Jump to content

LexManos

Forge Code God
  • Posts

    9273
  • Joined

  • Last visited

  • Days Won

    68

Everything posted by LexManos

  1. 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.
  2. I don't know, is there?
  3. This is a bug related to 1.6_21, so if you're still getting it, you didn't update properly.
  4. Get rid of, or update the mod... Talk to the mod author not us.
  5. Your mod_AutoMap is broken, that function hasnt existed at all in 1.3.2 ML
  6. That is because WorldChunkManager.getTemperatureAtHeight(float,int) doesn't exist on the server, and you're trying to call it.
  7. '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.
  8. Make sure your code is actually run. {Do I even have to say this?}
  9. I just checked, this functions exists in the latest forge, so it seems to me like your instillation is screwey.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. .... You need something a lot different. There are many places around that spawn entities. You'll need to look into and figure out where you want to really hook in. This one is specifically for when mobs spawn naturally. And for your intentions you just need to add a new spawn type like everything else.
  15. Still has issues with running that code, while its already running. Its obvious what its trying to itterate over, make sure while its itterating it it doesnt add or remove to the array.
  16. pastebin exists for a reason -.-
  17. You need to be careful when you create recursive loops: See the recursion?
  18. addCraftingToCrafters MCP names change, please dig around before asking.
  19. Whats wrong with LivingSpecialSpawnEvent?
  20. You can already enchant anything with anything. So im not exactly sure what you're having here. However the thing about enchantments is that we can't predict all types of enchantments. So it's all so much a case by case when it comes to actually what the enchantment DOES. But as I said, putting enchantments on anything can be done.
  21. This has nothing to so with RP.... Anyways the issue is fairly straight forward: The mod IronChest (Iron Chest) requires mod versions [FML@[3.1.15,)] to be available Forge Mod Loader version 3.0.196.366 See an issue? Update forge to the latest build.
  22. You're trying to call a client side class, on the server... The mod is at fault here. net/minecraft/client/Minecraft doesn't exist on the server TehKrush just said that it was intentional, its not supposed to work on the server.
  23. Reverse that arround and we have one of the big reasons why FML now has client side. Also, a more stable API for modders, server side compatibility, more power etc... It's my our problem users can't read. FML supports RML mods 100% Nether FML or RML can support BASE CLASS mods 100%, however, FML supports them more with the new coremods design. So in essence, theres no real reason to stick with RML besides an arbitrary hate for forge. And even if you do stick with RML, unless you activly go out and make your mod incompatible by making base class edits, your mods works with Forge. So in other words, quit bitching cuz you don't understand the situation and are to lazy to go read.
  24. Not sure how to debug your own code, but either way, the issue with not seeing the bullet is probably that you're not tracking the bullet entity properly so the client isnt being informed that that bullet exists.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.