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LexManos

Forge Code God
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Everything posted by LexManos

  1. 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.
  2. 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.
  3. 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.
  4. That error is caused by the mod passing in a invalid item stack to be named. Not a forge issue.
  5. Why come to us? Go talk to the Millinaire person.
  6. 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.
  7. We don't do back ports right now, just update to 1.4.5 there is no reason to stay on 1.4.4
  8. java.lang.ClassNotFoundException: SanAndreasP.mods.managers.SAP_UpdateManager Thats nothing to do with Forge.
  9. make sure you try on the latest version.
  10. The latest forge is for 1.4.5 -.-
  11. There is nothing to fix, you're gunna have to figure out what you're doing wrong that makes them modified jars.
  12. Centralizing things will not fix this, Modders not being stupid will fix this. The functionality is already in place.
  13. Interesting, I am unable to reproduce this no matter how may ways I try to die.
  14. Well, see what the permissions are, It all works for me. Place the valid clean jars there, and it won't overwrite them, and see if that helps.
  15. 1) Please dont post mojang code -.- your provider class can be like, 5 lines of code go learn object inheratance. 2) Interesting nothing should unless the overworld unless you screw with the registration in the dimension manager. Anything marked as 'keepLoaded' should never be unloaded.
  16. cough Its mainly a issue of modders being stupid when it comes to id conflicts.
  17. Banned for being a mineshafter user.
  18. I highly advise not using a wholey in-dev version of java to try and mod minecraft, go install java6 or 7 and try again.
  19. 1) those classes exist, you've screwed something up and 2) The mod you linked is for 1.4.2 not 1.4.4 -.-
  20. You just need to be able to get the resource, they dont need to be in the class path, if they arnt you need to specify the full path.
  21. Those are errors in some mods, specifically one referencing the forestry api. Nothing to do with forge.
  22. Those classes exist, you've screwed something up during install.
  23. The latest build should fix this, this has nothing to do with creative tabs, it has to do with you using addOverride, you really should move to a better system.

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