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LexManos

Forge Code God
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Posts posted by LexManos

  1. 40 minutes ago, Tails said:

     

    1. Considering library org.scala-lang:scala-swing_2.11:1.0.1
    2. Checking "C:\Users\scott\AppData\Roaming\.minecraft\libraries\org\scala-lang\scala-swing_2.11\1.0.1\scala-swing_2.11-1.0.1.jar" internal checksums
    3. Exception in thread "main" java.lang.reflect.InvocationTargetException

     

     

    Please try and answer your own questions before asking....

  2. delete your world and rerun it.

    Most liekly its because you've swapped registration order so many times in dev that it saved the ids out of order.

    Thats the entire point of Forge tho, to control the IDS and manage them.

    There isn't a good way to sort the items, and honestly it shouldn't be that big of a deal.

    And we can't change how they are sorted in Forge because people complain in vanilla.

     

    So, just to reiterate, the items/blocks WILL be assigned ids in the order they are registered.

    This registration order persists between world loads.

    So if V1 of your mod registers BlockA Item1 Item2

    And V2 registers BlockA BlockB Item1 Item2 Item3

    The result of upgrading the world would be BlockA Item1 Item2 BlockB Item3.

    BUT in a new world it'll be BlockA BlockB Item1 Item2 Item3

    And no, there isn't anything you can do about this.

  3. JEI *should* sort things by modid or something other then numerical ID {which is the default sort of the registry, cuz Mojang felt like doing it that way} But JEI doesn't have to do it that way.

    Also, for creative inventory, use your own tab and group them that way.

    You USED to have to assign all ids, and there were id conflicts all over the dang place.

    This is one of the main reasons why things were moved to hiding the ids from you. You shouldn't need them anymore.

  4. 2 hours ago, Animefan8888 said:

    We might just be waiting on Ama, or maybe the devs have gotten tired of waiting and took on that job themselves.

    Ya, sadly it was the latter. So I spent a week or so re-writing everything he has done and getting it working.

    FG is functional, it needs some quality of life stuff, but it's done enough where I am back working on patch updates in Forge.

    Now my job is working through the massive crapton of patches that Forge has. My current 'old' directory:

    cb7a867a47.png

     

    Quote

    I think Forge attempted a build this week, it failed but it proves they are very close to being done

    b052d02fc7.png

    Forge is building fine. I finished that up last week. We just arnt publishing to the main download page because we don't want end users downloading things yet. As it's still being worked on.

     

    As for other things, cpw has work to do on ModLauncher/FML stuff. And he won't have time to work on that until chirstmas vacation because of real work.

    But, he is being kind enough to take time out from having with his kids for christmas to do some work on Forge.

    So Ya... things are being done, you can see what what is being done by watching the git repos. Things are out far enough where modders can start testing things.

    Giga has some stuff to do to make the MDK a bit more userfiendly.


    Stuff is progressing, and we're not hiding it. There is no ETA or percentage complete because those are literally impossible to calculate because we are working on things as they come up.

    • Like 2
  5. Optifine is the same issue yes, it improves SOME users, but in our testing breaks things on a lot more. 

    If it works for you good, but don't believe it is a magic fix-all thing.

    Also, personal opinion here: I don't like that its closed source and hacks around internals magically, i'd much rather SEE what it is doing/claiming to do.

    • Like 1
  6. Don't trust everything you read on the internet kid. Especially of it's a magic mod that suposidly increases MC performance. There is a reason why Speiger has been banned from not only Forge, but many other major MC projects. Yes, Forge keeps some extra data about the textures in memory. This is to speed up rendering, lighting, and the like. There is a triad off of some extra memory usage for massive decreases in cpu usage. And at the end of the day, RAM is cheap, CPUs are not. Also, The guy who wrote the changes Forge does is now actually employed at Mojang rewriting their rendering engine. So i'd trust his code over Speiger's.

     

    The same goes for any other "performance" mod you see out there. There are good reasons they arnt officially part of Forge. Most of those mods break other mods, simply because the deep level of control that mods have over their own data and MC.

    • Thanks 1
    • Confused 1
  7. That what we will be doing for 1.13, the first few builds will only have the bare bones of what we have gotten done.

    But we arnt working on FORGE itself right now, we're finishing up the installer, gradle, building, etc...

    All the NON-Forge parts of the modding ecosystem.

     

    Once those are done and good to go, then we'll start forge builds and start working on Features.

    As it sits there are only a few things left, the most nosed being IntelliJ run configs and TESTING.

    I've been public about this on my twitter, so those who wanna help can help., if they know how. 

    • Like 2
  8. 18 hours ago, hellwolf95 said:

    so seeing how for the foreseeable future curse will probably be one of the better places to get mods for Minecraft would you guys (the devs) be willing to try implementing a way for us to browse those mods while in-game and download them just requiring us to restart after we exit the browser if new mods are downloaded.

    Never gunna happen.

  9. I have no sympathy for you players who use Netease, their entire business model is bad and abuses the hard work that we here at Forge, and other modders do. If they want to start complaining that I don't produce Forge fast enough, then they can start helping out. But no they just sit back, toss DRM onto things, and just rake it in.

    It'll be done when it's done.

    • Like 1
    • Thanks 4
  10. If it was from our official site, then it's fine.

    Windows likes to say anything it detects as a executable file, that hasn't paid them a stupid amount of money to be on their whitelist, can harm your computer.

    Because it can, even stuff on their whitelist can, any executable code you download from the internet can harm your computer.

    But if you trust the people you're getting it from, then you just ignore that.

    Always be on your guard, make sure you're getting what you expect from the host you expect.

    We also provide the signatures of each file on the downloads page so people can verify that it didnt get corrupt while downloading.

    • Haha 1
  11. Alright, i've skimmed this but the last part with recommending people use @Optional is just flat out wrong. It wouldn't 'not run' it would be stripped from the class. Thus any code calling it would error.

    Using ASM hacks is DISCOURAGED. At the end of the day all you have to do to make your code have a soft dependency on anything else, is simply not load the code with the hard dep unless you know the dep is satisfied.

     

    Have event handlers from other mods?

    if (Loader.isModLoaded(modid)) BUS.register(new DepSpecificEventHandler());

    Have caps that could not exist at runtime?

    	@CapHolder
    public static final CapabilityHolder<Foo> FOO_CAP;
    	private Object myFoo = null;
    	 
    	TEInit(){
    	  if (FOO_CAP != null) myFoo = new Foo();
    	}

    It really isn't that difficult. The JVM doesn't know a class exists unless the code referencing is invoked/resolved. If statements are usually enough to prevent this, if that doesn't work {something deeply resolves the code} then you can hide it even more with a Supplier

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