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LexManos

Forge Code God
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Everything posted by LexManos

  1. Ah ya, you were installing just FML. Which is a subset {slimmed down version} of Forge. But ya that link is where you can grab the full version of Forge. And the 'Recommended' version is well recommended....
  2. No, it uses flat arrays, and hard coded ids. Literally 1/2 there shit is if getBlock(x,y,z) == 15 do shit. Or Block.blocks[getBlock(x,y,z)].doShit() This argument is getting annoying and repetitive. If you don't spend 10 seconds to do some research, please don't support things -.-
  3. This happens when you don't add everything from the Forge zip into your minecraft.jar In this case: ve.class What download did you use? It looks like you're installing JUST FML not Forge...
  4. We have plans for working with the new client structure yes. Profiles will have a --userDir not sure where they are going to stick it but it should be good.
  5. It appears you logged out in a invalid dimension. This can happen if you've removed or added mods that deal with dimensions. Go find a NBT editor and set your dimension to 0.
  6. 'Errors' in MagicLauncher are notorious for NOT being errors. The log clearly states that its an error loading a class: Caused by: java.lang.ClassNotFoundException: com.sk89q.worldedit.LocalConfiguration
  7. Not our issue, i'd advise doing a bit of testing to see what you need. Its a optifine issue. They are not up to date with Forge. And Officially we don't support base class mods such as Optifine. You have two options Dont use Optifine, or try finding a older version of forge that Optifine DOES work with and not complain about the bugs in it that arnt fixed.
  8. Yes but what about the other areas that call that event?
  9. Caused by: java.lang.ClassFormatError: Duplicate method name&signature in class file vtsman/mine_modus/tileentity/Quantum_Materializer_TE You have dead code in your mod. Get rid of it This is why @Override is important -.-
  10. http://lmgtfy.com/?q=calling+methods+in+java+proper+arguments
  11. Its a optifine issue, not a forge issue.
  12. Those annotations are not invalid. They are there for this exact reason. You have a hard reference to client side classes in your mod. You need to stop doing that. You may not be referencing those classes directly but you may have subclasses of them referenced.
  13. Install without Optfine, or install Optifine AFTER forge.
  14. https://github.com/MinecraftForge/MinecraftForge/blob/master/common/net/minecraftforge/common/MinecraftForge.java#L208 We fix that.
  15. You're missing a mod that one of your recently added depends on. The full log should give you more information. However, this *should* of printed a nice display screen for you...
  16. Is that the entity of your current log? It should at least have the error if it's displaying that message on screen.
  17. If you can't figre out how to pull and understand a open source mod. You're not going to igure out how to decompile a mod. So go learn some more before trying to tackle this.
  18. Protip: DO NOT PUT YOUR CONFIGS OUTSIDE THE CONFIG FOLDER. That's a really really stupid thing to do. Breaking standards just because you feel like it is bad. You can make subfolders in the config folder, but making them in the root of the MC folder just causes issues. Proper way to do it is to listen for the PreInit event, and grab the config folder from that: event.getModConfigurationDirectory();
  19. https://github.com/MinecraftForge/FML/wiki/FML-mod-information-file This is where the modid comes in.
  20. ... XNA has NOTHING to do with Minecraft...
  21. The 4 bytes you save by having the transfomrer strip it out is negated by the processing time and KB's {albeit temporary memory} used to rebuild the modified class. Seriously. The SideOnly annotation is designed ONLY for Vanilla classes so that we can merge the client and servers code base and still know how to emulate the exact runtime environment.
  22. These sound more like bugs or issues with the Mods themsevles, go speak with there respective support teams first, not us.
  23. loordgek is correct the mod you linked is NOT a ModLoader mod It's a jar mod that happens to work with ModLoader. And reviewing his changes to the vanilla MC classes. He could do all of that base clean with Forge. So tell him to stop being stupid and move to Forge.
  24. Typically, Forge itself has almost zero impact on the performance of minecraft. Some area its a little slower others it's massivly more efficient. However, when it comes to adding mods in, it all depends on your computer. Some can handle it at 5,000fps, others can't {My personal tests give be a 150% bump in FPS when Forge is installed} The more mods you have installed, the less FPS you will have. Simply because the game is doing more. If you really think this is something on Forge's end, which I highly doubt. Go grab visualvm or jprofiler and start profiling minecraft to see where it's spending it's processing time.
  25. The simple solution is to not edit base classes. Pretty much everything you would ever need to do can be done without base edits.

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