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Everything posted by LexManos
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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
LexManos replied to micdoodle8's topic in Support & Bug Reports
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. -
ModLoader.getMinecraftInstance().displayGuiScreen get rid of that shit.
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IArrowLooseHandler, IArrowNockHandler, and Bows
LexManos replied to warfighter67's topic in General Discussion
public int getIconIndex(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) -
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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You dont register a GUIID, you use IGuiHandler.
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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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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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Do whatever the heck the spawnParticle code does, in your own code....
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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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You're using jZip I would bet, use something like 7Zip, jZip screws things up.
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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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Why would you need to edit RenderGlobal? Go look at EffectRenderer.
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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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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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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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Error log, or you're not getting help. 99% of the time you simple did not follow the install instructions properly. We cant tell without the error log. If you don't know how to get one, you should try doing a little bit of research to figure it out.
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You don't need any hooks for that.
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Ah never mind I didnt see the forge version in that log, you need at least build 95. Not 90
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Whatever you used to install Forge didn't work properly, I advise you use 7zip as its the one I use and it works fine.
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You really just fucking bumped a 8 min old thread? Really.. really.... Also use the code tag so we dont have to scroll all the time. Your issue is that you didnt install forge properly.
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I just had Matabase confirm that the chunks loaded in a 5 chunk radius for him. Perhaps you are using Optifine, or some other mod that increases your render distance, chunks will not be unloaded if they are requested by the user's render distance.
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Do not put Forge into your jar, Only modloader. Nothing else.
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All you need to do is register the dimension's world provider, and then use the usePortal function in Minecraft/MinecraftServer to teleport your player.
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-.- Full code or gtfo.