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LexManos

Forge Code God
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Everything posted by LexManos

  1. So is this resolved or not? The problem is you have something that is overwriting ais.class without including the things Forge needs to.
  2. by going top FML's github and downloading a updated version. Anyways, we should be updating forge's bundled version soon, we are just waiting on the guy from Optifine to have a sit down with us. Either way, if BC's priority system was implemented right it would work fine. Which, obviously it wasn't.
  3. Your item.itemID, that is a number, not a item, and it should work fine. The problem is your item id is not a valid ID hence the null pointer. Pass in a proper value {using one of the methods I described before}
  4. Remember to +256 your item id, Or, more properly: item.itemID is the value you should use.
  5. IIRC Millenaire uses a unofficial version of forge, and screws things up, pretty bad. You should tell the makers of Millenaire to come back to the official version of Forge and be happy. Also, make sure you install forge AFTER Millenaire.
  6. We do not touch anything related to the distance of loaded chunks. We do provide hooks for modders to be able to prevent the unloading of chunks. However, as I said, none of the actual numbers are changed so there shouldn't be any reason that they are loaded extraneously. Perhaps you're running into the spawn chunks, which are not unloaded, ever.
  7. They should load just fine if the mod has its priorities straight. Also, if you want, you can update FML and see if it sorts better. FML's sorting function actually WORKS, so as long as the mods do them right, it'll work fine.
  8. These 'errors' are caused by Magic Launcher not properly checking inheritance. They are not real errors. Forge changes those two classes and replaces those functions with forge's aware versions. Perfectly legal java, so ignore them.
  9. The first concept to reduce lag is a possible one, and it has been done many times. But, it also really isn't useful to anyone except those on really low end PCs who like to blow shit up a lot. Which is why I don't think it really is something worth while. EE is able to create it's item dropped effectively, because it has one item that destroys everything in one go. We could do it for explosions, but as I said, only useful for people who like to blow shit up. And the lag is just a hazard of doing that. {If you really have the urge to blow shit up, get one of the many bukkit plugins that do this} As for the second idea, ... no... This is a major change in MC functionality/gameplay. If you're to lazy to fill in big hole by hand, make a machine, if you're to lazy to do that, .. the hell you playing MC for? As for the inventory idea... that would require us to give all blocks a tile entity to hold that data and that would be ... bad...
  10. We dont support decompiling others mods, as its a pain in the ass. But if you stick everything into the minecraft.jar, including Forge, and decompile. That'll decompile it, you're on your own to fix any decompile issues.
  11. You have something else, something that requires forge in your jar, take it out and try again.
  12. GUIs don't exist on the server. And there needs to be a standard way to launch a GUI for a player on both sides. Hence the handler.
  13. Shoot me a e-mail with the contents of your .minecraft dir, as well as the batch file you are using to run. [email protected] If you installed it correctly, it should work fine. With or without authentication. {I don't auth when im deving, so I know it works }
  14. Interesting, I just double checked, every case of Packet1Login that's sent by the client has the forge identifier in it. Even for unauthorized clients, as long as you use Forge's adl class. Can you be sure to verify that ONLY ModLoader and Forge are in the jar.
  15. Stack trace or it didn't happen. But 99% of the time, the cause for that issue is you installing ModLoaderMP over top of Forge. What is the order of mods you've installed?
  16. http://minecraftforge.net/wiki/Tutorials If there isnt a tutorial for what you want, write it, other people will appreciate it.
  17. Was that english? Anyways point is, what is the first thing you should of thought of when you got that error saying that ( was a unknown character when you were trying to load your config? Perhaps reading the config file.. and finding the ( Anyways, problem is resolved, And if you don't like how the exception looks its your fault because you don't catch the exceptions in your constructor {which is the only way you can make it print the trace at that line}. However its not that big of a deal if you understand how to read stack traces. Thread finished, don't use () in your property name.
  18. dont use weird names: my 2(1 = On || 0 = Off) Properties have comments for a reason.
  19. Do I REALLY have to ask for the freakin error... You're being really unhelpful -.-
  20. You ALWAYS rendering SOMETHING for every entity. And really the only functional change in 72 was to use the (World) constructor instead of the (World, double, double, double) one. So I dont think thats the actual issue. Move the crap you do in the double ctr into the world ctr.
  21. I haven't been bothering to look at this, whats the issue and why are you using a old version? The revisions you mentioned would have nothing to do with your rendering if you did things properly. As for that typecast, that does nothing, as that type is already a Integer.
  22. try running astyle-osx in your /runtime/bin folder ./astyle-osx --version
  23. Cant see shit in that low of quality. Anyways mcp should have /runtime/bin/astyle-osx If it doesnt have it, then something i wrong you need to go install it. If it DOES have it, and MCP doesnt pick it up, something is wrong and <CP is screwed up, go install the non-packaged of astyle. Anyways, google is your friend for how to install astyle.
  24. 1) Forge does NOT lack documentation, read the damn code the doucmentation is there 2) There is no generic block interact event for blocks that are not your own, so you are kinda screwed on that point {though things are in the works} 3) Feel free to store things in the chunk data using the ISaveEventHandler, loading that information and accessing it from where ever you deem fit. But, point is, you can't assign arbitrary data directly to blocks that dont support it, and most blocks dont as that would require giving EVERY block a tile entity, which would be bad.
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