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LexManos

Forge Code God
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Everything posted by LexManos

  1. Compatibility states that you should not edit base classes that's the entire god damn point of Forge is to provide you with everything you need to not need to edit base classes. If you edit base classes then you're not worthy of my time or consideration and should not be here. There is no reason you should edit any base class in your mod.
  2. Update your forge, and if you say you're on the latest, you're lieing, update.
  3. Sounds to me like you should just move to forge, what your API does seems to already be provided in Forge's dimension functionality. I've been meaning to update my void world mod to 1.3.2, but I keep forgetting about it.
  4. Seems fairly straight forward, you're trying to access something that is null. For one thing, you're specifying wandMods is 3 elements, and on a good day you're only setting 2. You need to lower the size of the array to a proper one, and also add in a null check before you try to access soemthing that is possibly null.
  5. Actually universal means for both client and server. As opposed to the way it used to be where it was specific to the client or the server.
  6. -.- 4.0.0 tells me NOTHING about the version you are using you can be using build 172 or build 224, build numbers are freaking important. So I say again UPDATE YOUR FORGE
  7. We did not ask for anything that doesnt work we asked for ModLoader mods that did not work and we wanted logs. However, this edits a baseclass that we edit, so we are incompatible. You should speak to the creator and tell him to move to forge.
  8. Still not seeing whats so complicated, I've told you what you should do. Go do it.
  9. Just use getTextureFile if you're not doing anything extra -.- Also dont know what version of forge you're using but you should always update to the latest build. Also, make sure you're setting the index properly with your texture sheet, you didnt show what your sheet should look like.
  10. Thats creating a new applet, and initalizing it using the init method. Dont Use Minecraft.main
  11. Yes but you're lieing because it wouldnt say its modified if it wasnt modified.
  12. One of your mods overwrites our my.class file, fix it.
  13. Use Minecraft.main instead of MinecraftApplet
  14. Whatever you're using to install forge did not install it properly. It seems to of missed everything that forge relies on, so, download and install again.
  15. And you cant do this with onFoodEaten?
  16. You have the ability to do whatever you wish, if you need to do fundamental changes like replacing all of the GUIs, you should probably do it as a core mod. However, this requires pretty good knowledge of ASM and probably you wont get much support.
  17. As long as all users have your mod installed they should see it, as when you see a player they send you the contents of there armor slots.
  18. STILL a modified jar, so we arnt support 1.2.5 development. Also use the damn spoiler tags -.-
  19. Seems like you're being called twice, for both the client side, and the integrated server side. If you toss a Thread.currentThread().getName() in the print you should be able to see that.
  20. Forge does yes, and also provides a interface tot he sound system that is infinitaly more powerful then audiomod. {Seriously audio mod is like 20 lines of code , that just reads stuff from a folder.}
  21. I'd be curious the exact reason why animal bikes has dropped Forge. Seems a very silly thing to do with the figure of MC in sight and how ML refuses to even bother to change in the slightest.
  22. Seems to me that whatever you're using server side to spawn the tile entity is doing it wrong. Sure you dont have any world.isRemote issues lieing about? Maybe toss something down in the TileEntityChest space for your block address and seeing how its called.
  23. Get the hell out of the net.minecraft.src package, and pck more unique names -.-
  24. We'd need the full log to see if there were any patching issues, which it looks there were. However, as 1.2.5 is old, we no longer support deving for it, so update to 1.3.2.
  25. Because we taged all the client classes themselves as being client only so that it would crash during debug time. Seems it worked and you delt with it at debug time rather then at release time.
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