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LexManos

Forge Code God
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Everything posted by LexManos

  1. You're calling a client side only function on the server.. stop it.
  2. Considering that there are vanilla block that use that just fine and work just fine, im going to say that you've screwed up somewhere.
  3. Please check your code before responding, 1) it's horrible code, 2) Thats not how those functions work, go read the ore dict javadocs, its' there. I've also written samples if you search.
  4. MC's brewing system is not designed as a 'X+Y=Z' It is a series of bit twiddeling, which is actually fairly basic to understand once you know basic bit manipulation. Any re-write of the system to make it more 'user friendly' or 'understandable' would be something that isn't within our range to do in Forge. If you want to make and ship a completely different brewing system, go for it, but, its not in Forge. And dont bump 2 month old threads -.-
  5. Forge isnt for bukkit. If you're not trying to put it on bukkit, post a log.
  6. The first issue was that somehow one of your configs got corrupt, then well, you went and ballsed up everything else in your attempts to fix. So.. start from scratch.
  7. No. I've explained why forge will not do this many times.
  8. Dont make a recursive loop? Make sure you dont load a chunk while you're generating the chunk.. AE: Check your boundaries and only work in the same chunk.
  9. There are hooks in Forge for it and have been for quite a while, go take a look at BlockFire.. fairly logical place to start..
  10. No, if anyone finds out what it is, dont post else ban.
  11. I highly doubt that MC will get into a state that would make 100% automatic ID management to be feasible. However, specifically when it comes to mods grabbing ids on first install, Forge already has the tools to make everything that uses forge to work together IF the modder decides to use it. The 'auto id picker' from RP is actually just the getBlock function in Forge Config. So, ID Resolver style hack and smash, probably not gunna happen without Vanilla MC introducing some things that need to be done. But if modders take 10 seconds to call a function they can get a free ID without issue. So if you have conflicts, go yell at the modders.
  12. Wow copy paste up the wazoo, please go learn some java code structure. But ya.. Enchanting stuff or doing whatever you want is possible now.
  13. kinda need the full log, but it looks like you have a issue with your setup that causes the decompiled code to not recompile. Typically it actually shows the error.
  14. Dont edit base classes...
  15. Something in your code has a hard reference to client side only classes, fix it. From the looks of it it looks like your main mod class has the hard reference.
  16. Make sure you are using the version of forge that the mystcraft tells you you should. Its a installation issue, follow the directions better.
  17. Download this: http://files.minecraftforge.net/fmllibs/fml_libs.zip and extract to /lib in your .minecraft folder.
  18. Caused by: java.lang.IllegalArgumentException: Slot 208 is already occupied by dan200.computer.shared.BlockPeripheral@3d0cd13f when adding forestry.core.gadgets.BlockMill@147d9e69 read your damn logs -.- this has nothing to do with forge -.-
  19. Look at the code, its straight forward.... Its the fuzz in placement, when a player spawns...
  20. What launcher are you using? Use the standard launcher or a compatible launcher.
  21. Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125) Mod issue not ours, he references a client only class. Go complain to him
  22. 1) Dont use colors and shit like that its really annoying 2) Why the hell are you using a version of forge that is 100 builds out of date? 3) ModLoader mods work just fine with Forge 4) Straight forward issue, you have issues in the elemental creepers mod which I know works with forge just fine.
  23. -.- How many times can you screw up installing forge and mystcraft? Follow the damn instructions this is getting annoying. Aside from that your 'before' world has no region data, meaning, it has no world. Which is why it generates a new one...
  24. Forge Version: 4.2.5 Minecraft Version: 1.3.2 Dependencies: None Jenkins Build: #303 Downloads: Universal (Adfly) (Direct) Source (Adfly) (Direct) Javadocs (Adfly) (Direct) Minecraft Forge 4.2.5 Changelog: ============================================================================ Updated to FML v3.1.35.394 New: EntityLiving variation of drawBlockDamageTexture to allow for Non-player viewports. EntityItem related events Added Player specific drops event Added generic EntityJoinWorldEvent Block.isBlockFoliage hook for custom tall grass and the like Allow flight check is now player sensitive instead of global Added ability for Items to create custom Entities for themselves when added to the world Move spawn fuzz to WorldProvider/WorldType, useful for VoidWorld types Changed default configuration file encoding to UTF-8 and added support for BOM allowing more languages for config files Package all of paulscode/ with the universal jar to help mac users who cant understand how to merge folders -.- Changes to how PotionEffects are removed, now each PotionEffect can specify which ItemStacks can remove it's effect Added Block functions to override spawning of digging and breaking effects. Added side sensitivity to standard EntityDiggingFX Redirect a lot of functions through WorldProvider for Mystcraft, allowing them to be overriden by the provider. Added new hooks for modifying the items generated in chests during world gen. New Plant API that allows for custom plants/soils. Added a newly written chunk loading API that gives server admins more control over the number of chunks and chunk loaders. Configuration now supports quoting in property and category names for almost all possible characters allowed Configuration now exposes cleaner functions to interfact with to clean modders code, andsupports grabbing a free ID for Items as well as blocks. New "EntityEvent.EnteringChunk" event. Useful for your entity chunkloading stuff New PlayerEvent.HarvestCheck and PlayerEvent.BreakSpeed for dealing with things related to a player harvesting a block New PlayerInteractEvent for dealign with elft and right clicking New location aware version of Block.lightOpacity Expanded DungeonHooks to allow for adding of custom DungeonLoot values directly, allowing for better control over the generated items. Add some of the model subsystem to the server. The part that doesn't require openGL. This allows for systems that dual models as collision/selection boxes etc Improved DimensionManager to handle unloading/hotloading weorlds, and dimensions to be unregistered. Bug Fix: Fixed onConnectionClosed not being called on the client side of a connection Fixed FillBucketEvent to work with stacked buckets. New change in 1.3 Fixed player death event in SMP Fixed potential issue with custom events where the constructor is not visible from the EventBus class Fixed respawning in different dimensions Fixed pick block key giving invalid spawn eggs Fixed Entity Item render helper rendering to many items for the stack Fixed bug causing NPE if non-whitelisted player joins an FML server without FML installed Fixed ModTextureAnimation not updating and not binding to correct image. Fire off PlayerDestroyItemEvent for crafting contianer items that get damaged to much Fixed crash on server setups with messed up java installed, {FontConfiguration related crash} Fixed bug where breaking texture would not apply to top/bottom of beds. Fixed vanilla bug where the player would load chunks outside its range that would be 'abandoned' and never unloaded Fixed all known remaining ModLoader incompatibilities Fixed bounds checking on chunkcache. Should fix a bunch of rp2 and maybe other extended tile entity code This is a lot of changes, but, the big news about this update is that Mystcraft should now be able to release base clean versions, meaning it nolonger has to go in the jar!

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