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LexManos

Forge Code God
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Everything posted by LexManos

  1. So... ChickenBone's mods don't count as a mod?
  2. Go to the mod author and tell him to switch to forge. I just looked hes using like 36 sprites.... That's a lot, leaving very few left. And this is where you're running into your issue. But interesting, i'll have to look into our bit masks, I think cpw did the update wrong and miscounted which ones were free.
  3. It only write the file when you actually do something with the server list, like add a server, or reorginize it. If it still doesn't save after that, then you have a larger issue with not being able to write to your MC folder. This isn't a forge thing.
  4. Tell the mods you're using to switch to forge, this issue is that you've run out of sprites. This is a major issue with ModLoader mods. Has nothing to do with forge.
  5. Thats not a forge issue, it's the fact that you don't have a servers.dat in your folder. This is vanilla behavior.
  6. I haven't ran into this issue in the wild, a few people seem to of got it but I don't think it's anything in particular to do with Forge. As we can reobf things properly. But ya, This shouldn't be remotely a issue in 1.4.5
  7. Please stop spamming my forum, and take this and report it to the FTB launcher team, not us.
  8. I've tested a few ML mods and they all work fine. So i'd need the exact mod you're using. Also, you shouldn't me making modloader mods at all anymore
  9. Well, as of 1.4.5 we are no longer decompiling the server jar at all. You shouldn't care about the server side obf {it shouldn't even be trying to obf it..} as your mod SHOULD be universal, if you did it right. Still interesting that it screws up without giving a real error.
  10. Make sure you're using python 2.6
  11. https://github.com/cpw/FML/commit/fa567014a54b3273002fe9cf424ab4cf3ec54c3a#diff-4
  12. Alright this argument is getting stupid, The EAQs answer your issue. This this has answered your issues THE GOD DAMN ERROR LOG tells you what to do. Thread locked.
  13. Mojang silently updated the links to 1.4.5b Which means that we have to do the whole update song and dance again, wait till we get a chance to. Searge {the MCP guy} is working right now, when he gets home mcp will be updated, with FML/Forge shortly after.
  14. Im still not seeing anything of value from doing this. Specifically it'd reassign ids silently that could fuck up players worlds. Unless you come to me with a system that assigns every block, including modloader blocks, a unique id and allows us to take full control over the id management system, this isn't gunna be included in forge. There are to many things that this system fucks up if done half-assed. And this is not something that I am willing to do half-assed, if it were, a system would of been in place months ago. It's not like this is a new or unique issue. I've discussed this with many smart people. And there is no elegent solution that doesn't have major, major downfalls. The current system in place works perfectly fine if the modders arn't stupid. If you have ID conflict issues from a Forge mod, go bitch at them.
  15. Some mod you're using is using the old mechanics for mob ids and they need to switch to the new, so that you can have more then 128 mob idea. Please go figure out wehich and talk to them.
  16. There are many situations that may occure, and your example is a reason against having a centralized system like that and making it to 'smart'. Lets say, you install RP2 it gets ID #150 for its machines, and you create a awesome nuclear reactor. Then you install CrappyMLMod#15 which hardcodes it's block to ID #150 RP2 starts loading, gets the 'oh this is taken silently give me another id' You load your world Shit explodes, quite literally. The system in place is perfectly fine for modders who understand and use it correctly. Load your config, if it's ids are set, create your blocks in the init. If you need a auto-assigned id, grab it in the post-init. This way all mods that have a config already will load and have there ids, and any new mods will respect the old mod's configs.
  17. That error is caused by the mod passing in a invalid item stack to be named. Not a forge issue.
  18. Why come to us? Go talk to the Millinaire person.
  19. Yaya I can use the extra 1/110th of a penny, I'll be rich! But the majority mod mods for 1.4.4 should work for 1.4.5, aside from that, you should tell your mod author to update if they don't work. Without a major re-vamp of how our build system works, we can't do parallel builds, so it's not really worth it. Just update.
  20. We don't do back ports right now, just update to 1.4.5 there is no reason to stay on 1.4.4
  21. java.lang.ClassNotFoundException: SanAndreasP.mods.managers.SAP_UpdateManager Thats nothing to do with Forge.
  22. make sure you try on the latest version.
  23. The latest forge is for 1.4.5 -.-
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