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LexManos

Forge Code God
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Everything posted by LexManos

  1. http://www.minecraftforge.net/forum/index.php/topic,2429.0.html
  2. The first error seems to be a simple id conflict between you and the server.
  3. He edits ModLoader and relies on it directly, he needs to become base clean and then we'll care. Once he gets clean, we can talk.
  4. 1) Thats caused because you use a EntityItem subclass, which you shouldn't, but i've just added support for that. 3) Check your locations, see ItemBlock, the position you get is NOT the position of the block, it's the position NEXT to it, based on the side hit.
  5. Looks like your system has a really old/screwed up install of python. So, cleanup your python install, or just install it and the install script will use the python bundled with mcp.
  6. It already exists please do research before posting. How else do you think that mods can have custom entities? There are tutorials out there, go read them.
  7. Just name there mod zips in the order you want. Unless they specify a required mod loader it'll use the one off disk.
  8. -.- Not gunna get into basic design concepts. But The 'channels' are shared, and you can stick as much data in that packet as you want. Every time you make a channel you have to worry about another mod using the same channel, if it does you conflict, think of things like block id conflicts. The less of the limited resource you use, the less you're gunna have an issue. If you look at MC, it does the exact same thing. It tags it with what type of packet it is, the first byte, and then deals with it accordingly. So ya, you only need one channel, if you can't figure out how to deal with only one channel, then you really need to rethink what you're doing.
  9. Why? Seems to me like a single channel is enough for anyone. Just use it correctly.
  10. Dont bump old threads -.- And you could probably write a mod to change the console output, to be honest, the server software should have a special mod to provide better interaction between it and the server, but since they don't Not our issue, its a really simple fix on there end.
  11. Don't care, you could write your launcher in python, you'd still have to do the same thing, it's a bitch, but you'd have to do it. You even stated that PART of your launcher was java, namely your modified Minecraft class. Either way, to be honest, you shouldn't be making a luancher if you cant figure out the basics.
  12. The pickup event is specifically designed to be server side, the client really shouldn't be doing ANYTHING client side. So if you need to do something spectacular client side, then you eityher 1) are doing it wrong or 2) should probably hook into something else. As for having the extra data that you need, this is fairly simple, the item is picked up AFTER the event fired, the item passed in is the full and complete item stack, and the player passed in is the player that is grabbing the item. You can use those peices of information to do whatever the hell you want. As for the actual handeling, there is a flag to stop everything, as well as a flag that marks it so that the vanilla pickup {adding to the inventory} doesnt happen, yet your event can still process as it wished. So in reality... I don't think this event needs to change at all.
  13. There is no exe in the source dist, you just follow the instructions and run install.sh
  14. Im gunna say you didnt link with the decompiled source properly, as that field should exist just fine. But it wont if you link against the obfusicated classes.
  15. There should be nothing that effects the keyboard inpput, just make sure you're passing it to the correct window/applet.
  16. Ugh fuck it to tired to hold your hand, and obviously you are not willing to do your own research -.- https://github.com/Forkk/MultiMC/blob/master/MultiMC/Launcher/MultiMCLauncher.java Note lines 59-80. Done.
  17. Im pretty sure that mcmod.info files won't become mandatory, so you're just gunna have to live with the fact that some mods don't have them. As for Forge shipping a file with the version.. I could of sworn I did, but looks like I didn't so we do now: https://github.com/MinecraftForge/MinecraftForge/commit/f10073dc457d48e6a6a4fb68b09d6680cdc3c8db As for detecting FML/MC versions, thats been in fmlversion.properties for a while.
  18. 1) that link is fucking old 2) read the license
  19. Dont edit base classes in your launcher -.- Your edits are getting overwriten by forge cuz we have to edit that class. Take a look at how other launchers do it, its super simple.
  20. You would have to edit all the classes related to generating and decorating the chunks. Which screws up compatibility with other mods. The simplest, and best solution, is to reserve the block ids < 256 to be soley for world gen.
  21. The ore dictionary is for modders to use, not for users like yourself, go speak with the mod authors if you want them to use it not us.
  22. World generation is limited to 256 for the base construction. It cant be changed beyond that without horribly breaking compatibility with other mods. However, the number of mods that do that deep of world gen is few and far between, so there shouldn't be an issue with your guys playing nice together.
  23. As long as you set the directory that MC returns in Minecraft.getMCDir() properly {its simple you just set 1 field} then you're fine. If you don't then it'll autogenerate and go for it.
  24. There is a difference between local smp And dedicated smp, but ya, this issue is caused by the mod having hard references to client side only classes. Theres nothing we can do with it. Go bitch at risu to stop being client side only.
  25. This is caused by your not installing forge properly. start from scratch and make sure you stick only forge in your jar, using a good archive tool such as 7zip.

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