Everything posted by LexManos
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ForgeModLoader log file : wrong location stack trace
Typically this is something caused by a corrupt world. As this hasn't really been brought up before, and you cant reproduce I don't think this is a Forge issue. Probably something went wonky on your server when it was saving the world
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addBrewingRecipe?
For brewing there is no x+y=z like ther eis for crafting. It's 'X flips bits 7 8 2 4 sets bit 1' 'y sets bit 2 xors bits 4-7 swaps bits 12-15' And if the ending result matches a predetermined mask it makes a potion.
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ThaumCraft - Texture Bug or something like that D:
Dont trust MagicLaunchers BS, it lies.
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Disable a crafting recipe
You can do this with vanilla functionality. Go find a mod that presents it in a noob friendly way. Forge isn't gunna write a configuration for every recipie -.-
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tekkit
And this is why we hate tekkit users. Banned
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Dimension - Error because of missing seed
You're fucking up and not sending a world to the constrcutor, stop that, not anything to do with us.
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Own mod wont load on server?
You're creating a new BlockSlab without overriding getBlockTextureFromSideAndMetadata Which how MC does things causes this infinite loop.
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My coremod broke FML, but I have no clue how
All I can say is start by disabeling section of code, specifically ones that to do with loading the classes. See where it screws it up.
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Liquids causing low tick and horrible fps
Just dont provide it a larger texture sheet.
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Liquids causing low tick and horrible fps
Liquids are expensive for there textures if the modders dont do it right. And there really isnt anything we can do about it. If you cant handle it, use a lower resolution, or remove the mod that adds so many effects.
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Adding TileEntity to block derived from Block
protip, it already has been. Search before posting.
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Where in the forge/minecraft source is the server logging code stored?
I honestly dont care about MCMA, and its rather annoying seeing these things pop up on here. He can fix it on his end in a plethora of ways and hes welcome to do it. However, making your system rely on console output is stupid. And should be discouraged at every pass.
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SMP setting configuration
I wanna re-write 1/2 of minecraft to do this one thing. Oh i'll just edit the config. No thats not how things work, configs are configs it's up to the mods what to do with them. And how minecraft is designed, you can't do swaping of things properly. So essentially, this won't happen. It'd require minecraft to rebot every time you connected to a server, and possibly every time you load a new world.
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Better than an ore dictionary
This isn't really something forge should control. Its content. We don't do content. Its up to the mod authors to decide to work together.
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Where in the forge/minecraft source is the server logging code stored?
The better solution is the MCMA author takes 10 mins out of his day and fixes things himself in the plethora of ways that are possible.
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Better than an ore dictionary
Short answer, Forge doesn't add content. There is nothing stopping a mod doing it though. So no, Forge will not do this.
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Recipe list doesn't contain metadata-inclusive recipes?
https://github.com/MinecraftForge/MinecraftForge/blob/master/common/net/minecraftforge/oredict/OreDictionary.java#L25
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!IMPORTANT! For Forge devs, related to MCMA incombatibilites
Feel free to write a mod that disables the logging functionality of forge/fml. We won't do it for you just because another program wants to do something in a really really bad way.
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Forge Changelog is incorrect
https://issues.jenkins-ci.org/browse/JENKINS-15704
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Disable auto re-assigning block ID's
It shouldnt be possible for it to pick conflicting mod ids if they both use the forge id system. If you're mixing and matching, or the mod author is doing something stupid, then there may be issues.
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forge can not be universal
.... That makes no sense.... Anyways, Unless Minecraft forces us to, we are not going back to the separated build system, its stupid and annoying. If you're having issues installing forge on the server, you're doing something wrong. Because as the classes are loaded, the client specific code is stripped out as if it was never in the code at all. So the server sees only server stuff.
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Bug in structure chest loot generation
Fixed in next build.
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Strange Chunk Loading Errors
Sat down and found the cause of this, had a '16' where I needed a '15' {Literally} Will be fixed in next version.
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Disable auto re-assigning block ID's
For blocks, the lower limit is 256, for items its 4096. This is to keep the space free for what they really are. IDs for blocks are 1-4096, Items are 4097-32000 Anything that asks for a default that is allocated to a different type {AE: A Item has a default below 4096, or a block has a default below 256} it'll be assigned a new one. Se essentially, mod authors need to pick logical defaults.
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Disable auto re-assigning block ID's
If you stick your old configs in your config folder then it'll load them just fine. Forge automatically re-assigns block ids that are requested below 255 to something above 256, to keep that area clean for terrain-gen blocks. Speak with the mod author about this, he can easily change it so that it accepts ids < 256 for world gen. However, In the case of the mods you've specified none are terrain gen. So ya, go yell at the mod author to shoose something > 256
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