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LexManos

Forge Code God
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Everything posted by LexManos

  1. If setupDecomp completes successfully then yes, it downloaded everything. Post your logs, also the 'source' for Minecraft itself is never downloaded, it has to be decompiled on your local machine for legal reasons. Gradle is the same on windows and mac, it all works the time.
  2. You *SHOULD* try and generic out your recipe so that others can use it or its more configurable. But yes some things are just that simple. Doing it via JSON only increases compatibility and configurability.
  3. Yes, actually it does. Why special case shit when your recipe can be {"type": "my:custom_recipe"} DONE! SO HARD!
  4. What exact folder? Your user folder? Are you running the mojang launcher as a different user? Give the FULL paths. Navigate to that folder, does it exist? Does it have a launcher_profiles.json ?
  5. That would be up to the Shaders mod. You'd have to ask them if they are compatible with Forge/1.12. Find the official release page for them which I don't know off the top of my head. It's the official stance of Forge that any Coremod, or mod that edits Minecraft, is responsible for being compatible with Forge. Not the other way around.
  6. There is a button that re-launches the game. It's called your Launcher. Honestly this isn't worth the effort for the small convenience for a small number of users.
  7. No, not right now. The amount of people who screw this up accidently outweighs those who do it intentionally. So you're stuck dealing witht eh idiots. For now, just deal with the log lines.
  8. https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/main/java/net/minecraftforge/registries/IForgeRegistryEntry.java#L86 No it doesn't... And you shouldn't be fucking with the active mod container.
  9. "You are logged in from another location!" I don't know what the other error is as you need to post your log files. I am not sure what you mean by texture or 'late'. Seems like you're just slightly lagging pinging the server. Stop all processes for Minecraft. Relogin using the minecraft launcher, and you should be fine. Nothing here seems to be a 'problem with Forge'
  10. Try using the direct links in the full list. Seems your comptuer doesnt like adfocus.
  11. User was banned for using Mineshafter
  12. Ah, simple reasoning, if you look at the anvil save code, it doesn't re-zero chunks that get freed. So thats left over chunk data from old chunks that existed in that slot. So ya it may actually be worth it to go through and figure out what region files can be 'defragmented' However I would suggest you do things CORRECTLY and actually go in and read the header info instead of just jumping around the file guessing.
  13. Its not supposed to have a jar file.
  14. I know HTTPS is something Flamegoat was working on. Not sure how far hes gotten with it. Seems like he hasn't enabled it for the forums yet.
  15. Files are padded to 4KB to take advantage of how modern computers deal with files on disk. To help prevent fragmentation and to prevent disk thrashing. In the grand scheme of things you're talking a miniscule fraction of the file size. So there really isn't a need to change anything. As for what Forge is doing, everything that Forge does is in the compressed data. So it sounds more to me that you're reading the entire format wrong.
  16. User was banned for, among other things, his not-so-subtle threat to hack things with a coremod if he doesn't get his way.
  17. Ambiguous in the sense that this is a strictly defined "Use your class name" Where as if you start introducing variables then it just makes it more complicated. And yes FORGE already parses the mod, tho it doesn't keep any information about the package so we'd still have to look that up from the container. But this isn't about Forge it's about other things that look up this information outside of the Minecraft runtime. Seriously no, it saves you 10 seconds, but adds a ton of complexity to the system. Stop being lazy and just write out the package. If you have IDE it's literally 4 clicks.
  18. No, this makes things more ambiguous. And requires parsing binary files in order to get the value that is needed. Which is bad for anyone else looking at the files.
  19. Logic would suggest you should register them at the same time you register Blocks, so use the Register<Block> event.
  20. No, the default is fine as is. And breaks assumptions of existing code.
  21. You can try the mod author's website/forum post. The Minecraft Forums, but not here. The point is with old versions you're on your own when it comes to old versions. You have to solve your own problems.
  22. Right now there is is no better option. We could patch ItemSeeds to use the delegate system like we do for ItemBlock/ItemBlockSpecial. However as it sits any other modder would need to override the ItemSeed if they replace the Block in vanilla so there isn't any issue. You're making a problem where there isn't one.
  23. Why? You want to replace the vanilla ItemSeed instances in the registry with your own thing. Who cares that you are subclassing things. You don't NEED to subclass things. Just register your override for the Item. Seriously dude, sit down, take 10 seconds. Write down what you're trying to accomplish at the end of the road. What is your mod doing that has interaction with ItemSeed. We need to understand what you want to do, not how you want to do it. http://xyproblem.info/
  24. You want to override the Item, there ya go. Replace the item! What does anyone else matter?
  25. Why in gods name are you overriding YOUR OWN ITEMS? Seriously dude, Explain in full detail exactly what you are trying to accomplish. Not what you're thinking you should try.

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