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LexManos

Forge Code God
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Everything posted by LexManos

  1. Then you didnt install the mods correctly. Cant help without logs.
  2. http://files.minecraftforge.net/fmllibs/fml_libs.zip download and extract those files into .minecraft/lib
  3. 1) Dont dev for 1.2.5 anymore and 2) Thats what you're doing wrong.
  4. There is always a log.
  5. Dont spawn your arrow client side.
  6. Update forge.
  7. I assume you're referring to spawning still, the data should be read only once when the entity is spawned, and written once when the server tells it to spawn.. Are you sure the villagers are not trying to spawn for each other? Walk the stack see who its writing the data for.
  8. Why? Those things can be added without editing any base classes, you just need to do a little digging into it.
  9. You mean the instructions that come with MCP, that have always come with MCP that detail how you should install minecraft into MCP? Ya, they sure are confusing.
  10. This would indicate to me, that one of the files in your mods folder containts a invalid class files, so you have a corrupt download somewhere, I'll mention to cpw that he needs to print out a more user friendly error in this case.
  11. You have somethign else that edits the Block(aig) class, that is in conflict with Forge: Caused by: java.lang.NoSuchFieldError: blockFlammability
  12. If you're asking the same thing you asked before the answer is still the same, you can NOT have specific tool classes based on metadata.
  13. The install script should of errored before hand when it tried to download the dependencies. Download all the files at http://files.minecraftforge.net/fmllibs/ and put them in mcp/lib
  14. This latest one is a MCPatcher issue, not ours.
  15. So.... what your point? Yes MultiMC needs to update to do things correctly when launching the game, Forkk knows about it, we all know about it, i'm not worries about it.
  16. There is something broken with secret rooms, it tries to access class adt, which is WorldClient. On the server see an issue? Ya, go talk to whomever makes Secret rooms to release a fix.
  17. Update to the latest build.
  18. Ah you'd just need to wrap it around by doing a simple DataOutputStream out = new DataOutputStream(byeArrayOutput);
  19. Dont care, its still there issue, not ours, they need top update how it detects that forge is there.
  20. ... What...
  21. Ah guess I forgot to delete that class when FML took over the spawning. Anyways, ByteArrayDataOutput is just a DataOutputStream that happens to work on a ByteArray as its backend, either way, it's signature is defined, so you need to use it.
  22. MagicLauncher will need to update itself to detect Forge properly.
  23. Nobody here is saying anything against mod managers as a whole, I am specifically speaking out against MCPatcher because last time I looked into it it patched in its own code NO MATTER if you have things selected or not. MCPatcher comes with a 'common utilities' section that is ALWAYS, and I do means ALWAYS injected when you merge a jar together. If, as you claim, MCPatcher were just a archive utility when everything was disabled, I would have NO issue with it. But the plain facts of the matter is that it is not. FML Doesn't private a api that breaks everyone else's. It follows the standard that is laid out by Minecraft. It is not our fault that people do not adhere to that standard. Anyways now you're trying saying FML is loading mods that are not in the mods folder, thats a blaitent lie, you can look at the code and see that it is a lie. FML Loads things that are in the /mods/ folder and /coremods/ folder. You have a /mods1.2.5/ folder? FML doesnt give a flying fuck about it. But if you have anything in the /mods/ folder you are stating that it is a mod and that it should be loaded as a mod. I'm getting tired of your arragent stupidity, goodbye.
  24. 1) I know how overrideBlockTexture works, And I know that you do not need it, you need to just implement the getTexture functions properly in your block. 3) Are you SERIOUSLY asking how to assign a value, to a variable? But, anyways, if you look into renderStandardBlock you will see that it calls block.getTexture() and uses that for it's texture index, unless you use overrideTexture, hence, using overrideTexture should not be used. It should only be used when you are hard coding it to debug things.
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