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LexManos

Forge Code God
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Everything posted by LexManos

  1. No, I doubt this will ever happen. 1/2 the community hates us with the power of a thousand suns. 1/2 the community loves us And we{I} don't have the resources to design or administer something like that. If you want something like this, wait till Mojang make there official API, and such.
  2. See IHighlightHandler.
  3. You didn't install forge properly.
  4. One of your mods is outdated and using an outdated interface. Find out which and update it.
  5. You installed ModLoader didn't you, why, why would you do that?
  6. You were banned for having a really stupid name. Causing 1/2 my screen to be allocated for the username list. Thats retarded. Either way, ask your logical questions here and maybe I won't ban you from here as well.
  7. -.- Dont triple post -.-
  8. Not particular, unless its a single commit that sweeps everything. My spelling isn't THAT bad, you can understand all of my comments. I typically don't accept grammar nazi PRs, esp if its just comments.
  9. Yes it can, just not easily. That's all you're gunna get.
  10. No, do it properly yourself.
  11. Create your own ChunkProvider and use that. Or, replace Block.water with your own, or do the plethora of other base clean ways of modifying world generation.
  12. Get a proper error report with the error reporting tool and we can help you.
  13. You failed at something to do with installing forge. Install forge properly. If you get NoClassDefFoundError, its typically you didn't install things properly. Make sure you're using the latest Forge as well.
  14. You don't merge the classes, you merge the folder, you know, you have this setup: Zip 1: /FolderA/FileA.txt /FolderA/FileB.txt Zip2: /FolderA/NewFile.txt Logically, you'd think putting them together you'd get: /FolderA/FileA.txt /FolderA/FileB.txt /FolderA/NewFile.txt But no, cuz Macs are apparently retarded, you get: /FolderA/NewFile.txt But ya, if someone is out there who has a Mac can write a Mac tutorial for basic file management, that'd be nice.
  15. Forge build 138+ All Forge versions have a build number, EXA: 3.3.7.137, that's build 135
  16. Its not a matter of the server type, its a matter of getting both sides of the connection synced with the proper fix. Make sure both sides are using Forge 138, and remove the 4096 fix, and you should be fine.
  17. The code is documented, read the code. It is not possible to generate good javadoc html because we are working with decompiled Minecraft code. 99% of the documentation generated by running javadocs over MC would be jibberish. Your best is is to read the code inside the forge package. If someone wants to take it upon themselves to go through the code and document it on our wiki, then they are more then welcome to. I am not going to do it because I do not write good
  18. I can't say more beyond that the server is sending 4096 style packet, and the client doesn't know how to read it. Ore vise versa.
  19. The whole leap of 'so I check the log and see that CMS didn't load because it's not a mod.' And then coming here saying that its a problem is a flaw in your logic. What you should do is contact the Mo'Creeps author, tell him to try and debug it. Looking more into the custom spawner, and a quick skim of how it should be used shows that Forge should work perfectly fine with it. I personally wouldn't use it because of how it's designed, but ya. It sounds like either the CMS or Mo'Creeps author is doing something incorrectly to cause entities to not spawn correctly. Its a problem with there mod, and it should be up to them to track it down and debug it, like a good mod author should. Aside from the fact that i've gotten quite a few reports from people I talk to on a daily biases that say that Mo'Creeps works just fine on the latest versions of Forge. The issue I have is your refusal to accept the fact that what I say is true. And the ' File CustomMobSpawner 1.4.3.zip contained no mods' is NOT the cause of the problem, and it is NOT a fucking issue. On a side note, you should tell the Mo'Creeps author to stop using AudioMod and use Forge's audio hooks, so the user doesn't have to install the sounds into the resources folder, it should just be 'Put this zip in /mods' Also, holy shit, tell him to fucking use proper packages, none of his crap should be in the default package. The more I sit down and look at it, the more I think the More Creeps guy is insane... He is registering all of his ITEMS as entities... He would benefit from learning the proper ways to do things. Tell him to come on here and we can help Found the issue it's this line: if (minecraft.currentScreen != null) return false; Its the MoreCreeps person being stupid. Exploiting a bug in ModLoader to do stupid stuff, this also doesn't take into account the plethora of other stupid stuff I see in his code. Update: Use Forge build #142, should fix some issues related to ticking, and emulate some hackish things that some mods do {such as MoreCreeps}
  20. So... You're saying that because one mod doesn't work And another API says it has no mods That Forge {yet again and separate party} is at fault? You'll have to track down what Mo'Creeps and Weirdos is doing that is failing. You mention Mo'Creeps once, and then immediately go back to harping that it's a Forge issue that CMS doesn't have a mod in it. The spawning of creatures is controlled by the Mod, not by Forge.
  21. ... If it has no damn mods Why the hell do you expect it to load a mod? Sticking it in the mods folder will add it to the class path so that other mods can use it You have yet to actually say anything thats a fucking error... You're asking for help, when you have nothing wrong.
  22. You should install it like it tells you to install it. Not a forge issue.
  23. Things should work fine, Try debugging it and seeing if you are receiving the entity spawn packets like you should.
  24. Forge has provided ModLoader functionality seince 110. So any mod that says it needs ModLoader, you can ignore and just use Forge. Anyways, it looks to me like you've tried to patch forge/minecraft using MCPatcher. Don't, use Optifine. And the install order should be JUST Forge/PlayerAPI in the jar, everything else should be in the mods folder
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