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LexManos

Forge Code God
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Everything posted by LexManos

  1. Make it configurable, and determine if you should gen based on if either of those mods exist.
  2. 0.o You're welcome...
  3. Yes, you can use the local world to show that map info, if a player is close enough to see the map, he should be close enough to have the chunks sent to him right? Use the client side chunk data to determine simple terrain stuff like that. No, registerEntity does not replace registerEntityID() It register the entity for tracking, and that information, and makes it so that you can not care and just use a random number for the ID in registerEntityID. The ID you give to MinecraftForge.registerEntity is a mod unique id instead of a globally unique ID. So you can use 1, 2, 3 etc.. But in registerEntityID you can use Random.nextInt(35565) for all MC cares. As for your other questions, you can check EntityTracker on the server to see some example values for normal mobs. As for the velocity info.. is your mob velocity sensitive? Like Minecarts, or boats? If not you prolly don't need that info.
  4. Dont dare try to pm me -.- And we already have a use-duration sensitive version of getIconIndex So go use that like you should. Do some research before thinking about writing new hooks.
  5. Congratulation you are the 1,000,000th person to state this idea. Click here to receive your free IPAD!
  6. It seems that you've installed Forge oddly. What did you use to install? And that you can't connect to the login server.
  7. As long as Forge is the ONLY thing you install into your jar, you wont get this issue.
  8. You're using something that edits pb.class besides forge, most likely the 4096 fix, dont use it.
  9. Dont use mcpatcher, install forge properly. And when you ask for help provide a error log, else you wont get any.
  10. Well what all do you use to generate the minimap? Lat time I played there was a sign in the town hall that showed the map of the town? Is that what you're referring to? That would be fairly small info, just square here, square there. But i'd have to see the particular details to see what would be the best solution. If you're not sending them updates every tick, its fairly good to just send any of the data you need. So ya, depends on exactly what you need to print.
  11. Well, for quests that have deadlines, you could freeze the player's time when they login and out. Ae, in the quest you'd store a start time and a end time. If a player logs out before that end time arrives you'd store a remaining time (start-now) and when they login reset the end to (now+remaining). As for the village objects, hum, depends on exactly what type of info that is and when it changes.
  12. Well, there is no backwards compatibility in the minecraft world, so that's not a valid thing to blame, when it comes to ML. He has an opportunity every MC version to cleanup his interface, because he knows that modders will have to recompile anyways But ya, sounds good, getting closer to compiling, once you get things going we can help you make things more efficient/cleaner. Just so you know, registerAnimations doesn't only get called at load. It gets called every mod pack change.
  13. Ya.. clean up your minecraft folder, looks like you have shit in there you dont know you have.
  14. Ya, pretty much all the hold overs from ModLoader are the reasons why we are still incompatible with the BaseMod interface. So, blaim Risu, not us. However, @SidedDelegate would be the way to go as well as re-writing your animations to use the new ITextureFX interface, that makes your textures TexturePack change aware. FMLTextureFX is a helper class, see how its used inside Minecraft Fire and Water animations. If you are doing things properly, you only have to register your animations once at load.
  15. You didn't set it up properly, or you're trying to run a client mod in mcp as you say. You need to user the src distro of Forge, with a clean jar and let it set itself up with it's install script.
  16. You're gunna have to move any call to registerAnimation to the client side only.
  17. Not a bug, ABO is doing stupid shit they shouldn't. Mot our problem.
  18. We include an additional codec, as long as your MERGE instead of OVERWRITE the folders, using whatever tools you use, it will work perfectly fine. Still waiting on of the mac users to get off there bum and do up a tutorial for other mac users so this crap doesn't keep popping up.
  19. You're using a mac arnt you? Install forge properly.
  20. He was asking for us to compile for java 7. Which is stupid, cuz that would cause us to loose support for like 50% of people.
  21. Where did you get my timer mod from? And where did you install it to?
  22. https://github.com/MinecraftForge/MinecraftForge/blob/master/forge/conf/mcp.cfg#L153
  23. Ah, you're using MCPatcher Don't Even if you tell it to not install anything. It still edits like 6 base classes. MCPatcher is at fault here.
  24. https://github.com/Forkk/MultiMC/blob/master/MultiMC/Launcher/MultiMCLauncher.java Just use that. No mod needed.

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