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LexManos

Forge Code God
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Everything posted by LexManos

  1. Does this happen on 1.6? Also, I need all the specs of your computer, OS, Ram, VCard, OpenGL version, CPU, and the like.
  2. That would be fairly easy to change, However I have no time to do. Only problem with using resource locations though, is the modder would have to reload things once the resource pack is changed if they have models. This could be handled on our end but would need a bit of work. It'll be something to look into when I have time, but If you want to start it off feel free to submit PRs.
  3. We technically don't support 1.5 anymore, so, probably not gunna happen as it would require us writing special code just to support 1.5 in our installer. {Namely the killing of Metadata} If you want to use 1.5, Use MultiMC.
  4. cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft One of your mods requires a client side class. What you really should do is take 1/2 the mods out, see if it errors. If it does, take out 1/2 the remaining. Repeat untill no more errors. If it doesn't error, add back things one by one.
  5. if (!this.worldObj.isRemote && this.isRiding() && this.ridingEntity instanceof EntityLivingBase) { this.mountEntity((Entity)null); } To: if (!this.worldObj.isRemote && this.isRiding() && ridingEntity != null && ridingEntity.shouldDismountInWater(this)) { this.mountEntity((Entity)null); } and in entity you have: public boolean shouldDismountInWater(Entity rider) { return this instanceof EntityLivingBase; } ... How is that confusing? Give the mounted the choice of kicking the mountee off if it so chooses, Which mimics what this is doing.
  6. We don't have file access to the server from the client. And we can't gerentee that the config file is exactly the same on the server or client. It's up to the modders. Aside from that we have to worry about file locks and mods doing painful things with that. As for restarting the client. That has to be done by the user, it's not exactly trivial to be done our end and there's really no way to make it 'smooth' for the end user. There are ways to do systems that you want to do. But to do it sanely you should do it pre-launch.
  7. It does spit a message when item ids dont match. However, theres not anything we can do to detect 'generic' config differences. As for downloading anything from the server, that wont happen, and can't happen because we would have to restart the client to apply such changes.
  8. I was more thinking of a function in the mounted entity.
  9. Ya.. that's not all that the client log says else you've severely fucked something up in your install. Either way this is a lwjgl issue. We don't have anything that would 'mirrior' MC. I'm assuming by 'mirrior' you mean the screen is right to left instead of left to right. And to swap lwjgl versions you dont 'drop the files in' you actually have to edit the json. Anyways try with 1.6, as I said, we don't support 1.5 anymore.
  10. The same version vanilla uses, review /versions/1.5.2/1.5.2.json
  11. AnimatedPlayer{1.2.0} [Animated Player Mod] (Animated Player v1.2.0 mc1.5.2.zip) Unloaded .... See any issue there?
  12. Could easily add a boolean Entity.shouldDismountWhenUnderwater(), Should be a Simple PR for someone to make. {I iz busy till the end of next week}
  13. There is actually a way to disable mods in a config file before launcher. But there is nothing we can do during runtime. What I suggest you do is use the new luancher and create profiles for each mod set you wish to use. Setting the profile's gameDir option will allow you to change where the mods folder is and allow you to have compleetly different mod sets.
  14. Mirriored as in graphically? There is actually a bug with lwjgl that causes this you'll have to edit the lwjgl version that MC uses in the version.json file. Either way, we don't support 1.5 anymore, 1.6 is out. And as for your log, we require the log file thats in your minecraft folder, not the one magiclauncher makes. The one int he folder has a lot more useful information.
  15. Don't install client mods on the server... Namely minimaps.
  16. ... how are you installing it? 1.5.2 doesn't know 1.6 exists so it wouldn't download its files... Show us full logs.
  17. Meh, her loss then. Don't use her mod.
  18. Thats because 1.5 isnt designed for the new launcher, and interaction with the new launcher is not garenteed to work. It *should* if you install everything correctly. I'll have to fully review it after I get some time. But for 1.5.2 we encourage use of the Normal launcher if it works, and MultiMC if it doesn't. However, the new GameDir option has been tested and DOES with with 1.6+
  19. [lmgtfy]How to run a jar[/lmgtfy] For your particular host, you'd have to ask them. I can never understand the "i'm not a programmer" excuse for not knowing something that has NOTHING to do with being a programmer...
  20. We need the FULL logs.
  21. http://www.minecraftforge.net/forum/index.php/topic,20.0.html
  22. Server side is needed for server side mods. Install is easy run the install on your computer select server and then select a empty folder it will download all the nessasary files in that folder. Simple move everything that the installer put in that folder to the server and run the forge jar.
  23. Mods/{minecraft version} is scanned for mods as well also you can use the launchers gameDir option. Cluttering the root dir is a horrible idea.
  24. Launching the game for 1.5.2 needs to go through the LegacyLauncher so make sure you copy 1.5.2's version folder not 1.6's I tested last night and it worked fine iirc
  25. If you arnt comfortable decompiling and working whit java don't do it. Just ask the mod author to do it. It looks to me like a glaring bug/broken code, and it's really small, so the author should be willing to fix it themselves relatively quick..

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