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LexManos

Forge Code God
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Everything posted by LexManos

  1. 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!
  2. As long as you use the standard food item class, and have your own custom texture sheet defined in the class you should be fine. Custom food particles should work fine. If they arnt, post code and figure out why they arnt.
  3. Not really, I need the log files in your .minecraft folder -.- That just tells me one of your mods crashed, not which one.
  4. Somethings fucked up in your BC configs, fix them Its fairly easy to read the errors.. looked for 'caused by' and then look for logical things Caused by: java.lang.RuntimeException: unknown character " at net.minecraftforge.common.Configuration.load(Configuration.java:264) at buildcraft.BuildCraftCore.loadConfiguration(BuildCraftCore.java:156) Something in the BuildCraftCore config is screwed up. {Cuz, you know, logic and reading} Caused by: java.lang.NullPointerException at buildcraft.transport.pipes.PipePowerWood.<init>(PipePowerWood.java:32) Something is wrong with BuildCraft pipes, the wood power pipe, possible related to the above. Looks to me like you have a different place you should be asking about... Read, your, logs...
  5. Cant really say much beyond somehow, you'd spawnning a null effect.
  6. Its down to how MC reports clicking items/blocks. Its really shitty, but basically, you should just return false on the client side, and only do any real processing on the server.
  7. 1) I said you need to look into mystcraft, the one you have installed in a jar mod still and still requires a backdated version of forge, hell the version of forge it needs is in the file name! 2) There were a few exceptions thrown that I saw int he console, we kinda need those. Which is why we ask for logs.
  8. [ForgeModLoader] Found a duplicate mod wrpchs at [C:\Users\Edward\AppData\Roaming\multiMC\instances\ModTest\.minecraft\mods\edken, C:\Users\Edward\AppData\Roaming\multiMC\instances\ModTest\.minecraft\mods\warpedchaos, C:\Users\Edward\AppData\Roaming\multiMC\instances\ModTest\.minecraft\mods\0.1.0.zip] You have your mod int he mods folder 3 times... why?
  9. Considering SSP no onger exists in 1.3, {I know you're stating 1.2.5} anything that still uses MLMP is pretty much on a dieing horse and they should switch. On the client side MLMP is really minimal, it does a few things, but for the most part there is a compatibility layer on the client side, as long as you install Forge AFTER MLMP. MLMP just simply doesn't do the job that it set out to do in a satisfactory manor {seriously the job is 90% copy/paste of ModLoader and they can't even do that u.u} Which causes incompatibility between client and server mods, causing the mod devs more pain. So ya, pretty much if you use a mod that uses MLMP go yell at them to move to a better system, it's actually less work for them in the long run.
  10. The jenkins moved servers so it was down for like a day, but it should all be good now. If not, then there is something odd on your end, or you're going to the wrong site.
  11. Interesting, those logs tell me nothing except the server started up exactly how it was supposed to. I see that those arnt the logs from when the world regenerated, judging based on the fact that you install 301 and posted before 301 existed. So I can't really say. Aside from that, you have mystcraft installed which, v0.9.2.01 is still a jar mod and conflicts with Forge after like.. 251 I think? So you'd have to be careful with that. Its no longer a jars mod so go look into that.
  12. The issue is two folder, 1) He edits a base class EnumArmorMaterial to add a new 'PLASTIC' material, if every mod did this they would al conflict, and quite often do. So he should REALLY move to forge so he can stop editing base classes.. he has no reason to u.u And 2) He doesn't ship his base edit anyways, so it would of never worked. We try and support all ModLoader mods, however as soon as the mod makes a base class edit they are on there own, as any mod that edits base classes pretty much defactor doesn't care about complaitibility. So go talk to the ipod mod's maker tell him 1) his packaging is wrong and missing his base classes and 2) Move to forge so he can be base clean.
  13. Search before posting -.-
  14. The server side needs there equivelent of those mods in order to work correctly, there is no way around it.
  15. You will have to be more specific with your errors a better log can be found in the .minecraft folder. The lines in your log do not correspond to any of ours.. so.. ya, need the better crash logs in order to help you more.
  16. There should be nothing that causes your world to re-gen. You probable have an issue with some other mod, logs would be useful.
  17. -.- Dont fucking tripple post... what the hell? Anyways, forge works with all ModLoader mods with the exception of mods that edit base classes. We can not offer support for those. If you have issue with forge in minecraft, by itself, then you installed forge wrong and you need to start fresh.
  18. You can use w/e launcher you want given that it doesnt do anything stupid. And it says "compatible with Forge #225" it doesn't say USE ONLY #225 -.- We change many things that have no impact on optifine at all.
  19. Optifine works just fine on the latest versions. 225 is 75 builds out of date, you should really update. As well as the fact that things are linked all over the place -.- files.minecraftforge.net -.-
  20. You can try deleting the xt class from aether, but, we cant really help you much with a mod that edits base classes, you need to speak with the aether team.
  21. Unless you're running your game from inside the windows folder, and you're setting your working directory to that folder, FML shouldnt be looking there. It shouldnt even care that it exists. So, how the heck are you running the game in such a way that screws it up so much?
  22. This has been stated many many times -.- Just install FORGE, there is no reason to ever install ModLoader alongside forge. Forge will load all ModLoader mods just fine.
  23. You would have to syncronize it yourself, entity health is not synced between client and server by default.

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