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LexManos

Forge Code God
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Everything posted by LexManos

  1. 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.
  2. 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.
  3. Don't use MCPatcher.
  4. Read the code... its fairly obvious.
  5. 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.
  6. Why the heck do you think that GUI classes would be on the server....
  7. 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.
  8. LexManos replied to mnn's topic in Modder Support
    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.
  9. 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.
  10. 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.
  11. 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.
  12. You installed Mystcraft which is still a base class mod {working on that} and overwrites stuff related to chunk loading. SDo you';re gunna have to wait for mystcraft to update, or go back to the version of forge it was last updated for.
  13. I don't know, is there?
  14. This is a bug related to 1.6_21, so if you're still getting it, you didn't update properly.
  15. Get rid of, or update the mod... Talk to the mod author not us.
  16. Your mod_AutoMap is broken, that function hasnt existed at all in 1.3.2 ML
  17. That is because WorldChunkManager.getTemperatureAtHeight(float,int) doesn't exist on the server, and you're trying to call it.
  18. 'thePlayer' concept doesnt work in SSP as there are many, many players. What you need to do is re-design your concept to figure out how you and identify the UNIQUE player. Most of the time you're given the player if you need it. If not you could get the player from the world.
  19. Make sure your code is actually run. {Do I even have to say this?}
  20. I just checked, this functions exists in the latest forge, so it seems to me like your instillation is screwey.
  21. The simple truth is that MCPathcer does things in a very very incompatible way. Its concept is good, of just injecting the little bits that ity needs here and there viz direct bytecode patching. But it's implementation is bad. Last time I looked it 1) Injected crap even if everything else was turned off by the users, 2) Overwrote certain things that it assume was there, or assumed that where it found was the only place. Which doesn't work. The simple truth is MCPatcher needs to be a bit more robust. And, in all honesty. MCPatcher's interface isn't all that great. Tools such as MagicLauncher or MultiMC are better in both interface and functionality. There is no hate twards the author, Back in the day i've actually made quite a few mods using MCPatcher's bytecode injection. But the program itself simply has not aged well. As for being hard to make it compatible. Unless I do major work to shape the bytecode so that MCPatcher would behave properly, it'd be a bitch and a half. It would be FAR less work and FAR more stable and FAR more proper to do it on the MCPatcher side.
  22. Its not my problem that MCPatcher does things wrong and does things it shouldn't be doing. And its not my fault that Forge and MCPatcher are incompatible. It's MCPatchers fault. Get your facts straight before you act like a dick.
  23. Thats not a invisible block.. thats your block, and it's selection box. The reason the floor goes transparent is because your block is marked as solid/opqaue so mc doesnt know to render the block below it.
  24. You're fucking pissing me off, if you cant figure out how to post a damn log, you shouldn't even be trying to program.

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