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LexManos

Forge Code God
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Everything posted by LexManos

  1. Forge Version: 4.0.0 Minecraft Version: 1.3.2 Dependencies: None Jenkins Build: #200 Downloads: Universal (Adfly) (Direct) Source (Adfly) (Direct) Minecraft Forge 4.0.0 Changelog: ============================================================================ Updated to FML #289 MAJOR: Minecraft 1.3.2 WHOOT! With the merge of the client and server in 1.3, as well as Mojang finally syncing the obfuscation. We are now distributing both the client, and server download, in the same download. This means that there is no Client/Server version. There is only Universal. Forge will combine the client and server code at decompile time and create a new workspace for you to work in. This should allow you to easily develop and test your mods for both Local Server, and Remote server. And should allow any forge mod to follow the pattern of releasing a 'universal' package. Exposes the full power of the argo, guava, and asm libraries to mods, allow fuller control over the minecraft environment for modders. Re-wrote the old handler system to a new event based system, to move Forge more in line with Bukkit, and the future Minecraft API Re-orginized the internals of Forge into it's own package, so please do some searching before asking where something went. Removed or consolidated many interfaces/functions that were redundant or deprecated. As ModLoader for 1.3.2 has not come out, we are currently not compatible with it, however, when it comes out, we will update accordingly. More to come after I have gotten some sleep.
  2. humm im gunna have to figure out why some people don't take the patches until the 2nd time around. its reallly stupid and shouldnt happen. And as for the server files... Check the src folder... notice anything.. new..?
  3. Server side only having a few files is not an issue, its a feature And saying 'i have errors dur dur dur' is like saying 'The sky.. exists...' tells us nothing.
  4. You probably screwed soemthing up again. And things being named func_/field_ is normal, what is this, your first time modding?
  5. You fucked up, clean mcp and get clean jars and try again
  6. There is a known NPE when connecting to a Server with the current builds The jenkins is for MODDERS ONLY. I will be liberally applying the banhammer for anyone who ISNT a modder who posts support requests for 1.3 builds. Also for anyone who continiously post bugs that we know about EXA: THe NPE when connecting to a server. You have been warned. Also, aside from that browse the jenkins with Adblock disabled and i'll <3 you {its got the adfly script for downloads that is disabled if you use adblock}
  7. Well, actually the main issue is that all of the world generation is encoded into a byte array. Someone should look into what exactly would need to be changed for world gen to use a short array as opposed to a byte array. Its in quite a few files. Seems the start of it is ChunkProviderGenerate.providceChunk, and touches all BiomeGen classes, as well as all the other world generation classes... It would be quite a large change. Not to mention throwing compatibility right out the window with any non-forge mods. I think the simplest soltution for now, is to either do your world gen stuff in the populatChunk callback. Or to make sure your world-gen blocks are < 256
  8. Thats fucking retarded. who taught you how to program? You have a BiomeGen which extends BiomeGenBase You override anything that uses the byte limited ids. Replace them with a short. How hard is that? This has NOTHING to do with World at all This is ALL inside BiomeGenBase Seriously Its not difficult
  9. Yes it does, things all work fine with vanilla forge. So as long as you don't do something stupid it should be fine.
  10. We are 197.6 pickels done out of 1.2269 dogs complete. Take from that what you will.
  11. You change it to a datatype that supports numbers as high as your id. If the thing you're trying to assign it to doesn't support anything but a byte. You're gunna have to figure out how to make it more then a byte.
  12. http://docs.oracle.com/javase/tutorial/java/nutsandbolts/datatypes.html
  13. ... who taught you data types?
  14. Shit happened, oh well, it's taking longer then I wanted. However all the new features, namely, merging of eveything into a single code base, is worth it. Anyways yes, the integrated server shares static values. As thats how java works. And Mojang did not put the server into a seperate classloader. BUT! Don't expect that to always work, so you shouldn't do anything hackey with it, or things won't work on remote servers.
  15. Mod Devs should get a kick out of the recent changes: https://github.com/cpw/FML/commits/
  16. It'll get reviewed after we finish 1.3
  17. Just giving a heads up, im going to go to bed here in a few, got the bulk off all the old patches applied to 1.3 Got the bulk of all the old code shifted over as well. Need to speak with cpw about a few design things, as stuff like NetworkMod and other small Forge features are moving to FML.
  18. #minecraforge is for both forge modders and forge devs I just don't pander to mac fags as they are indeed retarded. Anyone who doesn't take 10 seconds to do a small bit of research, but instead takes time out of my day by bitching about it should not be in there. Hence the ban. And the ban if for however long I feel like it. I clear the banlist ever now and again. Requests to be unbanned typically just end up with me marking you down for longer time.
  19. Just sayin.. you're a moron then, just sayin.. Anyways enough of this just sayin crap. Anyone who thinks that Forge instantly get updated is stupid, I am working my but on getting it updated though. View the git for progress commits.
  20. http://lexmanos.no-ip.org:8080/job/Forge/171/ The change says 'final commit for 1.2.5.' Only a moron would think that means its instantly 1.3 compatible... just sayin...
  21. Yes, and No, its nto FULLY contained as all the codepath used for actually launching the server is not in MC. AE: MinecraftServer.main() and anything related to the server GUI. Which is well, annoying. As for what you need to do for tile entities, yes, you need to make it so that they send things to themselves as you're not really sending to yourself you're sending to a different instance of the tile entity, in a compleetly different world. It just HAPPENS to be in the same process.
  22. Read up on Guava's EventBus, http://docs.guava-libraries.googlecode.com/git/javadoc/com/google/common/eventbus/package-summary.html And basic annotations, google I based the general concept for the Forge EventBus off Guavas, but for speed reasons went a completely different route implementation wise.
  23. Kinniken, 1.3 Forge will be almost a compleetly different API. But should be layed out in such a way that it's fairly intuitive how to merge over. For example, we are dropping the whole Interface based event system for a annotation based one. Which will make for a lot cleaner code Mod side. @ForgeSubScribe public void myLogin(LoginEvent event){ yippie! } vs: public class MyLoginHandler implements IConnectionHandler{ public void onConnect(blah){} public void onDisconnect(blah){} public void onLogin(blah){ Yippie! } } As well as some long standing bugfixes/feature enchancements. This is a compleete re-write of Forge pretty much If you look at the repo you can see the first bits of this taking shape.
  24. Seriously, who the hell puts ads on a link to get to there main site. That's freakin retarded. So is putting on to get to THIS forum... I hate people who friviously put adfly links. If you'll notice all the ones Forge provides have direct versions accessible right next to them.

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