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LexManos

Forge Code God
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Everything posted by LexManos

  1. You don't, this isn't a simple task. CB is dead, let it stay dead. If you're running old 1.2.5 stuff, then you should stick with the projects that existed at that time. You won't get any help here for such ancient things.
  2. It says that for any executable file you download from anywhere that doesn't pay a crapload of money to be added to their 'trusted' list. As long as you get the files from our servers you're fine.
  3. There are like 5 levels of purely posting number based ranks. Its supposed to show who has been here longer. And ideally it means they contribute to the community and are more helpful.
  4. You don't. Atleast not in productions. But you can use the build command to make all the installers. Thats about how much support you're gunna get.
  5. You are misunderstanding how data watchers work. It is indeed the fact that you're adding entries onto entities that are not your own. So, stop doing it. Either way this is not the place to argue this. On top of the main issue, you need to update the mod to 1.12. Oh, hell, you even necroed a old post... seriously dude...
  6. " it also need forge 14.23.1.2577 and i have 14.23.0.2512 installed" well... 2512 is less then 2577... So ya... that's your issue....
  7. Edited the topic, the site you linked IS known as one of the sites that shove viruses on mod downloads. So you may of gotten it from there. But yes, as diesiben said, you should only download mods from their original sources. Typically here, or Curse Forge. Sometimes the authors direct website. There are many many sites out there that pray on the fact that Mod authors are typically doing this in their free time, and don't make enough off the mods to hire lawyers to shut down these bad sites. So ya... only get your mods from valid sites. As for the winrar issue, or any issue with extracted mods. Mods have not needed to be, nore supported being extracted since like 1.6.4. So no you should NEVER have to use any program to install a mod, or extract it. Just download the zip or jar {zip is deprected but some modders are slow and still use it, but most mods should be .jar} and put it in your mods folder.
  8. We will not support a system that goes against Mojang's express wishes in regards to what you can and can not sell on Minecraft servers. In addition your intention to create a modified client strictly for your server is typically indicative of malicious attempts to control your users and have access to more information then you should, and also USUALLY means you're attempting to bypass Mojang's authentication systems. For these reasons I'm locking this thread and removing any identifiers to your website.
  9. There is nothing wrong in your log. Post the full file, or explain what you mean by this.
  10. Update, 1.7.10 is no longer supported on these forums, you need to use a modern MC version.
  11. then you've messed up your PATH variable, you can run java by typing the full path to the java exe instead of the word 'java'
  12. 1) Seriously... you can copy/paste text from the console. Even fi you couldn't do that you can take screenshots of your desktop by hitting the printscreen button (prt sc). And even if you couldn't do that you could post useful picutures... 2) Run the command without the []s, when people post things in [] it means to replace it with whatever inside it tells you to.
  13. There is nothing wrong with the files server, use http://files.minecraftforge.net if you can't access that then something is wrong with your connection somewhere, there isn't anything we can do.
  14. LexManos replied to a post in a topic in Modder Support
    No you're hybridizing the Forge and Mojang JSON formats. In the mojang version you have to specify all full variants. The point of Forge's json is to build the permutations for you. So you can't nest them like that, you'd need: { "variants": { "variant": { "frozen_dirt_grassy": {}, "dia_dim_dirt": {} }, "snowy": { "true": {}, "false": {} } } } If you have a '=' ANYWHERE in your variant name it detects it as a normal Mojang variant and doesn't build the permutations for you. So ya... read the docs, and either use the Forge version, or Mojang's version. Don't mix the two.
  15. LexManos replied to a post in a topic in Modder Support
    When it comes to block states, if one variant has an extra value all others do as well. So you technically have a "variant=dia_dim_dirt,snowy=true" and "variant=dia_dim_dirt,snowy=false" You just don't do anything with them. But your JSON model still needs to specify them.
  16. Why? We auto-build ForgeFlower. It's on our maven. Beyond that ForgeFlower is a git-patcher setup so you need to setup the project fully with a properly cloned repo.
  17. Derp, built the post and everything thought I clicked the promote button. Fixed now.
  18. Only download Forge from OUR web page: http://files.minecraftforge.net/ If you get it from our site its fine. Now, sadly due to how the internet works, and the fact that this is free product, we use advertisements to make our money and pay the bills. We try and keep all the shady 'this is a virus download our virus remover' ads away. But we can only get rid of the ones that are reported. If you're still worried, we provide direct downloads for Forge on our site. So you can skip the ads. As for downloading other mods, ONLY get them from the Minecraft Forums, Curse, or here. 90% of the results for 'minecraft mods' on google are spam/virus/crap infested sites that steal mods from us and exploit you kids. Its sick and annoying but welcome to the internet -.-
  19. 1.7.10 is no longer supported on this forum, if you want help you need to use a modern version of Forge/Minecraft. Otherwise you're on your own.
  20. Considering that this is a problem with Java 9 and literally impossible to get on Java 8, you need to try again. Use Java 8.
  21. No, this isn't gunna happen.
  22. Unzip that to your mc folder. And run the installer again. The installer only downloads things that it needs to download, if the files already exist it'll skip them and work the rest of the process fine.
  23. http://files.minecraftforge.net/libraries.zip You can manually install most of the libraries using this, however this zip IS NOT to be used by launchers or any automated system else i'll remove it.
  24. You can still use 'a simple array list' to generate your jsons, just do it in your build script and not at runtime. There are many reasons to use the json system. And MANY ways to make it simple/easy if you get past the concept of everything having to be done at runtime. We use gradle for a reason, it's powerful.
  25. Forge Version: 1.12.2-14.23.2.2611 Minecraft Version: 1.12.2 Downloads: Changelog (Direct) Windows Installer (AdLink) (Direct) Other Installer (AdLink) (Direct) MDK (AdLink) (Direct) Universal (AdLink) (Direct) This time again, prep work for 1.13 is still going on. A lot of behind the scenes work going on to make 1.13 feasible with all the changes Mojang is putting into it. I've been developing MCP/Forge for the snapshots for testing purposes so thats where a lot of my time is going. However we've been able to gather a few new features and bug fixes. I figure it's time to bundle them together in full release. Minecraft Forge 14.23.2 Changelog: ============================================================================ New: New event fired when Advancements are awarded. Added more detains to the loading screen. New registry event for Block and Item colors. Fully implemented /forge track command for Entity and TileEntities. New event to allow knock back control. New Slime hook for pistons. New context data sent to loot handlers for Advancements/Minecarts/Fishing/TileEntties. New hooks related to expanding armor for horses. New hook for controlling running particles for blocks. Added config value to disable async chunk loading. Mainly for debug purposes. New hook for customizing in-game music. New event for more tooltip controls. Enhanced logging during model loading. New hooks for registering custom CriteriaTriggers. New @Ignore annotation for the config system. Bug Fix: Fixed more bad shapeless recipe matching. Fixed issue connecting to IPv6 only servers. Fixed empty ItemStack being passed to EntityItemPickupEvent. Fixed some in-code documentation. Fixed tooltips sometimes rendering off the edges of the screen. Fixed rendering issues with FastTESR implementations. Fixed sometimes being unable to extract items from double chests. Fixed EntityFishHook not spawning particles in modded liquids. Fixed vanilla performance bug related to double chests that are blocked. Fixed vanilla powered rails not receiving power from modded powered rails. Fixed Flower Pot not being able to be set on some modded solid surfaces. Fixed Anvil repairing not working for some damageable items. Fixed missing text on loading screen for Macs. Fixed some packet memory leaks in netty code. Fixed statistics for entities in some cases. Fixed retexturing not working for some custom models. Fixed animations on rotated blocks. Fixed B3D model rendering issues. Fixed some lighting issues. Fixed crashing with null models not showing who caused it. Fixed Beetroot crops not dropping when trampled. Fixed giant jungle trees causing world generation cascading. Fixed extra dimension data not being saved. Fixed potential entity corruption from the dormant chunk cache. Fixed error logging in some mod loading stages. Fixed debug flags for ClassPatchManager not working. Fixed config guis showing child categories twice. Fixed modded fluids being treated as solid. Fixed adding MusicType enum values not working. Fixed pumpkins placement logic. Fixed model UV issue exposed by Optifine. Fixed animations for servers with high uptimes.

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