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LexManos

Forge Code God
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Everything posted by LexManos

  1. 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.
  2. Search before posting -.-
  3. The server side needs there equivelent of those mods in order to work correctly, there is no way around it.
  4. 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.
  5. There should be nothing that causes your world to re-gen. You probable have an issue with some other mod, logs would be useful.
  6. -.- 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.
  7. 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.
  8. Optifine works just fine on the latest versions. 225 is 75 builds out of date, you should really update.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 -.-
  9. 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.
  10. 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?
  11. 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.
  12. Yes, read the config class.
  13. You would have to syncronize it yourself, entity health is not synced between client and server by default.
  14. Not feasibly possible with out blatantly stealing someones texture, or requiring them to bundle things specifically for you. It would also require re-writing all the vanilla blocks to use tile entities to store the associated texture. Basicallly, texture packs is a client side per user thing. Leave it at that.
  15. No, I will not build a way for admin to gain access to run arbitrary code on your computer. This is best left to people with the resources such as Mojang.
  16. Its fairly straight forward, you didn't install all of forge properly. Beyond that we don't actively support 1.2.5 anymore its been over a month, there is no reason to stay on 1.2.5 anymore.
  17. Don't use MCPatcher.
  18. Read the code... its fairly obvious.
  19. IIRC Aether edits quite a few base classes. It seems that they cause a infinite loop. You need to try and figure out what causes it.
  20. Why the heck do you think that GUI classes would be on the server....
  21. This happens with mods sometimes when they do something that screws up the gl stack. They effect other mod's rendering. This isn't a forge issue, its one of your mods causing it.
  22. Odd, you're doing something extramly wrong, but whatever, last I head IntelliJ allowed you to open eclipse workspaces, but I guess it may break them.
  23. Debug your crap as a dedi server and you'll get more usefull information. There is no reason you should be getting these errors at the obfed state, you should be catching them before you reobf. I setup the eclipse workspace with debug configurations for a reason.
  24. The basemod version has been exposed, however this particular issue is caused by you installing parts of ModLoader over forge. Either way, you shouldnt need to install modloader, or any other base class mod with forge. But ya, the disconnect basemod event will be fired next fml merge in.
  25. Exactly my issue with tekkit, you do know that tekkit doesnt make the mods and that tekkit wouldn't be possible without us mod makers? Either way, the issue is fairly straight forward, you need to have Forge both client and server side. Tekkit seems to have got there client and server packs out of sync. Speak with them.
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