Everything posted by LexManos
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Crashing before title screen
It appears that you're just screwing something up reading the config. I'd suggest fixing your config rather then hacking around trying to fix the front door by installing a new garage.
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modloader-related crash, possibly because of overriding mob entity ids.
FMLLog.warning("The mod %s tried to register the entity class %s which was already registered - if you wish to override default naming for FML mod entities, register it here first", Loader.instance().activeModContainer().getModId(), entityClass); Somehow the mod container is null, but still the point is there, its trying to do something stupid.
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New install crash problems
So he knows hes using a function thats client side only.. yet he still sends you here to get support? No Tell him to stop using a client side only function on the server.
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crash with BTW
We do not support, nore care abut BTW. The author has proven on many occasions that he is a twat who doesnt care about compatibility just because he and El like to bite each others heads off. Go bitch at him not us.
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Crash please help I really need it. Format Specifier 'B'
Make sure you've updated to the latest build.
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My Mod Stopped Working with FML
There are 71 item sprites free, and 32 terrain sprites... And From the looks of it, its going to go down even more in the next version. And you want a single mod to take more then 1/2 of it? People wonder why we think using addOverride is stupid.
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My Mod Stopped Working with FML
at net.minecraft.src.ModLoader.addOverride(ModLoader.java:174) at net.minecraft.src.mod_Usefull_Cobble.<init>(mod_Usefull_Cobble.java:439) Exactly how many damn sprites are you using? Move to a custom texture sheet, quit useing addOverride.
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Resource loading in Forge 4
You give WAY to much credit to the end user. Hell, its a miracle they even understand how to put the mod in the right folder.
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Universal 4.0.0.200 not loading on new server
Seems to of started fine for me. How about a full log and description of the error. Also, update, 200 is old, use the latest build for best results.
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Failing to load my own mod. Server Side Now
You know.. I never thought of that. My god i've been a fucking retard Oh wait... There are perfectly setup debug configurations for the eclispe workspace. Not my problem if you cant be bothered to use them -.-
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Keybinding
If you feel retarded while asking for help Odds are you are and should probably search for things before posting. However in addition to that, we also need to see your code to even know the fuck you're talking about.
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Failing to load my own mod. Server Side Now
Caused by: java.lang.ClassNotFoundException: atg -MCPBot- [ GET CLIENT CLASS ] -MCPBot- Side : client -MCPBot- Name : EntityClientPlayerMP -MCPBot- Notch : atg Seems fairly obvious what the issue is, you're referencing a class that doesnt exist. Test your mod better.
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Having issues installing Forge on 1.3.2
Log file he said, also this shouldnt happen on latest version of FML So get us a real log file.
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MineCraft Forge ConFlicts With Modloader
If you have Forge, there is no nee to install modloader. All ML mods should work just fine with Forge. I repeat DO NOT INSTALL MODLOADER, EVER
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Open a Gui specifically for an instance of an entity - i.e managing inventories.
You do realize That x/y/z Are nothing more then ints ... that are sent to your client function... They can be whatever the fuck you want.
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Black Screen of Death
Error to do with forestry/buildcraft's api, nothing to do with Forge.
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Open a Gui specifically for an instance of an entity - i.e managing inventories.
Whats stopping you from using the EntityID?
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Printerblock, latest LWGL, Forge, and look what that thing spat out!
2012-08-27 12:47:52 [sTDERR] Caused by: java.lang.NoSuchFieldError: blockFlammability 2012-08-27 12:47:52 [sTDERR] at afy.r_(BlockFire.java:32) No, you installed something over our block that isn't compatible, fix it.
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Server with Forge accepting vanilla clients
It doesnt alter any packets, it however does interrupt the login sequence to do things that are absolutely necessary to make mods work. Almost every mod has a client side componenet, or SHOULD have a client side component, so needing Forge client side is not that big of a deal. If you want to work around it bukkit is designed for soley server side mods, and with CB+ Forge and Bukkit work together just fine.
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Player API thingy?
It doesnt have that, and traditionally we have not done anything with capes as that is Mojang's terrarory. However, you should talk to the creator of the PlayerAPI to move to forge and use the new powerful supplies we provide him. The way he currently has it designed to be used is.. horrible, he needs to come clean it up.
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1.3.2 forge #204 error
2012-08-27 18:03:52 [sTDERR] Caused by: java.lang.NullPointerException 2012-08-27 18:03:52 [sTDERR] at net.minecraft.src.ItemStack.<init>(ItemStack.java:46) 2012-08-27 18:03:52 [sTDERR] at poldo.common.Poldo.load(Poldo.java:36) 2012-08-27 18:03:52 [sTDERR] ... 30 more Seems straight forward to me.
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Forge [4.0.0.234] WMLL not loading
So.. you're expecting a mod, that isnt a ModLoader mod, and is not a FML mod, to load, it's a freakin base class mod. Tell him to move to Forge.
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fatal error after start minecraft launcher
Download the files manually and put them into your libs folder in your minecraft dir. http://files.minecraftforge.net/fmllibs/
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[Help 1.3.2]mc.useportal
Perhaps in the normal portal code part of vanilla minecraft...
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Open a Gui specifically for an instance of an entity - i.e managing inventories.
And whats the issue with using the GUI system layed out by FML like you're supposed to. https://github.com/cpw/FML/blob/master/common/cpw/mods/fml/common/network/IGuiHandler.java https://github.com/cpw/FML/blob/master/patches/common/net/minecraft/src/EntityPlayer.java.patch#L35
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