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LexManos

Forge Code God
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Everything posted by LexManos

  1. Interesting, it seems that it can not find your language file, meaning its not in the class path. Where exactly are you installling it to and how are you running Minecraft? If you stick it, and just it {not all the random mac files that are in the zip -.-} into your minecraft jar it should work fine. {It does in my tests}
  2. Forge Version: 6.6.0 Minecraft Version: 1.4.7 Dependencies: None Downloads: Universal (Adfly) (Direct) Source (Adfly) (Direct) Javadoc (Adfly) (Direct) Minecraft Forge 6.6.0 Changelog: ============================================================================ Updated to FML v1.4.7-4.7.3.519 Updated to Minecraft v1.4.7 New: Seperation of enchantment vs enchanting table and anvil Chunk compression moved to network threads, should increase server performance on multi-core servers. New 'Server Stopped' event New Hooks to allow more control of mob spawning Bug Fix: Potatoe and Carrot support for IPlantable Fixed vanilla fireworks bug Fixes a vanilla bug where the player view would dip when stepping between certain blocks Fixed bug in Event system causing lists to be rebuilt constantly. Fixed issue with Efficancy enchatment when connected to vanilla servers. Fix mobs spawning on inverted slabs/stairs Fixed a few CME exceptions in vanilla MC. Another small update, we've had this one sitting in the wing for about 2 weeks {ever seicne the PR was released} just promoted now as 1.4.7 is officialy out.
  3. The official API does not exist, no need to speculate until it does.
  4. If you're refering to what I think you are, there is no limit if modders use the mechanics put in place by Forge. In vanilla minecraft each entity needs a unique id number, and it has to be <256 We can not change this without screwing up a lot of vanilla classes, there are a lot of places that use this that assume its a byte, specifically the network code. In forge, if you use it's functionality, each MOD gets its own set of 256 ids. So this a mod issue, not a Forge issue.
  5. The version of Minecraft that forge is built for is in the file name -.- And yes there is a 1.4.7, its in the pre-release stage, hence why it's not bumped to the recomended version yet. If you're running a server use the RECOMENDED version of forge, not the latest. Anyways, running the forge zip DOES start your server, it just doesn't popup the window like double clicking the minecraft_server.jar If you run the forge zip from the command line you'll notice that it actually prints out all that info thats in the log.
  6. Interesting, what is your setup like? What mods are you using and how are you running MC? This is a odd... error... Anyways as a temp fix you can try adding something along the lines of -XX:MaxPermSize=128M to your command line
  7. Typically when there is an issue on the client end, posting the client logs is recomended. It was probably a mod mismatch between your client and server, or a bugged version of FML from a long while back. That means nothing, that is perfectly fine.
  8. **** FAILED TO BIND TO PORT! Means that you have another server running, you probably have another instance of the server running listening on a local address only.
  9. Post the actual console log, it's more useful then the mcp.log Anyways it should work fine, you have astyle and patches are working. I'd need to see more info {the console log}
  10. If the class is there it will load it. Make sure your guiapi archive isn't screwed up.
  11. I read that part and applied my vast bank of experience and first hand knowledge of the code to realize that you're in fact wrong. Its a installation issue, one or more of the mods you have installed is screwed up.
  12. All in all this is rather useless and a pain for windows users as it requires python. There is a plethroa of other tools out there for setting up your jars and the like.
  13. java.lang.ClassNotFoundException: pamsmods.common.Pamclayspawn Not a forge issue. Cleanup your folder, and remove the mods causing issues.
  14. The problem with that is that not all rendering functions, and therefore not all calls to this function are location aware. So it's not gunna happen.
  15. Short answer is this topic has been discussed to death by everyone who matters. Forge will not be writing anything to 'Totally overhaul' the ID situation, this is a major MC functionality that needs to be addressed by the official API. Not us. Combined with the fact that we have to support compatibility with mods not created by forge means that we have to deal with a lot of bullshit. So no, it's not gunna happen.
  16. Wherever you're putting these libraries are not in the classpath, and therefor the classes can not be found. I should probably toss a null check in there, but.. eah..
  17. Something is not allowing your script to remove that file, whatever way you are running python doesnt have permission to remove it. Possibly have the folder/file open elseware?
  18. If it was something specific you might claim that its a forge error, but no. This is simply a corrupt zip file, re-download it, and don't do whatever it was you did to corrupt it. Also ask the mod authors for a hash of the download so you can verify it was downloaded correctly. This is all done lower in the JRE, not anything to do with forge.
  19. you have to go through and manually delete all of the mod items from the world. Typically if you've only used it a little you can do it manually in-game, or if you've done it a lot you'd probably have to go use something like Midas-Gold to convert all mods items to say... dirt.
  20. Profiler data or it didn't happen.
  21. You're generating an infinite amount of chunks, check that you are not expanding over chunk boundaries. If you let it run for long enough you'd probably get a OOM error.
  22. Feel free to make and organize a thread containing all that information yourself. Not our job to do it. All of that did is purely community driven.
  23. Go speak to chickenbones about this as its a error in his code not ours.
  24. 2012-12-28 09:36:13 [sEVERE] [ForgeModLoader] Caught exception from RedPowerCompat java.lang.RuntimeException: RedPowerCore: ItemID 5013 exists, autoAssign is disabled. its simple, fix your configs.
  25. As cpw said, if you want to try and merge JRebel support into FML feel free to submit a PR. And you're right changing the structure of the class requires a re-launch in eclipse, however, it's not that big of a deal, and takes about 5 seconds. And you probably won't be doing it often

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