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LexManos

Forge Code God
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Everything posted by LexManos

  1. 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
  2. This latest one is a MCPatcher issue, not ours.
  3. 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.
  4. 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.
  5. Update to the latest build.
  6. Ah you'd just need to wrap it around by doing a simple DataOutputStream out = new DataOutputStream(byeArrayOutput);
  7. Dont care, its still there issue, not ours, they need top update how it detects that forge is there.
  8. 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.
  9. MagicLauncher will need to update itself to detect Forge properly.
  10. 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.
  11. 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.
  12. Unless your mod is like NEI. Nope, even then, NEI technically doesn't need to be in the jar, It can use any of the methods that FML/Forge provides to do what it wants.
  13. Looks to me that you need to learn then.
  14. https://github.com/cpw/FML/blob/master/common/cpw/mods/fml/common/network/EntitySpawnPacket.java#L123
  15. Or, you should not be a fuckin base class mod like I said and use the plethora of different ways to modify spawning entities. Do you really think you're unique in wanting to spawn a entity... Perhaps look into ModLoader.*spawn* and EntityRegistry.* A little research goes a long way.
  16. 1) DO NOT use override texture 2) Use setTextureFile() instead of overriding getTextureFile, its cleaner. 3) You declare the INDEX of your texture by looking at your damn texture sheet. 0 is the top left, 255 is the bottom right. Fairly easy to determine from there.
  17. Yes, thats one of the main points, EVERY mod should be a SINGLE jar and the end user should ONLY have to put it in the mods folder. If you have install instructions that are more complicated then that, you're doing it wrong.
  18. https://github.com/MinecraftForge/MinecraftForge/blob/master/patches/common/net/minecraft/src/EntityOcelot.java.patch Its to allow them to interact properly with mod leaves. So kinda important if your users use any mod that adds extra tress, ExtraBiomesXL for example. And to be honestly, simply making cats spawn more commonly is in no way shape or for needed to be a base edit. FML/Forge edit a lot of things to control how entities spawn. Look into it.
  19. Thats because we have a audiomod compatibility layer, and if you put your things inside the resources folder, you're doing it wrong and creating nothing but useless hassle for your end user.
  20. Tossing a .jar into the mods folder will have it added to the class path, so not sure why it would be an issue to toss it there.
  21. You cant at the biome level.
  22. LoadController.errorOccurred should be what you're looking at, but may want to wait for cpw to chime in.
  23. Or, you could of look in the code for sound related hooks and read, anyways this thread as gone way off topic, shutup if you're not on topic.

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