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LexManos

Forge Code God
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Everything posted by LexManos

  1. Working as intended, just play the game.
  2. We know, bug optifine to update.
  3. If you REALLY don't want to install a normal JRE, then you can use the one bundled with the mojang launcher, just navigate to the runtime folder, then the bin folder. And run our installer.jar with the java.exe in there.
  4. Its on optifine to fix. We do not support coremods on this forum especially closed sourced coremods.
  5. https://github.com/MinecraftForge/MinecraftForge/commit/61d00dd05f918acf77dcfa96464a4d103bc243f2
  6. One or more of your coremods are wholesale replacing the Profiler class, most likely optifine, remove it.
  7. There are a few texture packs out there that exploit leaked GL state in the creative inventory that break when new tabs or items are added. This looks like one of them. If you want things to be transparent, then just made a transparent texture not a filtered one.
  8. You dont, its most likely a Modder error, post here to figure it out or go to the mod's forums. And don't hijack old threads.
  9. The only 'slightly different' part of the syntax is that we require you to name things. This is compatible with vanilla loaders, but also uses provides the necessary information for code to interact with the tables. Think of it, like many other things we do in Forge, Vanilla+
  10. Well first off, you need to be careful what chunks your generator is loading. Read this for some info: https://www.reddit.com/r/feedthebeast/comments/5x0twz/investigating_extreme_worldgen_lag/ The reason you're getting more chunk loading, specifically for the BiomeDict stuff is that you're now generating in MORE then just EXACTLY Forest. You're generating in anything thats CONSIDERED a Forest, which in vanilla is 21 of the 61 known biomes. Just as a note your 'BEFORE" would be better written {and have the same effect} as: if (biomegenbase == Biomes.FOREST)
  11. We do not support coremods on this forum.
  12. This is EXACTLY what the installer is supposed to do. The Jar is not needed as it's in the normal version folder. Please search there are dozens of this question. It's 2017 you NEVER need to edit the jar files anymore!
  13. 1, 2, 3) There are functions that can be applied on loot tables. We just need to expose the information and its a matter of sitting down and writing up exactly what people want and implementing it. 4) We allow people to modify loot tables so you can already do this 5) The new fishing event added the other day can be used to enforce thice 6) This.. actually may not be able to be done as as from our point of view players and machines are the same. I guess we could just add more info to the event. We want to enhance the loot table functionality not replace it all with the old system we used before they were introduced. Not having biome, player info, enchantment info is all just info we need to push in. I'm not sure what you mean by mod loot tables not hooked into whatever, they should all be hooked into exactly whats needed to load them all... Or, they should be available to be hooked in if you write your code correctly.
  14. Disable the loading screen.
  15. We are still working on the backend and getting it all together. Sadly its a slow process as there arnt many people working on it. We're trying to bring on another person but ya, it's slow. The other side of this, is we don't really collect much data. So there isn't much to actually show. The only real important thing this has shown us so far is that J8 is by far the java version of choice. Which is what allowed us to decide to force J8 for 1.12+. Minecraft following suit is just bonus reason to do it If you can think of a metric that you'd like to see on the public front let us know and we can consider it, If we have the data.
  16. It already exists, and has been documented several times. It however is not a system we advertise or encourage people to use because flat out, the downloads page is how we pay the bills. And people who bypass that bypass how we make money. It's a shitty thing, but it's as simple as that.
  17. Interesting this is actually a vanilla world loading bug that we generically fix in Forge. {Illegal blockstates being saved to the chunk data} It *should* pulse the world and remove it's 'powered' flag. But seems vanilla is broken and doesn't do that.
  18. Update to a modern forge/minecraft version, not 1.8
  19. There isn't much we can do, with that load of mods it could be anything.He'll have to start tracking down which mod is causing issues. Create a world that has issues, and start deleting mods till it goes way. As for AMD, there shouldn't be any issues from Forge on AMDs, as I usually run on AMD.
  20. I typically don't browse this forum for real bugs as this forum is nothing but people installing mods for incorrect minecraft versions. So reporting things on github is the way to do. As for this, it's been fixed: https://github.com/MinecraftForge/MinecraftForge/commit/c0eea379a4cdb8ecc6af7342ba62e0dadc17b3ee
  21. It is expressly disallowed because Mojang expressly disallowed modifying of that texture from texture packs.
  22. No, int he launcher, you can edit the profile you are trying to laucnh, and select a Minecraft version. Is Forge in that list? If not post your installer logs, as well as a screenshot of your .minecraft folder.
  23. You wouldn't have the same problem with a newer version as this was fixed in the latest 1.6.4 and the early 1.7.10s so just update. Reading the eaqs also helps as this exact error is described in it.
  24. I said of your game directly not of your profile settings. I *think* I know what is actually happeneing, sometime in the past you did a dumb thing and extracted the contexts of the forge jar to your game directory. So it was loading the access transformers from that file and not from the jar. This is evidenced by the fact that you had completely different AT settings, and deleting the minecraft directory fixed it. When I get some time i'll add some more debug output to ATs to detect and notify of this case.

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