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LexManos

Forge Code God
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Everything posted by LexManos

  1. Then post you log.
  2. Just use your json files.
  3. He said run the INSTALLER jar not the UNIVERSAL jar.
  4. It's a perfectly valid use for deprecated. Everyone has their own code styles. Java doesn't have a proper internal or overide only annotation. So this is what we have. Deal with it.
  5. 1) Don't not for 1.10, you should always be on the the latest mc version 2) don't use mcp, that's only for advanced people with explicit need for it 3) there is no thing as smc I'm going to assume you meant src and that has been outdated for years. Everything is i n a proper package now. 4) you NEED to know the basic of java, your use, and how to run commands before nodding. So start there.
  6. There is no "they". As stated, if nothing has changed in your MC setup then most likely its some other software you have installed like a Firewall or Anti-Virus.
  7. There is no legacy compatibility issues if Minecraft itself forces the change. Such as the >64 and lcasing as they did in 1.12.2. Stop being a smartass. And no, there is no good way to determine if you're in a 'Dev environment' If you find a way that is 100% reliable and doesn't rely on hacky hacky shit. Then sure we can think about it because A LOT of things could use a Dev Time explosions.
  8. For legacy reasons we can't we just bitch about >64 and not lcased. https://github.com/MinecraftForge/MinecraftForge/blob/f49411745352fce16f633e05b250a87f23048166/src/main/java/net/minecraftforge/fml/common/FMLModContainer.java#L136
  9. The Forge log WOULD show those errors are networking errors such as that are logged. But if thats the case then you seem to of given us the wrong computer's log files. But if as you say that you have been using this setup fine for over a year, and haven't changed anything Forge or Mod wise. Then its something else thats the issue. New version of your firewall, or AV blocking things possibly. The launcher shouldn't have anything to do with it as at the end of the day you're just launching the same game.
  10. Your JSON looks fine, and should load fine. Or error if its not the proper syntax. Its more likely that you're not loading it at all because the file isn't in the right spot. If you're using a IDE be sure to clean the workspace and make sure it rebuilds the 'bin' version. Eitherwise, post your source/exact paths/etc. And yes, you should use a longer more unique domain name.
  11. The 404 errors are perfectly fine and inteded, if you can launch the game then we need the FML logs. And reading the ones you provided: [11:45:22] [main/INFO] [FML/]: Forge Mod Loader version 13.20.1.2386 for Minecraft 1.11.2 loading You should update to 1.12.2 The rest of your log isn't useful. It doesn't show anyone trying to connect, or the 'opening to lan' message.
  12. Sadly we can't it requires a major re-write of the launching mechanism that allows us to do the core patching of Minecraft. There isn't a way to apply this retroactively. We're hoping to have the new system in place for 1.13+ which will definitely land before September, so there you go.
  13. Seriously, Use the event not the static registries. Timing of registration is important. So stop doing it in random places. I was tempted to name the event 'RegisterYourStuffHereAndStopBreakingEverythingElseSeriouslyStopRegisteringYourCrapInRandomPlacesItBreaksThingsAndHoldsUsBackFromBeingAbleToDoCoolThingsThatWeveBeenWantingToDoForFourYearsNow' but I decided against that as it was a bit long
  14. Your log is running Java 9. And the only cause of this issue is you running java 9. So be sure.
  15. http://mcforge.readthedocs.io/en/latest/events/intro/
  16. It is NOT a Forge issue, stop saying stuff you know nothing about. It is a OPTIFINE issue. Update/Remove Optifine.
  17. Yes, in the event. Before anything can be run in a class, it must first run a special <cinit> function which will run all the code needed to populate the static fields {or custom cinit methods you add} The problem is this line: public static final CookingMeal FRIES = new CookingMeal("fries", "Fries").setIngredients(2, Items.POTATO, Itemizer.SALT).setValues(new int[]{1, 2}, new int[]{2, 4}); So first it calls CookingMeal, which calls setResourceName, but since the class is being statically initialized it isn't claimed as your mods code yet. So it'll throw the warning. Then it also accesses Itemizer.SALT, but in order to know what that field is, it has to run THAT class's static internalizer. Which is all of this crap: https://github.com/Oeku/RPG-Mod/blob/master/src/main/java/net/zeldadungeons/init/Itemizer.java#L43-L76 Which calls a boat load of other classes initalizers. Stop doing that. Only create your Blocks/Items/Whatever in the Register event. If you want to use static final fields, use @ObjectHolder that's what its designed for. Or you could use a normal field thats non final and populate it in the Register event.
  18. Stop initalizing your items in static blocks
  19. Tell MCEdit to update. We've stored the ID map for the last 4 years or so. It wouldn't be hard for them to read it and put the correct ids in.
  20. The official answer is to remove optifine.
  21. There is nothing wrong with that log. Seems the game started fine. Post the real log from the logs folder.
  22. Yes, it is called minecraft. You seem to be under the inital false understanding that any of that should be triggered by the client doing anything. Unless you're explicitly doing it from a GUI, and even in that case you should use the generic button click handlers and the like to talk to the server. None of this logic should touch any client side code.
  23. LexManos replied to LOX's topic in Suggestions
    Forge does not include extended shader support. That is an external mod. Vanilla supports a small set of shader functionality but that should be able to be loaded through resource packs.
  24. https://github.com/MinecraftForge/MinecraftForge/compare
  25. First problem: Texture loading being slow. This is MOST likely due to your resource packs being broken. Forge logs extra information when resource packs are broken. Thus the extra time, tho unless your packs are EXTREAMLY broken it shouldn't be to much extra time. At least thats the only logical reason I can think of. So link your exact resource packs and I can take a look. But honestly its more likely that you have something wrong. Also the fact that you're on 1.8.9 doesn't help things at all as that is notoriously broken. Scratch all that, you're using OptiFine. It does a lot of things broken/off thread that makes the model loading system appear faster. Compare us to vanilla not OptiFine. Second Problem: That it literally nothing to do with us. All we do in that scenario is send a fml marker in the "Send me your server info" packet. And parse any extra data the server sends in response. Any slowdown would be on Hypixels end. Either way, update to 1.12.2 if you want us to care about supporting you.

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