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LexManos

Forge Code God
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Everything posted by LexManos

  1. ah yes, I ment to delete all the build.* files, they arnt needed anymore. Just for testing, Should probably clean these up.
  2. You must of done something wrong because you're using 1/2 updated shit. inject_versions was MOVED to a python script int he same commit, it was not removed completely. Not sure how you managed that one.
  3. client.srg and server.srg
  4. You would have to send the chests's tile entity. There is no simple way. Are you sure your code should be on the client side for this? And to preserve your profile, just add a name to the parameters in your run config. Also, please use edit, dont triple post -.-
  5. You have to wait for them to update.
  6. Quintuple post again and I will fucking ban you -.- The issue is that you're either deleting something in forge/minecraft when you copyu over, or your code has issues, you need to fix them.
  7. You dont ever set the icon index.
  8. NetworkMod: load() ModLoader.registerEntityID() MinecraftForge.registerEntity() Should work fine. I'd debug and see if you're receiving the ModsList packet from Forge with a proper ID, and what happens when you get the EntitySpawn packet.
  9. You're screwing somethign up to cause MCP to loose some of its source files. You should use Forge's install script to setup your MCP worksapce.
  10. Shouldnt be, instanceof checks the full tree, not just the parent.
  11. Ya there is no generic way to do it, you'd have to replace SlotCrafting and do it that route. However, forge is always up for incoperating well designed hooks.
  12. Replace the fire blocks.
  13. Because on the client, there is no way to get the network handler for the current connection. And on the server there are many many users, so it makes sense that they have such things built in. Interesting, then im not sure why your mod wouldn't be assigned an id. Perhaps try debugging and sticking something in the ModList packet handler to see if it's sending your a ID.
  14. There is no hook for that because it's stupid and thats not how the recipe system works. However, you can write your own replacements for the crafting table to allow you to filter the recipies all you want.
  15. Is your mods extending NetworkMod now? That issue is usually caused when it cant find your mod, or it's not assigned an id, which happens if its not a NetworkMod. As for where you get teh NetworkHandler, you get it from the IConnectionHandler events.
  16. You can, I wouldnt, but you can. Images are only data, MC doesnt care what data you send.
  17. Doing things 'onTick' is bad It causes sutpid crap and the lead cause of lag on servers. Why not make a smoke block, that can suffocate the player but let them walk through it, just like water does?
  18. https://github.com/cpw/FML/blob/master/client/net/minecraft/src/ModTextureStatic.java#L48 Anyways, Why exactly are you trying to use this? What is your situation? I think you're doing things.. wrong...
  19. Well almost all MagicLauncher 'errors' that relate to Forge are bull shit errors, so ignore them. And as I said NO you do not NEED ModLoader for anything. Do NOT install it at all. ALL functionality of ModLoader is in Forge. Forge works with Optifine, WMLL, and all non-forge mods that don't edit base classes. And, the bulk of them that do.
  20. Or you could read the damn change logs and know that Forge is 100% compatible with ModLoader. And that you don't need to install ModLoader anymore. Just install Forge.
  21. Depends on how they were designed. If they were designed to macerator ores registered int he dictionary, then ya. I can tell you from experience that the IC2 macerator works fine with ores from other mods.
  22. No you can't use that function. As ModLoader is pretty self-limiting which is stupid. However you can use the ModTextureStatic directly.
  23. By 'Forge doesnt support it' Thats a lie, cuz it does support it, the exact same way MC supports it, by overriding the bindImage() function.. like you should.. so whats the issue?
  24. yes, take a look at how Forge deals with it's packets. It sets the first to a packet type, and the rest is the data. Think of it this way, the channel name is SHARED with all other mods, so why use more then you need to? And ya that error in the log is cuz you messed up the registration, show me code.

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