a mod thing, you'd have to ask the mod author about it. As for any other issues you may find, try reading your log file to see if there are any exceptions printed and if there is see the line above them to gague what mod it's from. But theres not much we can do without information and exact details.
  6. That log doesnt have a crash in it, .... However it does say your optifine file is corrupt. You should try killing your mods folder and trying with JUST forge and then adding one file at a time.
  7. [07:01:18] [main/DEBUG] [FML/]: Examining for coremod candidacy OptiFine_1.6.4_MAX.jar [07:01:18] [main/DEBUG] [FML/]: Examining for coremod candidacy OptiFine_1.7.4_HD_U_C4.jar [07:01:18] [main/DEBUG] [FML/]: Examining for coremod candidacy OptiFine_1.7.4_HD_U_C7.jar [07:01:18] [main/DEBUG] [FML/]: Examining for coremod candidacy TMCMR.jar [07:01:18] [main/DEBUG] [FML/]: Examining for coremod candidacy WorldBorder.jar [07:01:18] [main/DEBUG] [FML/]: Examining for coremod candidacy XRayInstaller_WithFly.jar First thing I notice, you have 3 versions of Optifine installed, one for 1.6.4 that's probably fucking things over. Next thing I find is that you have 3 unknown mods installed, But you issue is probably the 3 optifine versions fighting.
  8. Unable to reproduce on our end in just forge. We'd need fll logs to see what else you have installed. [embed=425,349] [/embed]
  9. Why are there two projects? There should be no 'Forge' project. Seriously guys STOP DOING THAT.
  10. That is not the full log it is the crash report, the log can be found in the logs folder. You also did not answer my other question about what launcher you're using. This crash should not happen on a correctly installed Forge using the vanilla launcher.
  11. Don't hijack threads, and we provide direct download links to all downloads on our download page in addition to the adfly links. Either way, we don't support old version.
  12. it's there, seince you're on a mac they try to hide anything with . as the first character. You need to either turn off hiding or manually move to it. The is odd... Make sure you post the contents of your properties file
  13. There are always logs, look in the .gradle folder. Also: Looking for project properties from: /Users/duncanlang/Desktop/forge-1/gradle.properties 20:50:40.373 [DEBUG] [org.gradle.initialization.ProjectPropertySettingBuildLoader ] project property file does not exists. We continue! It is telling me that you have not applied the fix as described in that issue.
  14. You will have to make them yourself if you don't use the default exist workspace. There is no way we can provide that for anything but the workspace that we provide due to how eclipse is setup.
  15. Let me guess you're going through some site like minecraft9.com or other bull crap, Those are not real sites. Make sure you get the mods ONLY from there official source, typically here, or the Minecraft Forums. Random 'Mod collection' sites are lieing to you.
  16. How did you install? What launcher are you using? Post full logs. This should never happen if you're installed correctly.
  17. That.. is an odd one... its like your computer decided it cant do math. How many items do you start with when dragging? is it constantly reproduceable? Any chance of getting a video version. We're not able to reproduce on our end.
  18. https://github.com/MinecraftForge/FML/commit/e8b60441ccca8cccdc130560b4c8bf400aebc605 Next time FML is synced, it'll be included.
  19. You're trying to run 1.6 mods on 1.7, it's not gunna work.
  20. Its not 'ForgeModLoader' folder, it's just the 'logs' folder, Vanilla minecraft puts logs in there as well. However, this issue is caused by it not being able to find the base of a class that it trying to patch. More information should be obtainable in the log from the logs folder. However as a guess on the fix, go into the versions folder delete both the vanilla 1.7.2, and the forge folder. Run vanilla 1.7.2 and then reinstall Forge. To make sure that you have a vanila 1.7.2 base jar.
  21. Ever since we introduced the exe installer we have not had the hundreds of issues were were getting before 'how does run jar' So, I'm sorry that your particular friends had over zealous antiviruses and were to flustered to think to use the other installer. But the benefits far outweigh your issues. The exe installer stays. If you run into a over zealous AV, report it to the AV team as a false positive.
  22. Forge accepts PRs for new features, however we do not add any content to the game so it would have to be SOLEY the API code. Or with the new gradle system having library dependencies is easy we could push it out as a seperate library, however, Forge, and Minecraft are a Java project so the current implementation which is in scala will never be accepted.
  23. Do Not Edit The Jar File EVER If SPC tells you to edit the jar, then SPC is wrong and needs to have a better installation method. You will get no help here for base editing mods.
  24. LexManos replied to TLHPoE's topic in ForgeGradle
    Your tree is wrong. It should be the exact same setup for each mod as given in the example src download. Gradle has no clue what the hell 'Mod1' or 'Mod2' are as it's looking for src/main/{java,resources} Seriously, 1 build.gradle PER mod that's how it works now.

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