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LexManos

Forge Code God
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Everything posted by LexManos

  1. You missed the steps of you setting up a new project, however, kinda need the errors to guess what they are. However, the Minecraft project seems to be fine so it seems to me you did something wrong setting up your project.
  2. Forge is supposed to load everything in the mods folder How can you claim that its doing things its not supposed to as it clearly isnt. If you dont want a mod to load move it out of the mods folder.
  3. wow.. just fucking wow... http://www.minecraftforum.net/topic/1419836-131-forge-4x-events-howto/
  4. I assume you're installing this: http://www.minecraftforum.net/topic/1027351-131-smp-ssp-minecraft-f-key-mod-fog-key-optifine-compatibility/ Wait untill it updates to 1.3.2, the issue is that it's still on 1.3.1
  5. As ML for 1.3.2 just came out today, you need to wait a little bit until we fix the compatibility layer between FML and ML.
  6. MC's lighting engine doesnt support true colors.
  7. at net.minecraft.src.World.getCollidingBoundingBoxes(World.java:1466) You'll see a collection on this line, that is being itterated over. Somewhere inside of that loop, you are modifying the thing that's being itterated over. You're gunna have to figure out what your in code is called, that edit that collection.
  8. Yes, when playing on a local game, it will switch form true to false constantly. Because you are actually getting called from two different threads. With two different worlds. One locally on the client, the other is the server's world.
  9. Update forge and let me know.
  10. Check out the sound events.
  11. Not quite, we're squashing bugs and dealing with ModLoader.
  12. https://github.com/MinecraftForge/MinecraftForge/commit/7f40671ad8841be99ce45ef00eb9fd35c12e1dc4 MC Bugs, client side not respecting the format of there own packets.
  13. http://json.parser.online.fr/
  14. Thats caused by it not being able to find mcp/forge/common/forge_at.cfg Make sure you've extracted forge to the proper directly and you're running it from the /forge/ directory.
  15. You annotate a field with it, when the class is loaded that field will be populated with a instance of the class for the specific side you're running. Is that to hard to get?
  16. //Load the sound(s) in ClientProxy. DayZ_ClientProxy.loadDayzSounds(); //Load the renderer(s) in ClientProxy. DayZ_ClientProxy.registerRenderInformation(); You have hard references to client proxy. Thats bad, take a look at SideProxy
  17. 3.x is for 1.2.5 Early 4.x builds are for 1.3.1, later builds are for 1.3.2 All you have to do is install it in your jar. No Forge is not dependent on ModLoader So make sure you get your versions right, and get a full log.
  18. That.. is some horrible code. There is a function around there to get the player by name. Your code wont get you what you want if someone happened to join the server before you.
  19. https://github.com/cpw/FML/wiki/FML-mod-information-file
  20. In its list of players, go dig in the code to find it.
  21. Well your issue there is fairly obvious. You're writing to the CLIENT entity. Not the server entity. Your client entity never gets saved.
  22. Yay! You are a unique snowflake, this is the first time i have ever heard this! Why don't you do a little research?
  23. As long as you call getEntityData() it'll save it to the entity next time it is written. It's been working for quite some time. It does not save anything if getEntityData() was never called for that entity. So... Show me code.
  24. Ah, if its the bug im thinking of, its a bug with optifine, not us. I've had a few modders test out the extra texture sheets with 4096 and they all report to me that it works fine.
  25. Do a pull request, not this, also as I said i'll be taking a look at it after we get everything settled down bug wise for 1.3

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