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LexManos

Forge Code God
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Everything posted by LexManos

  1. You've installed the wrong version of forge for the wrong version of minecraft, yes you say you're doing 1.5.1 vs 1.5.1 but your error log states otherwise.
  2. There is, Notch hides it behind the 'view distance' part of the maps. It only scans a very small range {pragmatically speaking} Anyways this topic has diverged to the stupid level. Point I was trying to make is be weary of what you do, you don't know how many times i've had to deal with modders thinking Forge makes there computer lag when its just a modder doing something.. really.. really.. bad.
  3. No, you just fail to understand what a queue to prevent network/tick overloading. It chunks up the data to columns.
  4. Im sorry you appear to stupid to understand the basic setup instructions for working on Forge. As such I highly doubt you will provide anything of use to Forge itself without a major headake. So ya... either learn how to problem solve, and read/follow directions. And try again later.
  5. Did you miss the part where I explained the vertical lines?
  6. MonsterSpawnHighlighter is derped up. Aside from that yes when upgrading from 1.4.7 it may prompt you to accept changed ids due to the new Runtime deobfusication. Just select yes and as long as none of your other mods are broken, it'll work.
  7. He wants a partial match (every ore****). Do I really fucking have to spell it out? for (String name : getOreNames()) { if name matches shit we care about: ourCache.add(getOres(name)); } I'm not doing anything the base vanilla map code doesn't already do. You know how it updates the maps in vertical slices? Yeah, has nothing to do with spacing out figuring out what color the pixels needs to be to reduce lag. It's an artificial delay in sending the data from the server to the client. And so? Point is massive massive amounts of computations done every tick is a HORRIBLE idea, ESPECIALLY if the data will not be changing, ever. Unless someone goes and changes a block. As for maps, they don't do there calculations EVERY tick, they only do it if a player is holding the item in there hand. Which is rarely, and when it does it, it does it in a optimized manor. Those vertical lines? Thats not a artificial delay persey, just a queuing system to make sure the system doesn't overloaded the tick or network.
  8. Install Forge or FML... Really.. really dude?
  9. yes but getOres(name) does not.
  10. What the hell is your mod doing? Sounds incredibly inefficient and wistful. Also, you only need to grab it once, as the returned ArrayList will be updated automatically...
  11. How has this become 2 pages? The code in your GIT causes another error: Caused by: java.lang.RuntimeException: Attempted to load class cobaltmod/entity/EntityCobaltArrow for invalid side SERVER Why you're annotating your own class as SideOnly and your Entity class as that i'll never know.. But the point is the code you've provided does NOT create the error you've provided. Please either give proper information or just.. stop..
  12. Search the source for that message it's fairly obvious. Throw a System.gc() there {I should really add in a force flag} What happens is it kills all internal references to the World. And if no mod has a hard reference to the world {or entities or the like} the GarbageCollector will run and clean up the memory. Sometimes, the GC doesn't run between the last reference drop and the check, depending on the GC's aggressiveness. Which can cause false positives. We don't want to force a run of the GC in the end user environment because that screws up the GC's heuristics and just makes it relaly inefficient. However in the dev env, if you toss a force in there and it's still spitting the message. It means your mod somewhere has a leak.
  13. Its not a tomany events thing the event system is EXTREAMLY efficiant. Its always been a issue with all submissions are half assed.
  14. Yes im sure, im the one who wrote both these new gui events and the event system. Feel free to trace the code yourself.
  15. Kinda straight forward if you read the error
  16. No unless youre a modder ignore that message.
  17. The overlay events work exactly the same as any other event. As lon g as you unregister the same instance that you registered itll work.
  18. One of your mods is spitting something out, its not a forge thing.
  19. One of your mods is spitting something out, its not a forge thing.
  20. https://github.com/MinecraftForge/MinecraftForge/commit/15ffb962e41b82f653a5574fea3d3f40543c9788 Fixed
  21. https://github.com/MinecraftForge/MinecraftForge/commit/15ffb962e41b82f653a5574fea3d3f40543c9788 Fixed
  22. Steps to reproduce? Just did a test with command blocks and they seem to work just fine.
  23. Steps to reproduce? Just did a test with command blocks and they seem to work just fine.

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