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LexManos

Forge Code God
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Everything posted by LexManos

  1. It wouldn't be worth it even if we could as the bulk of the stitching time is done reading from disc. The actual box of boxes problem is rather simple/fast.
  2. Now, its because vanilla is dumb and doesn't convert down like it should. Go find a tool called midas {if its still around} to mass convert your save. You can talk to mezz if you want the fix backported. TLDR of this issue is that Observers break from one of our fixes to the vanilla bug of doors/other blocks breaking. Because Mojang wrote the block special.
  3. Disable the loading screen, and try removing mods.
  4. 3 hours ago, everything we push is automatically built and put on our file server. Read the changelogs to be sure.
  5. Fixed: https://github.com/MinecraftForge/MinecraftForge/commit/52702e5cc9c629b3b2baff6a726aabb168aced16
  6. What is with the rash of people posting screenshots of their launcher? All of which contain nothing to do with the issue. Post your fml log from the logs folder. Not getting the hashes is normal, Mojang doesn't follow maven standards and we've opted out to that so its intentional for them to get these 'errors' but the game will still work.
  7. This is a place for Forge suggestions, this is not a Forge suggestion.
  8. We will not give you support for old versions. You're on your own.
  9. 1) 1.7.10 isn't supported, update seriously. 2) Fucking coremods.. really...
  10. It's not depreciated No idea what your IDE is smoking.
  11. 1) Holy shit you have a lot of dimensions 2) This isn't the full log and doesn't actually show the error. Post the full log.
  12. Should be all OreDict recipes. The issue was 1.12.1 removed the SideOnly from a method. And I missed it in ours. So it was using the default implementation which matched nothing. Nothing complicated.
  13. Ah, found it. https://github.com/MinecraftForge/MinecraftForge/commit/7930adec70e65fe0eb512c54ccabf10d16813b08 Fixed.
  14. Vanilla server of Forge server. [Edit] Read the image wrong, There was a recient change to make Planks Oredict. This is most likely the cause i'll look into it some more.
  15. If you have the same code on both client and server, why would they make 'different choices'? Code is code, it doesn't think it just does exactly what you tell it to do. But yes the idea is to move all of your major logic to the server and make the client a 'dumb client'. This just makes good design sense because it lowers the complexity of the client. Thus lowering potential desync/processing/error issues. But it does introduce lag, and this is why some logic is good on the client. If the client can predict what the server is going to do then it can start doing that before the server has told it to. Or better yet the server can be less accurate in the information it sends to the client and the client can interpolate between the data. For example entity movement. Instead of sending one packet per tick per entity to every client. The server can send "this entity is moving this direction" when the movement starts and a "the entity is now at x,y,z" every, 20 ticks. That's instantly 1/20th of the bandwidth/processing time used. It's a balance between end user experience and performance. And there are many schools of thought onto which side is more important. As for Vanilla code, Vanilla code is horrible. Its all client side because the client and server were written separately for the bulk of the early development. The dumb-client approach wasn't even thought about until about MC 1.3, and there is so much code debut that you can't really get out of it. So we work with what we have.
  16. No idea, nothing on our side should cause this. And obviously its not reproducible over here. May want to try updating to 1.12.1, and/or using https://minecraft.curseforge.com/projects/tickprofiler/files to see whats hogging time.
  17. Alright, I *think* I understand the issue. Note: @Ordinator the log you posted is annoying in two ways 1) It doesn't have the debug flag set so is largely useless and 2) you uploaded it to a site that requires a login to download the raw file -.- BUT, I think I understand the issue. Being that the client is running a older version of the pack. Which contains a REAL entry for block X. But the server thinks that should be a dummy entry. So we need to remove the real entry and replace it with a fake one. Which should be done here https://github.com/MinecraftForge/MinecraftForge/commit/45dfce0013e61feec73b32f71035ba20afdb9789 So give the latest Forge a try and let me know. If it doesn't work post a log WITH THE DEBUG FLAG ENABLED! You can check if its enabled if you see any "Registry minecraft:block add" lines
  18. LexManos replied to 1wolf's topic in General Discussion
    You dont..... Modding has nothing to do with creating unless you use a mod that ads cheats...
  19. Actually, No the thing that takes up 'the most space' is the entire assets needed to run the game. But those are only downloaded once into your cache folder. So you should eb fine. But overall we're talking <500MB so.. whats the issue?
  20. The 'gradle' projects ARE already designed to have 'one forge' and multiple mods. All the Forge asses code and data are kept in a single gradle cache folder in your user directory. Things are not duplicated unless they need to be by your setup. You don't have to do anything special. If you want to run multiple mods at once in the same IDE, just make one mod depend on the other in the IDE and you're fine. Simple as that.
  21. Yes.. yes you can, you define the interface, you define whatever you want.
  22. 1) Update to 1.12 if you want support 2) You have way broken mods in your setup.
  23. Delete everything and re-install. That file should exist. Unless you're using a broken launcher.

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