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LexManos

Forge Code God
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Everything posted by LexManos

  1. Minecraft is Java. So mods should be Java. End of story. No more language arguments here.
  2. What type of MP server? Does it have BOP installed?
  3. We don't care. Its several years out of date, you're not gunna get support from us. You broke something on your end, we're not gunna help you because its old.
  4. It works yes, but it causes other chunks to be loaded. You can see here for more information here But basically in this case, you problem is your setBlock doesn't have any flags passed in so it notifies the neighbors of the change, which if you're on a chunk border loads the other chunk.
  5. Don't ping me, you can, but you shouldn't as thats just causing a fork in the community. Its actually simple if you look into it But we leave it to the advanced users who can read the build system/workspace and understand what they are doing. Beyond that, who says that PR is dead? Is it closed? PRs that are remaining open need more discussion and interest from the community not 'Fuck it ill fork the shit myself and screw trying to keep end users lives straight'
  6. We talked about this on IRC, you don't want a registry, you want a list.
  7. Do NOT make other launchers. Mojang has EXPLICITLY said they do not want people entering their login details into other services. There is a reason why the Twitch app loads the vanilla launcher. You will not get any help for this here.
  8. Ya, if you cant do it with json you're using the json wrong. And that isn't hyperbole, the json can LITERALLY do everything code can. Its just a matter of if it's intended to do that or not. If you find a case where you cant do something let us know and we can expand the functionality, that's kinda the point of Forge. People don't make IDEs for shits and giggles, they are really powerful tools...
  9. "It doesn't happen in vanilla!" *links to video of it happening in vanilla* Really dude? Anyways most likely it is an issue with your desktop res combined with any enlarging you have going on through windows. There insn't much we can do about it. LWJGL thinks your screen is bigger/different then it is. Make sure you lower your screen rez and set the scaling to 100% in windows.
  10. Not sure, something in the depths of building the search tree is hitting your items and nulling out. Try debugging your code... See whats null in that exception. But again, STOP using code to register recipes.
  11. Ah an actual bug! {Well more of an oversight} Thanks for the report, i've fixed it. Vanilla hardcoded the size check for explicitly vanilla shaped recipes. I've abstracted that out to make it work with modded recipes. The next build will have this fix. https://github.com/MinecraftForge/MinecraftForge/commit/036191cd52c2901fc881a488fa595835feaa4217
  12. 1) Use JSON not in code. 2) Your items are invalid. 3) What the hell is this: List<Object> args = new ArrayList<>(); args.addAll(Arrays.asList(recipe)); args.addAll(Arrays.asList(map)); It's a varargs, you don't need to do any of that crap...
  13. Your core concept of generating things cross chunks is bad. You should work on your system and figure out a way to generate things within the chunk boundaries.
  14. remove all 1.7.10 mods
  15. Stop using OLD coremods.
  16. You should also never statically construct your blocks/items. So really you need to go through and cleanup your code. Yes, it's work, but you should do it. @Draco18sThere IS reason to use @ObjectHolder for your own items, that his current method doesn't support. OVERRIDES. If anyone comes along and says "Screw you I want to override the functionality of your item" then you just silently detect and use it. This way doesn't support that.
  17. Interesting, nothing on our end shows that there is a issue. Any chance you can run a 'tracert files.minecraftforge.net' command and post the output. So we can know where it's breaking down.
  18. Yes the field names need to match up. But that shouldn't be an issue. You issue seems to be that you don't want to lookup the registry names. There isn't anything we can do to fix that. Even get calls would need to have the name...
  19. Eah missed that part. But point still stands as most people who use getValue don't cache it. And you have issues with making sure you rebuild that cache when things change. There is a event for it. But it's more work then just using @ObjectHolder which is what they brought up.
  20. s/probably/DEFINITLY/ Static field access vs a map lookup everytime you're accessing the value? That's a DEFINITE performance increase. Beyond that, for your own stuff it should be simple as hell to use @ObjectHolder @ObjectHolder("my_mod") public class MyBlocks { public static final name1 = null; public static final name2 = null; public static final name3 = null; public static final name4 = null; }
  21. What are you trying to do exactly? Also, no. The generics are rather rudimentary due to speed concerns. It must be the exact class.
  22. Forge Version: 1.12.1-14.22.1.2478 Minecraft Version: 1.12.1 Downloads: Changelog (Direct) Windows Installer (AdLink) (Direct) Other Installer (AdLink) (Direct) MDK (AdLink) (Direct) Universal (AdLink) (Direct) With 1.12.2 on the horizon, I figure its about time for a RB. We've done a few bug fixes, performance improvements, etc. We're still working on flushing out Mojang's JSON data system. But this is being held up by modder's not wanting to say what they need. So my hopes is that people will start testing out the changes and working with us to move the data system forward. I want to take this moment to re-iterate that we are proposing a new standard for the community in reguards to CoreMods. This standard has been agreed upon by most of the major players in the Minecraft community. You can read more in the announcement. These are proposed for technical reasons so that hopefully in the future we can start moving the engine/game forward. Minecraft Forge 14.22.1 Changelog: ============================================================================ New: Added @ObjectHolder scanning to vanilla MobEffects, Biomes, Enchantments, SoundEvents, and PotionTypes constants. Optimized ExtendedBlockState.getClean() speeding up block updates. Added rotation origin variable for animated models Added partialTick to RenderLivingEvent Improved Furnace fuel functionality and performance. Added spawner flag to CheckSpawn event. Added logging snitcher when using System.out/err Quieted down warning for missing translation files. Added support for custom FontRenderer for tooltips in Creative GUI Added support for NBT icons in Advancements Removed unnecessary maxStackSize restrictions on brewing potions. Optimized some patches for performance/cleanliness. Now firing RemapEvent when reverting to Frozen state. New Recipe Registry events after JSON recipes are loaded. Added support for vanilla "nbt strings" in json recipes Added logging for coremods that do not package separate Jars. Made Optional.Interface repeatable Added support for custom Shields and Shield disabling weapons. Added limiting to Server to Client capability packets. Added support for oredict dyes to Fireworks, Armors, and Shulker recipes. Added support for placing buttons and levers on modded blocks. Sneaking will now bypass villager interactions like other entities. Added pages to the advancements GUI to allow for unlimited root advancements. Added CriticalHitEvent to allow more control over whether a attack is a critical or not, and what damage it does. Cleaned up Forge config files. Increased performance of ticking tile entities. Added GuiContainer Foreground render event. Add smarter getter for block slipperiness Bug Fix: Fix BiomeDictionary not collecting it's list correctly. Fixed incorrect default resource location of potion registry Fixed missing messages of missing models Fixed unblockable damage being blocked by armor. Fixed log spam when creating dummy blocks. Fixed override duplication caused by bad comparison. Fixed getting missing models for overridden Item registry entries Fixed JOpt version on the dedicated server not matching client. Fixed packet encoding issues. Fixed Recipe Toast crash when granted more than 5000 recipes Fixed MC-68754, Screen is not resizeable after exiting fullscreen due to LWJGL bug Fixed crashes related to the RecipeBook and unknown Recipes. Fixed EnumHelper for CreatureTypes Fixed game freeze when resizing the window too small on the mods gui Fixed "Binary patch set is missing" error in dev environment Fixed issue where rendered held items wouldn't properly update when the reequip animations isnt shown. Fixed invalid erroring case during loading Advancements form mods that don't have advancements. Fixed tripwire statemap not being complete when mappings change. Fixed crops dropping incorrect items with fortune. Fixed server not handling item usage when client cancels it. Fixed death loop due to zero max health (MC-119183) Fixed FML handshake race condition Fixed overrides not being applied over the network. Fixed swapping of finite fluids with negative densities. Fixed the firing location of InputEvent.MouseInputEvent Fixed Armor bar disappear after changing dimension. MC-88179 Fixed bug where config categories errored if they contained regex special characters. Fixed issue where client comparators WOULD sync with server. {Vanilla bug we had to re-introduce because of vanilla mechanics =.=} Fixed vanilla server icon. Fixed stacked entity item rendering using the wrong transform for the extra items. Fixed Boats rubber banding when dismounted. MC-119811
  23. Post the exact link you downloaded. Nothing in Forge is dangerous, A lot of browsers and AVs simply don't like that you're downloading a 'unknown' exe file. But if you trust us here at Forge then you can bypass it.
  24. First off, start by removing your mods, esp core mods. And then see if you can reproduce this and if so provide the seed so I can take a look. Because This is the first time i've heard of this.

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