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LexManos

Forge Code God
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Everything posted by LexManos

  1. The hell you talking about? You, and the people who are having download issues, could just read the error log and follow it's directions. If you manually install the libraries FML will not attempt to re-download them.
  2. The hell you talking about? You, and the people who are having download issues, could just read the error log and follow it's directions. If you manually install the libraries FML will not attempt to re-download them.
  3. Issue with dead code on the mod side, not ours.
  4. Issue with dead code on the mod side, not ours.
  5. Edit base classes is bad especially for things as stupid as this. Look at the plethora of other launchers out there that do this exact same thing without editing any base classes.
  6. There is no such thing. Just follow the directions and download the libraires it tells you to.
  7. Not a god message, probably a mod spamming something out. Try removing your mods till it stops.
  8. We could do that, but that would bork for anything that doesnt use the default install path.
  9. We decided not to ship the libraries interally simply because of the massive amounts of redundant data on our server that would cause along with a few other factors. 99% of people can download things just fine. Not exactly sure what you're getting at about not a official server... files.minecraftforge.net is our official files server... The fix is users just reading the error and following it's directions. But sadly we cannot fix users being lazy.
  10. Got a seed and location I can test, I noticed tat the world gen create flowing lava blocks, but thats how vanilla does it. We did make a small change to this recently, but the logic itself is doing the same thing as before out change: https://github.com/MinecraftForge/MinecraftForge/commit/3818ffdf5692a36451c59efabb8af54cca10bb17 Note that both the segment we remove and add use Block.lavaMoving
  11. Typically this is caused by you not using the proper version of Minecraft for your mod.
  12. You do realise that if does absolutely fucking nothing? Then ; at the end says that you're done with the block essentally you wrote: if(event.entityLiving instanceof EntitySheep) { }
  13. Seems like you're using mods for the wrong version of minecraft.
  14. That log tells me you simply can't connect to the lan server, typically firewalls/whatever else is stopping you. Its not giving the method not found error, which means that the one you were having before was fixed. As I said, I have tested lan connections, and they work just fine with forge. Do you have a log of the other computer?
  15. This can quite easily be done via reflection. As it's never written to by vanilla only ever read. The reflection only has to be done when you actually change things. So do it that way.
  16. Thats an interesting exception, seems to be something to do with the runtime deobfusication. However, there have been a few fixes to that seince the version you're using. You're on build 608, we are on build 652. So you're quite out of date. Try updating and see if that helps, I will however look into this more.
  17. No you still need to rebfusicate your mods. To srg names. Hence the reobfusicate_srg script. Mapped names change, obfusicated names change, srg names don't. Thats how things work.
  18. Its not missing any names.
  19. Yes you need to jar for the server, not the exe. Always use the jars.
  20. One of your mods isnt server compatible.
  21. You would have to use purely modloader functionality, which FML emulates. But you're also probably running into hooks that Forge adds that ModLoader doesn't. So you're gunna have to live with the shortcomings of ModLoader if you use it.

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