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LexManos

Forge Code God
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Everything posted by LexManos

  1. There are many reasons why we need the FULL log file. Most notibly, that stack track is impossible to get in a normal Forge environment in 1.5+
  2. There is no seperate project, and if there was one, under the Forge banner, it would be on this forum. But as I said, it's not gunna happen. requiring your end users to root there devices to use your mod is not viable.
  3. You're all the same person to be, like I look at names, but ya, this isn't gunna happen.
  4. /FORGE/ -> Forge Base Folder with gradlew and the Forge Source That's where you're wrong. This folder doesn't exist anymore. The src download IS your mod specific folder. One src download per mod, all Forge related stuff is cached elseware. So basically there is no 'Forge' folder anymore. Stop trying to make one.
  5. Gradle wrapper is unmodified, it's directly from the original source. As for a better way, using the wrapper would be the way to go as it doesn't install all the other libraries just the small package that is Gradle itself. It is your package manager that has the library issue not Forge or Gradle.
  6. But what if people want to fire our events on different busses? Short answer is no, you just need to register your shit on the correct bus. It's REALLY easy to tell if you use the correct bus. Does your event fire when it should? No? Wrong bus.
  7. JNBridge has nothing to do with that you're wanting to do. This is not going to happen, Minecraft is Java, that's it. Either you use one of the JVM languages or you don't mod through Forge. Feel free to do whatever the hell you want else ware. But we're not gunna deal with it.
  8. After all mods are loaded and initialized, yes, it should be completely safe across the rest of MC's run. That is, unless a modder screws it up, in which case we can't do anything.
  9. Its a pixelmon crash.. talk to pixelmon.
  10. You have to register your items with the Item/Block regestry. Else shit explodes. Basics of modding. Not a support issue.
  11. You are installing it incorrectly, you must use our installer and then run the Forge jar NOT the minecraft server jar.
  12. Also make sure you use the standard mojang launcher with the default install paths, or modify the installer to point to whatever folder your 'minecraft' folder is. It will say that message if it can't find the vanilla files, you can verify the files exist ourself by going to the path that it says in the installer and looking for versions/1.7.2/1.7.2.jar and .json
  13. run it manually and post logs.
  14. No, if the end user doesn't want certian mods to generate ores, they disable that generation in the mod's config. This topic has been discussed many times before with people far more coherent then you. This will not happen. It causes to much fighting and drama in the modding area.
  15. You interact with other mods by there block name that they use to register there block. Example: minecraft:dirt minecraft:sandstone You can query the block registry by name as shown in the net.minecraft.init.Blocks class.
  16. Well then i'd say that one or more of the items you have does not being rendered like NEI tries to render them. You'll have to talk to ChickenBones about it, as we do not support 1.6.4 anymore.
  17. I'll look into it, but these types of world gen stuff are extreamly finnickey, as they are based of a Random Number Generator that has to be polled the exact correct number of times to get things to match up. So if a mod is added that polls the RNG it'll throw off everything after it. If you're saying this is JUST forge installed, I will take a look see if I can find where the extra polls are coming from when I get back into town.
  18. No, Android is about as locked down as iOS devices. It's really only PCs that we have the unfettered access to things that we do, and even then it's not COMPLETELY open. {For good reason}.
  19. *waves magical wand* It's done... But Seriously dude, Work In Progress. hold your horses.
  20. It is up to the end user to decide exactly how they want to deal with ore generation. What if a end user doesnt WANT the supply to go up with the demand? And again, which ores do we generatae, how much, and where. Short answer No, because we don't deal with that level of gameplay stuff.
  21. Serialization to IDs is pretty much garenteed to be consistant with FML's ID management system. When a Client connects to the server it is given the table of names<->ids and syncs it's internal table with that. And same thing happens when loading a world, the world contains that table, and the client syncs with it. So yes, serializing to IDs in network communication should be fine. Serializing to ids on the world save should also be okay as long as the end user doesn't do something to screw up the mapping table that FML adds.
  22. 2014-02-14 19:58:19 [sTDERR] Exception in thread "Minecraft main thread" java.lang.NoClassDefFoundError: cofh/world/generators/WorldGenMinableCluster Seems you are missing part of the cofh dependancies.
  23. Support for vanilla clients on Forge servers is a work in progress, Not done yet. It'll happen eventually once things settle down and we can test everything clearly.

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