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LexManos

Forge Code God
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Everything posted by LexManos

  1. I'm still curious why the nether is even needed for this setup. The explanations I have heard is that it is a chunk loading mechanic for vanilla.... Because villages 'merge' if the chunks are unloaded. But you're building it in spawn chunks which don't get unloaded. So i'm thinking this is unneeded even in vanilla. If anyone has documentation on the reasoning for this, i'd be interested in reading it.
  2. Optifine must be used with specific Forge versions, Refer to its install instructions.
  3. Optifine must be used with specific Forge versions, Refer to its install instructions.
  4. Forge Version: 1.12-14.21.1.2387 Minecraft Version: 1.12 Downloads: Changelog (Direct) Windows Installer (AdLink) (Direct) Other Installer (AdLink) (Direct) MDK (AdLink) (Direct) Universal (AdLink) (Direct) Minecraft 1.12 has been released! And we have finally gotten the big breaking changes in and Forge should be in a fairly stable state! 1.12 has brought a lot of changes, most notably the new Json based recipe system. This was a major hurdle to get over as we had to expand this system to support modded recipes. And to support the many different ways modders interact with crafting. We also had to re-write a large section of internal Forge code due to how Mojang implemented the new crafting guide book. Mojang also is now forcing Java 8 in the vanilla client. Which broke quite a few things related to how we decompile Minecraft itself. Which required me to re-write large portions of the decompiler we use. Overall there was a lot of things changed and due to this there are no doubt still issues in these systems. However I am wanting to push out this release so that we can switch the official development to 1.12 versions. This is also a signal to modders who have already adopted 1.12 {There are a lot of you, this is very encouraging!} that we have stabilized our API. Which means no more intentionally breaking everyone's mods <3 So I hope you guys will stick with us, and I apologize for the delay in getting this first build out. The Recipe System: 1.12 introduced a new JSON based recipe system. Like all systems Forge has had to expand this to support the things that modders want to do. To that extent if you are a modder please read this gist. That is my initial comments and design ideas for the JSON based system. My intention is that someone from the community who is better at writing documentation then I am will come along and convert that to proper docs in our documentation repo. *Hint Hint* Registry Rewrite: One of the core feature of Forge has been the Block/Item registry system. This is what has allowed us to internally manage the ids, world saves, all that stuff. This system has expanded from it's original implementation of just Blocks/Items to a lot of things. Biomes, Entities, Potions, Enchantments, and now Recipes. This is the system that has allowed users and mod pack creators to not need to care about ID conflicts anymore. With recipes being added to this system it has required a MAJOR rewrite of how it works. However this re-write is for the better as it fleshes out and fixes some features that were not fully supported in the older version. There are however things people need to know. Users: Due to the re-write being a great time to delete old complicated, sadly we have had to remove support for updating <1.10 worlds. It is recommended that you load the world using 1.11.2 Forge so it can do the legacy upgrade and THEN load it with 1.12. And as always with anything related to updating worlds between Minecraft versions, we recommend that you make backups of your world before hand! Modders: It is now recommended and HIGHLY encouraged that you use the RegistryEvent.Register<T> functions when creating your block, items, potions, recipes, etc... These events have changed to being fired after pre-init. If you use these events you will better suited for the future when we introduce reloading mods dynamically at runtime. Basically.. use these events! Modders: Substitutions and @ObjectHolders have got a major enhancement, things should be a lot simpler to use now! Minecraft Forge 14.21.1 Changelog: ============================================================================ New: MAJOR rewrite of the Registry system Dropped world loading support for <1.10 worlds. Load them in 1.11.2 before updating to 1.12. New JSON recipe loading system enhancements. Added support to vanilla JSONS to specify NBT data in output. MissingMappingEvent is now fired for ALL registries @ObjectHolders and overriding should now be supported on ALL registries. Added AnimalTameEvent for Parrots. Forced Block/Item.getSubItems method to be available on the server side. Bug Fix: Fixed crash related to player names Fix NPE in config menu with custom keybinds. Fixed exception in ShapedOreRecipe.checkMatch for recipes that don't fill entire crafting grid Fixed bug SPacketLoginSuccess when in development environments. Fixed exception related to vanilla clients connecting to a Forge server. Fixed NoteBlockEvent not supporting new vanilla instruments. Fixed Universal bucket handling for Fluids with NBT Just wanted to reiterate this again, BACKUP your worlds! And to properly report any issues you run into. This means including your fml log!
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  5. Forge Version: 1.11.2-13.20.1.2386 Minecraft Version: 1.11.2 Downloads: Changelog (Direct) Windows Installer (AdLink) (Direct) Other Installer (AdLink) (Direct) MDK (AdLink) (Direct) Universal (AdLink) (Direct) This is mainly just a all around bug fixes and some new features for 1.11.2 that we are rolling up into a Recommended Build. With 1.12's release, main development will now be switching to 1.12 so it's a good time to post an official release. Development for 1.11.2 is still intended to continue, however that will be under Mezz's purview. For more information please refer to our new post regarding policies. Minecraft Forge 13.20.1 Changelog: ============================================================================ New: Added new EnchantmetLevelSetEvent to control enchanting power Added memory display to loading screen Added hook to better control mob pathing behavior Added hook to expose observer block events to modders Added travis integration for better development. Added some memory optimizations for model loading and animations Improved performance related to constructing entities in world. Added client config option to force all chunk rendering off the main thread. This may help FPS issues, but may also result in temporary world holes/rendering issues. Use at your own discretion. Improved missing model rendering in game to better display which model is actually missing. Added hook to allow modders to change what soil changes to when plants grow. Added DifficultyChangeEvent Added hook to allow respawning in more than the overworld. Added detection for runaway chunk generation. See here for more info on runaway chunk generation. Added automatic config gui system for annotation based config files. Added LivingDestroyBlockEvent for controlling if some entities can destroy blocks Added event to allow modders to control chat from the server. Added new hook to allow modders to better control entity updates Added new event to allow modders to control taming mechanics Improved the error screen at startup, it will now show all the errors that happened if there is more then one. Added hook for allowing custom triggers with client commands. Added ItemFishedEvent to allow reacting to players fishing. Changed custom entity selectors to a factory system Added configurable delay when unloading dimensions. For users who create things that 'thrash' world loading. Added new utilities for syncing registry objects over the network. Added Capabilities support to Villages Added new hooks to allow custom fishing rods. Bug Fix: Small memory optimization in Registries. Fixed issue crafting specifically oak doors Fixed TileEntities not having world set early enough Fixed issues related to modid changes Fixed vanilla rendering issue for NBSP character Fixed ItemHandlerHelper canStack and ItemStack areTagsEqual methods not checking capabilities Fixed runtime deobfuscation of lambda expressions Fixed small lighting issues Fixed vanila memory leak with textures. Fixed ingredient count for ingot block recipes Fixed vanilla issue related to hoppers and brewing stands. Major performance/bugfix rework of the BiomeDictionary Fixed crash when servers misconfigure spawn radius. Fixed @SideOnly not deleting lambads correctly. Fixed extracted mods crash report file name for Windows Fixed issue in TileEntity culling Fixed logic for rotating some vanilla blocks. Fixed issue where shears would take too much damage Fixed particles not showing when shearing Mooshrooms Fixed blocks dropping incorrect things when shearing. Fixed rotation issue in some modded items when held. Fixed flowers in world generation Fixed crash related to entity construction Fixed 'reset to defaults' button not working on some Forge config fields. Fixed vanilla bug where items wouldn't render correctly before entering a world. Fixed vanilla bug that caused TileEntities to render duplicates Fixed duplicate achievements getting added to the achievement list Fixed error when reading world info for old saves with missing dimensions. Fixed vanilla bug where player reputations villages were reset on read. Fixed blank tab in creative inventory when additional tabs evenly divisible by 10 Fixed vanilla missing break and sound particles. Fixed breaking particles not rendering when connected to dedicated servers. Fixed falling blocks not respecting TileEntities Fixed issue related to rolling back block changes. Fixed vanilla memory leak related to world generation. Fixed crash when modders would ask for information outside of the max world bounds. Fixed vanilla bug causing some entity items to disappear client side. Fixed vanilla typo in Loot Table serialization. Fixed vanilla memory leak in rendering Fixed rendering glitches when two different fluids meet. Fixed performance issue when modders attempt to deserialize empty ItemStacks Fixed hopper interaction with block update detectors Fixed Zombie Villagers not setting and getting professions correctly Fixed coloring issue in the loading screen Fixed issues where the 'random shift' on blocks was not rendered correctly. Fixed vanilla performance issue related to mojang's profiling. Fixed normals not being generated for models without normals. Fixed vanilla head rendering issue when mounted on entities. Fixed frost walker enchantment freezing modded fluids incorrectly. Fixed issue where fluids sometimes did not flow. Fixed memory issue in lighting pipeline. Fixed invalid argument o PlayerDestroyItemEvent Fixed vanilla issue related to loading custom shaders Fixed crash when modders hack into grass drop list -.- Fixed vanilla crash related to player names. Fixed ItemStackTransformer not applying at runtime.
  6. None of those logs help, we need fml-client-latest.log that should be significantly larger then the logs you posted and has all the actual issues.
  7. User was banned for using a cracked launcher.
  8. This is why we need logs. If there is an error it'd appear there so we can figure it out.
  9. Read the install instructions for Optifine, It tells you what verison of FOrge to use. And PLEASE search before you post. This is like the top 10 threads in this section. You will always get the same answer, Talk to Optifine not us.
  10. There are tons of posts here claiming that 'no mods work' Which is undeniably false. Its something users always do, "My one mod doesn't work so NO mods work!" And invariably when asked to post their new logs, it includes the mod we told them was the issue again. What save issue are you referring to? I'll be releasing a RB for 1.12 today. As far as I know there are not any save corrupting issues caused by Forge.
  11. Just update Forge, and edit the config file.
  12. We added a config value for this because of stupid mechanics like this. Honestly you should just toss down and chunk loader it'll make your server quite a bit more performant. https://github.com/MinecraftForge/MinecraftForge/commit/2df36137c2c995b5d12f1e8b7db101b47650b570
  13. Yes, but Optifine is not a Forge mod. It is a major closed source coremod that screws with a lot of Minecraft's internals. We can't support that. It's on him to specify what Forge versions he is compatible with. This is simply how it works.
  14. Optifine will need to update, nothing we can/will do on our end.
  15. No
  16. The bounding box for file entities only apply if the chunk the tile entity is in is getting rendered. You're looking up which is causing the chunk with the TE in it to be culled. You're better off splitting the OBJ into peices and rendering those. Also if it's a static object like this, rendering large amounts every frame is not good.
  17. That may be a concern, there will always be copy pasta. But Honestly that is easy enough to do these days and SUPER easy to do wrong. So I think itd probably just increase the quality of the copy pasta. As for config stuff, that is to specific, we're not saying ANYTHING about functionality. Just guidelines on packaging.
  18. Ah adfocus is having issues, this is why we provide direct links in the full list. Just use those links.
  19. Our servers are fine, make sure ou only get the files from http://files.minecraftforge.net/
  20. You should not need a COREMOD to modify your own code. There are plenty of ways to transform your own code without the use of a coremod. The intention of this is for people modifying OTHER's code.
  21. Yes, Forge supports mutual dependencies. As long as you don't define both requiring to load AFTER each other. It should just detect that ModA wants ModB in the list, and ModB wants ModA in the list. The intention of #1 is to allow those who care about coremods to go in and figure out what is relevant to the coremod, the things that edit bytecode. It's to help prevent people from hiding things amongst 500 different classes that don't touch bytecode. On top of that it is also a technical thing. If the coremod code is separate from the mod code we can better manage the classpath and classloaders. We have had many issues over the years of people including APIs in coremod. Which screws over our ability to sort and verison APIs so that the one available is the one people want. I kinda expect that once people see start using the Jar-in-Jar stuff, {which I admit needs fleshing out and documentation} that people will stop fat-jaring APIs but instead include them as a internal jar. And let Forge pull out the ones that best suit the environment based on what mods say they need.
  22. If you USE mixins, things should be baked down into metadata that Mixins{Mumfrey's library} loads. That data {Usually the compiled classes and whatever other metadata Mixins create} should be separate from your mod and signed. And the source code that generates that data should be visible in some way. If you require a coremod in your main mod, Just add 'required: mymod_coremod' to your @Mod. If you require a mod from your coremod {such as the handlers for the mixins you do} then you can add the mod as a dependency to the coremod.
  23. I have made no secret, FastCraft is one of the thing we had in mind coming up with these policies. It's a obfuscated coremod that harms more computers than it helps. And the author is an ass when you try and understand it. Even going so far to threaten to sue you multiple times if you even THINK about looking inside it. FastCraft is cancer on the community, People need to stop using it.
  24. Feel free to explode if a coremod is installed without its handler mod. We already have a mechanic for depending on other mods, so you can do normal dependency resolution. Tweakers are considered coremods for this policy, Its all the same thing. As for Mixins I've already spoken to Mumfey and he's on board with this. He just needs to sign the Mixin library and he'll be good. However, Mixins is a special case in regards to #1. Its entire point is to be a library for other coremods so there isn't anything to 'separate' out. The intention is to stop coremods being required by mods who dont NEED them because they use a central/popular library.
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