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Everything posted by LexManos
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(1.12) How to a retrieve an item's recipe?
LexManos replied to TheAwesomeGem's topic in Modder Support
For performance reasons you need to be weary of when you do this as there are thousands, perhaps hundreds of thousands of recipes. So searching it takes some time. So do it as rarely as you can, and cache the results. -
version & libraries finished with 1 failure
LexManos replied to Unkonwen's topic in Support & Bug Reports
User was banned for using a cracked launcher. -
[1.13]Read NBT of old unregistered TileEntities
LexManos replied to ShetiPhian's topic in Suggestions
I'm looking into ways to deal with upgrading worlds for 1.13. But honestly, it's not looking good. Vanilla's flattening code is... bad... at least for modded entries. We'll see if we can figure things out. But most likely, due to modders not providing data, and the way Vanilla code is written 1.12 worlds won't be 1.13 compatible. HOWEVER, as for your specific request. You'd want to do data fixers. -
'ForgeMultiPart' as never a part of Forge. It was always ChickenBones.
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Develop a different mod can connect hardware and Minecraft real time.
LexManos replied to gawen's topic in Modder Support
Quit spamming our forums with this crap. Yes it is possible. No we will not write it for you. Talk to the people who made the software you're showing in your images. If they have half brain they can make it work in Minecraft. BUT beyond that, don't do it as it's against Mojang's EULA.- 1 reply
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That tutorial is dumb. It's close, but dumb. Extract the MDK to whatever folder you want your project in. Run gradlew setupDecompWorkspace eclipse In eclipse File -> Import -> Existing Project -> Your folder. There is no special 'Forge' folder or anything. Your project is your project.
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Extract this to your .minecraft folder: http://files.minecraftforge.net/libraries.zip
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Forge server jar doesnt open
LexManos replied to HelpMePleaseAndThankYou's topic in Support & Bug Reports
You can tell it which java to use by specifying the full path to java.exe instead of just 'java' -
cofh core doesnt have actual permission nodes
LexManos replied to unstablecraft's topic in Suggestions
We do write cofh mods. Speak to the COFH team not us. We are Forge. -
Creating JAR-Mods for MC-Versions without MCP
LexManos replied to Zeldinator's topic in Modder Support
Long story short, this forum will not help you build or distribute modifications to the base class files. Be it 'jar-mod' style, or coremod style. This is nothing but detrimental to the community because it is used to make nothing but incompatible by nature mods. So we won't help you. Now, if you want to learn the concepts of the process. That's fine as it's an interesting tech that we have spent several years trying to perfect. Minecraft is Released. Myself, or others on the MCP team update the MCP mapping files. Which is the translation list of 'a' -> Block 'b' -> World, This is a hard, long, tedious process. You're welcome. Rebuild the joined jar file by merging the client and server jars Mojang ships as they both strip different parts of the code. This is done with basic ASM/set merging. Rename the joined jar to the MCP names made in step 2. There are many tools that allow you to do this. ASM even comes with a slightly broken default implementation for this. Run that renamed jar through a decompiler, we use a heavily modified version of FernFlower to fix a few hundred of the issues that it currently has. Then modify that resulting source code to have your changes. Recompile that source Rename that binary using the opposite MCP mappings. Strip out the parts that arnt for the 'side' that you want to target. There you go, you have class files that can replace the classes in the jars shipped by Mojang. There, you now have a basic outline of how the development side of 'jar-mods' is done. Again, don't do this in the real world. It's BAD. It will do nothing but bring us bak to the dark ages of painful installs, incompatible mods, and PITA support we have to do. -
You can pass in --username and --password to the launch arguments and it'll log you into your Mojang account.
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Sounds like its one of your mods adding bosses to the overworld. Forge does not do this.
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Ya, the point is that it cleans up its buffers now, So mods that hold on to it will need to update. Not much we can do about that besides re-introducing the bug
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Forge Version: 1.12.2-14.23.1.2554 Minecraft Version: 1.12.2 Downloads: Changelog (Direct) Windows Installer (AdLink) (Direct) Other Installer (AdLink) (Direct) MDK (AdLink) (Direct) Universal (AdLink) (Direct) Hello again everybody! Time for another recommended build for Forge! 1.12.2 has been stable for quite a while now. Mojang is now pushing out snapshots for 1.13 which is going to be a big change. However, nobody truly knows whats going to happen in it. So don't get freaked out. We'll see what happens when it happens. I figured it would be a good time to wrap all the cool bug fixes and changes we've added to Forge so we can start working on even more! Minecraft Forge 14.23.1 Changelog: ============================================================================ New: Added new /forge gen command to allow admins to generate large amounts of chunks. Added new /forge entity list command to list all entities in the current world. Added config option to fix various Vanilla world cascading issues. This changes some vanilla block placement so it's opt-in. But it fixes some vanilla world gen performance issues. Added EntityEntryBuilder, Modders should use this for building their entity registrations. Added hook to allow custom MapDecorations. Decreased memory size of Sprite based Item models. Added Capability support to Chunks. Added hook for ownership of sub-items. Added support for client or server only dependancies. Added hook for better block slipperiness control. Added hook to control dimension lighting. Changed Universal Bucket design, will now use vanilla texture if applicable with lower memory footprint. Changed Block Reach Distance to a player attribute instead of a shared constant. Added hook to allow custom entity selectors in commands. Changed ThrowableImpactEvent into a more generic format. Added method to allow custom recipes to be auto filled from the GuideBook. Added InputUpdateEvent to react to polling keyboard/mouse. Added a new cloud renderer that utilized your graphics card better. Increasing performance. Changed how recipes using wildcards are processed. Modders should considering explicitly defining all subtypes. Bug Fix: Fixed search tabs using wrong contents. Fixed ShapedOre recipes not laying out correctly with the guidebook. Fixed error handling related to OBJ model materials. Fixed chunk gen mobs not firing the CheckSpawn event. Fixed lighting not being correct in certain cases related to potions and time of day. Fixed splitting of large S->C custom payload packets. Fixed netty spam related to large packets. Fixed IngredientNBT comparing stackSize Fixed potential BlockPos leak. Fixed vanilla bug causing blank renamed books being useless. Fixed Shaped recipes that are larger then 3x3. Fixed dormant chunk cache loosing entity data. Fixed block and torch placement logic. Fixed being unable to see with night vision in certain conditions. Fixed Item Models with formats other then ITEM. Fixed items not blocking interaction when in off hand. Fixed performance issue related to S->C chunk data packets. Fixed performance issue in model building. Fixed some interactions with entities and modded Items. Fixed performance regression in FastTESR rendering Fixed bug in animation system with rotations. Fixed stacked item entities rendering incorrectly. Fixed vanilla bug where spider and chicken jockeys would not spawn. Fixed some performance issues in chunk rendering. Fixed some missing material changes. Fixed performance with default implementation of inputting items into an inventory. Fixed default fluid blocks not using fog color of their fluid. Fixed vanilla bug where combat tracker lost data when killing entity. Fixed vanilla bug where chunks would not properly know their max height until updated. Causing spawning/block tick issues. Fixed crash when modders remove all flowers from certain biomes. Fixed fake players accumulating advancements. Fixed performance issue related to collision checking. Fixed config properties loosing comments when being renamed. Fixed LivingDamageEvent not firing for some entities. Fixed broken vanilla Shapeless Recipe matching function causing some recipes to not work depending on the order of items in the crafting grid. Fixed fluid models not supporting tinted layers correctly. Fixed NPE when player tries to sleep without a bed. Fixed incorrect vanilla horizon lighting. Fixed incorrect lighting of item models. Fixed ItemModel transparency generation. Fixed graphics issue on some Mac systems with the Splash Screen. Fixed memory leak in networking. Fixed race condition causing an error when quickely closing a single player world and opening another. Fixed non-player entities being placed incorrectly when being teleported between dimensions. Fixed Universal Bucket not firing BucketUse event. Fixed CompoundIngredients not working properly in shapeless recipes. Fixed version icon response packet leaking memory. Fixed BufferBuilder not growing if used in specific ways.
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[1.11] @SubscribeEvents inside Block class not running
LexManos replied to MSpace-Dev's topic in Modder Support
1) Blocks are singeltons, as in there is only one instance of the class. So storing the position in the block would not work. What you want is a tile entity, or just a list of all the blocks in some other map somewhere. 2) @Mod.EventBusSubscriber is for static classes/methods. It will only register static handlers. -
Any Way to directly downloaded latest installer
LexManos replied to Blooded_Wine's topic in General Discussion
It exists and is there yes. We however do not support you using it. Sorry this is decision that has to be made. Ads are the sole way Forge makes money to run the servers and everything associated with it. We ask that people don't create auto-downloaders. -
Getting 1.10.2/1.7.10 Forge to run Offline
LexManos replied to Braxbro's topic in Support & Bug Reports
Show us a full log, and a screenshot of the launcher you're using. This class is located in the Forge jar file in the libraries folder. If you've deleted stuff from there after installing then you'll break things. There isn't much I can tell you without you giving me any useful information. This is fundementally not broken if it was NOTHING in Forge would work. Hell nothing in Java would work as jars are how classes are stored. -
Getting 1.10.2/1.7.10 Forge to run Offline
LexManos replied to Braxbro's topic in Support & Bug Reports
Its part of Forge. If you install Forge with our installer it'll put all the parts in the correct place. Just use the normal vanilla launcher and you'll be fine. -
OreDict wildcards work just fine. And copy pasting the old recipe class isn't creating anything new. It's also not legal if you don't include credit.. so.. work on that... OreDict wildcard and normal Ingredient wildcards work fine. The problem is when you use 'damageable' items. As that fundamentally breaks the GuideBook. Once people actually put their input in, we can start working on a secondary matching implementation that works correctly with wide and narrow ingredients.
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Getting 1.10.2/1.7.10 Forge to run Offline
LexManos replied to Braxbro's topic in Support & Bug Reports
Nothing in Forge requires a online connection. The launcher you are using most likely is broken, use the official launcher. -
User was banned for using as cracked launcher... Seriously guys... SERIOUSLY! @Braxbro When I post asking for what launcher they are using, don't interact. I KNOW what launcher they are using. And just want them to admit it.
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What link did you download it from? "J9.0.1" doesn't help.
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Jesus christ you two, quit bickering. The universal has the version.json in it for anyone who knows what they are doing and give a shit about it to use. That's it. Its there because there is no reason for it NOT to be there. As for the installer bundling the libraries. This will never happen. Simply put it would multiply the storage costs on our servers 40 fold with redundant data. Hence the point of having the installer download the files. As for the issue you are having with being able to use the installer. You need a internet connection, thats the rub of it. Something in your setup is screwing with the list of mirrors the installer downloads. Check your firewall/proxy/whatever settings. I just verified with that installer that it works fine with a valid internet connection. So the installer is fine. As for 1.7.10, Diesbien is correct. You should stop using it if you expect support here on the forums. It's 3+ years old I don't care if you play it but its ancient in Minecraft terms and expecting us to actively support you using it is just plain wrong. Now, as for the libraries itself. We do have this archive that contains some of the libraries. I have not verified that it contains everything needed for 1.7.10, because again it's old as hell and we don't actively provide support for it. Maybe if Diesieben or someone else wants to gather up a list of libraries for 1.7.10 I can add them in. Anyways, No Forge installer need admin access. It only write to the folder you tell it to. By default that being the %appdata%/.minecraft folder. Which DOES NOT require admin privileges, which is why Minecraft uses that folder. As I said above, the issue is your network settings. Something is in the middle corrupting the data being downloaded by the installer.