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Posts posted by LexManos
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Get the recipe manager, find the one you wanna replace.
Remove it
And add a new one.
If you ask me how, i'll slap you, go look at the code
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I know for a fact that PlayerAPI uses classes we do.
Either way
You need to do some basic debugging
Start from scratch
add on mod at a time
when shit breaks
you know it was the last mod you added.
Then go complain to the maker of that mod to stop editing base classes.
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You shouldnt be editing any base classes, for any reason.
Make sure the install script has no errors as it will recompile and update md5s when done.
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Then you should not be getting this error, as it has been fixed for quite some time.
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Something does
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If you're willing zip up your source and send it to me so I can do some testing.
I cant seem to figure out why this is happening as the two threads that deal with the entity list deal with different chunk instances.
So having a mod that can reproduce this and figure out exactly what causes this. If it is indeed Forge, or if its user error.
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take a look at the classes forge ships {the files inside the zip}
If any of your mods overwrite those classes there will probably be an issue....
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Do I really have to spell it out?
Its the same damn download, the exact same one for both sides.
EXACTLY THE SAME.
So update Forge.
Q) Is the client side up to date with the latest build?
Y) Move on
N) Update it
Q) Is the server side up to date with the latest build?
Y) Move on
N) Update it
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Not exactly sure what reis is doing, but setInGameHook(LBaseMod;ZZ)Z does not exist in ModLoader, setInGameHook(LBaseMod;ZZ)V does though....
Link to what you downloaded?
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Something you use overrides Forge's Block class, figure out what, and stop using it.
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mm, ModLoader limits you to just the net.minecraft.src package for mods when developing, which is unacceptable. Hence the searching along the entire classpath. However, we'll see if something can be done to clean up excessive searching. Wouldn't be an issue if MCPatcher didn't add the root for no reason
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It does, it appears to be a bug that cpw fixed recently that didnt apply the overrides properly. Wait for the next FML update in forge and try again.
However, you do know, that adding a 32x32 texture using a override, to a 16x16 sprite sheet doesnt work right?
You're better off, as I said, using your own full sprite sheet, and not using addOverride at all.
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1) You're editing base classes by adding your tool types to the enums, use Forge's EnumHelper classes
2) You can condense all of those addRecipie calls down to one line each, you do not need to wrap them in Object[]'s..
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https://github.com/cpw/FML/commit/907cf2d925ae0c29b58fd1fcd8b4a34feb88160a
Due to Risugami not publishing javadocs, we require modders to give us example mods that use any new functionality of ML.
So if you know of a mod that uses serverSendPacket, post it and it'll get added.
Remember, FML is made by cpw using purely user input and documentation of ML. cpw does not look at ML itself, its all clean room for him.
Like I said, Risugami didn't publish his javadocs, so, cpw cant update all functionality till he gets test cases.
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reading your log leads me to beleive that whatever zip you have that contains 'CJB_PlayerController.class' is corrupt and has a corrupt class file. Try redownloading everything fresh.
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This is nothing to do with the other thread, the other thread states that he is adding things specifically to the mods folder, that he does not want to be loaded as a mod. I think we can all agree that's fucking moronic.
Now, onto your issue. This does indeed seem odd, it stems from, as you say, MCPatcher adding the root minecraft folder to the classpath. For what reason we do not know. However, I've made cpw aware of this and he is taking a look into what needs to be done to play nicer together. From my understanding the full classpath walk was designed so that modders could debug there mods easily in MCP. And in any package/folder they wished. Being limited to just "<MinecraftHome>/mods" would cause issues on that front.
So ya, cpw is working on it.
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Initialize your item AFTER you load your config!
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Are you specifying the correct channel in your packet?
Kinda need to see the full construction and how things are set.
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Fixed in 255
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its there, you're being stupid and trying to install the source distro without reading the readme.
Want a install guide:
Download universal
Copy files in minecraft.jar
Done...
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Nothing off the top of my head, but take a look at the EntityTracker* classes, those should contain a list of players and the entities they are aware of, {or inverted} but that would be the place to start.
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Soo.. you're loading the config in the PreInit
But you're creating your item in the static init...
How, exactly, did you expect that to work?
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Dont use a mod, that edits base classes...
Talk to the mod dev and tell them to stop being stupid and quit editing base classes.
[solved]how to change vanilla recipe without changing base classes
in General Discussion
Posted
No...
This is done in code, not editing anything in the compiled class.
All can be done from runtime.