Everything posted by LexManos
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Forge "ICustomItemRenderer" Error
You didn't install Forge properly. Try again.
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Error Report
Don't use MCPatcher
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MC freeze after forge install
Congrats Simplsys on your ban. Note
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ISoundHandler error?
Update your forge.
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Forge 3.2.3 Minecraft 1.2.5
Forge Version: 3.2.3.108 Minecraft Version: 1.2.5 Dependencies: ModLoader 1.2.5 Downloads: Client (Adfly) (Direct) Server (Adfly) (Direct) Source (Adfly) (Direct) Changlog: Minecraft Forge 3.2.3 Changelog: ============================================================================ Updated to FML #74 BugFix: Fixed spawning in custom dimensions BugFix: Fixed a vanilla bug when trying to access chunk information with y < 0 BugFix: Fixed disappearing Minecarts in worlds that were last saved without Forge installed. BugFix: Fixed a vanilla that prevented mobs from spawning on top of chunks that were higher then 127. BugFix: Fixed levers dropping off backsides of stairs client side when toggled. BugFix: Fixed furnaces not smelting the final item in full stacks server side. BugFix: Fixed AudioMod compatibility for MultiMC style launcher, sound is loaded from the proper directory now. Misc: Added MLMP compatibility on client side for users who wish to use both on the Client only Misc: Added Forge identifier to statistics collection at request, see http://stats.minecraft.net/ and [url=https://github.com/MinecraftForge/MinecraftForge/commit/f32956fe58a1f9a1ff3509b2dc3dcaa9594ef159]here[/url] for more info. Misc: Fixed custom entity ids from mods > 127 by limiting the range to 0-256. Mod makers inform me if you ever need more. New: Metadata aware constructor for Chunk, to allow mods to generate terrain with metadata New: Exposed TileEntityData packet to generic TileEntities and added helper function for sending, useful for TileEntities that need to transfer small amounts of data. New: ISoundHandler, useful for adding custom sounds and dealing with sound based events. New: Block based mob spawn function, to allow blocks to specify if a mob can spawn on them or not. New: Hook for every Mob spawn to allow for 'unique' spawns, EXA: Spider Jockies, Baby Spiders, and the like. New: Block hooks for creating custom beds.
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FML cant decompile
Don't decompile FML, use completely fresh jars, touch nothing.
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Ban of mods
*reports my hack mods name as Forge's name* Boom bypassed. You're better off not trusting the client at all and just monitoring them more and being liberal with your bans.
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Ban of mods
By perfectly you mean really shitty, Mods can bypass bans in many many ways. I have it sitting there as a 'TODO' but honestly I dont think its worth the effort. OMFG I randomize my name on sending, I bypassed the ban, omg!
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Achievement gui not appearing for custom pages
is cheiv 2 a sub-cheiv of 1? Anyways i just tested with 2 chievs and it works fine.
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MCForge Probleme.
That has nothing to do with what he just said, re-read the thread he linked and do as it said, hint: you have to provide us with something so we can help you. If your next post doesn't include that something *cough*log*cough* i'm gunna ban you.
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Achievement gui not appearing for custom pages
Yes, add a 2nd chiev. MC has issues with the list if its only 1. Also, there is no reason really to have your class in there, you can use AchievementPage directly. Also, no need to do new Achievement[]{} thats stupid.
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Help with SMP guis
ModLoader.getMinecraftInstance().displayGuiScreen get rid of that shit.
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IArrowLooseHandler, IArrowNockHandler, and Bows
public int getIconIndex(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining)
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Grouped item blocks
Final answer: This is not going into forge. Even if you write the code yourself and submit it, I will not approve it. It is dramatic changes that are not fit for forge.
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GUI questions
You dont register a GUIID, you use IGuiHandler.
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GUI questions
Entity IDs are only used for the MobSpawner egg things, and the MobSpawner blocks when playing SMP, so they are sorta unique. If you use Forge's entity hooks yes, its the same entity ids are unique to mods. As for tileEntities... those don't have ID's they are part of the block.
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Grouped item blocks
My main point is this is a gameplay change and that is not what Forge is for. Everyone knows that if you do something stupid like spawn hundreds of items, you could lag your game. There are many ways around it and I don't think this is something that should be done in forge. We could but again, this is a lot of data to be holding, and changes the fundamental way MC works when it comes to item drops. It would completely bork anyone who uses MC's item drop mechanic for anything in game. Once again, this is just a fundamental way MC works, if you want realistic conservation of mater, find it in another game. Not trying to be mean, but this honestly isn't a popular demand thing. Most people don't care, or like the system that is in place in MC. My best bet would be for you to find a modder who is willing to do what you want, on top of forge. It is not a hard thing to do, just something I don't see fitting in with Forge. Once again, fundimental changes to the gameplay of minecraft, NOT something that Forge will do. Again, fundamental change to MC gameplay, not going to happen in Forge. I agree that tasks like that can become boring, tedious, etc.. That's why things like BC's filler exists. Or any of the other plethora of ways of doing it in other mods exist. If you want to really think of it, you're not using tweezers, you're using a shovel, a big one, one that can hold a cubic meter of mater. Anyways, I agree some people would find your idea nice, I wouldn't play it, I don't think the bulk of the community would. Your best bet for something like this is to go find a modder who will do it for you. Not try and get it into Forge.
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Hook for adding particle effects?
Do whatever the heck the spawnParticle code does, in your own code....
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Sorted Mod list
FML is bundled with Forge, they work great together, they were designed for eachother. You need to go to FML's github, download the latest server side FML, and replace the com folder. I'm not guaranteeing it'll work, because I only officially support the version that comes with forge. But it should help. Anyways, that, or hold tight. We are trying to get things worked out with the Optifine guy to allow us to properly do client side support. Once we do that we will update FML/Forge officially and get this fixed. But as I said, you can try updating it yourself in the meantime.
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Troubleshooting Forge 3.1.3.105
You're using jZip I would bet, use something like 7Zip, jZip screws things up.
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Old forge versions? (Beta1.7.3;etc.)
Links to ModLoader/ModLoaderMP versions are in the main download thread. And you can get the older downloads from jenkins, which again, is linked in the main download thread. If you're looking for REALLY old versions, you might wanna try the old sourceforge page, but besides that I don't know of any really old archives. If anyone gathers them up, let me know i'll link in the main thread.
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Hook for adding particle effects?
Why would you need to edit RenderGlobal? Go look at EffectRenderer.
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Problems installing
Aaaannnd. Banned, have a good day sir. Anyways for anyone who ever reads this, ANY ClassNotFoundException is caused by 1) Using a old/new version of forge that does not have the class that you need or 2) User install error. #2 is the case here
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Problems installing
You did not put ALL files in the forge zip into your jar. If you had, this error wouldn't of came up. Try again. We can't really do anything to help you, we arnt gunna hold your hand while you do a simple drag & drop.
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GUI questions
The ID is mod-specific, So I recommended something along the line of 1 for your first ID, possible 2 for your second.. and I know it may seem crazy, but bare with me for a second, 3 for the third one!
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