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LexManos

Forge Code God
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Everything posted by LexManos

  1. So you want to change a gui when its opened, we already have an event for that...
  2. Actually flesh out your ideas beyond 'I think thing should go here!' Give reasons, examples of what you're trying to accomplish, let others try and help you achieve it in the way that we already have. In most cases you can do everything you want without any extra hooks anywhere. And if you CANT then people can discuss how best to go about the hooks. So, Moved to Modder Support NOT suggestions, you need to flesh things out.
  3. It's not going to hapopen, there is literally no reason to have a 1.11.1 version. 1.11.2 is out and stable.
  4. When you run the installer it creates a text file in the same directory as the installer. We need that text file. As for checking whats blocking your etwork, thats all based on your computer/firewalls/whatever... There really isn't a generic way to do it.
  5. Then post your installer logs and make sure nothing is blocking your internet connections to our servers
  6. Why are you installing .1? use .2
  7. Post the log, its 99% the mods fault not Forge's.
  8. If the two worlds have the same mapping, which the vanilla objects should all be the same no matter of the server. Then a scematic file without a mapping will work fine. As it sits tho, unless the file has a mappings table then you're gunna have issues if things change.
  9. The fundamental flaw of schematic files is they hardcode IDs outside of the file itself so it relies on things simply being the same between setups. I advise moving to Mojang's official format here: http://minecraft.gamepedia.com/Structure_block_file_format
  10. There ARE mods that do this, none of which will be supported or endorsed by Forge. Touching the Realms button moves to close to 'Lets remove Mojang's ability to make money!' Which is something we will never touch.
  11. It has been reviewed and will not be adopted for the issues that it may cause. Stop being a twat, it is the official stance of this forum that ALL 'performance' enchancement mods such as FoamFix, Optifine, and the like are not supported as they tend to cause more issues then they fix.
  12. Its practiced anywhere that a product is expected to run on more then windows. As almost every other system besides windows is case sensitive. It may not be forced in code, such as this case. But it is usually in the 'best practices' guide for naming things. Mojang has decided to enforce it because they previously had no defined standard for themselves and people on windows were getting pissed off that their resource packs worked fine on disc and not when zipped. It's the exact same thing that causes all other products to define the standard to use for file names. They get annoyed with people having issues because they don't follow what others would consider common sense. The choice between WHAT the standard was {lower case, upper case, camel case, snake case} was arbitrary. {Tho lower case is disproportionately used by the rest of the programming world, so it's no surprise they chose it}
  13. If you put "CamelCase.txt" into a jar and unzip it it will be "CamelCase.txt" unless whatever tool you are using is screwing with the file name. As for who is trying to look for "fileone.png" That would be Minecraft:
  14. https://en.wikipedia.org/wiki/Filename#Letter_case_preservation Yes if a developer intentionally makes the same file name in a different casing and expects users to know the difference then they are doing it wrong. All archive formats that I know {notably they are mostly based off zip and rar formats} are case sensitive. As they simple store a map of "file path" to address in the file. The point is jars CAN handle CamelCase. But "camelcase.txt" and "CamelCase.txt" are two distinct files and unless you specifically write a handler for it then there is no automatic translation of the names.
  15. Note, it is a industry standard due in part to exactly what Matry said. And it was not FORGE who forced it in 1.11, Mojang did. We have always advised you follow the standard programming practice, its now just enforced by Mojang.
  16. Or you can use server texture packs like you should and be done with it
  17. java -jar {jar name, including .jar extension} Open terminal, navigate to the folder the jar is in, and run it like so.
  18. If that's the case we may be able to optimize some things it shouldn't be that long. The stitching is mostly file io time in all my tests which we can't really fix unless we thread it... but baking the models relies on those stitching... accurate profiling is nessasary.
  19. You have A LOT of different errors listed in there. All of which stem from a sponge function call. MOST of them look like they are simply passing in the incorrect world location which is causing things to freak out. I'm not at home right now so I cant actively dig into the stack, but yes, from the traces and what I know about those functions is that they are passing in the wrong values.
  20. No, its not possible, it's a fundamental break of the entire render engine which was the entire point of the 1.8 update. I care about other devs, I do not care about lazy people who jump on bandwagons instead of applying a small amount of effort and accepting that the world of Minecraft modding is ever evolving. I have answered the question adequately, just because it isn't what you wanted to hear doesn't mean it isn't right.
  21. Long story short, the guy you're talking about is a lazy idiot and jumping on the "I fear change because I don't understand it!" IItemRenderer was removed because a better system was implemented, and modders like him used the old system to SCREW UP end users and cause a hell of a lot of issues because they were to dumb to use it correctly. We're not going to get into another debate on this as its been done to death. He needs to stop blaming others, do his research, everything {literally, even if not 'proper'} that he did with the old system is still possible in the new. And there are tons of PROPER ways to do it in the new system. And on the EXTREMELY RARE chance that it's not able to be done properly {Seriously in the 2 years I have not seen a SINGLE thing you could do with the old stuff that you can't do with the new} He can talk to us and we can help him figure something out. People just like to bitch because they are lazy. End of story.
  22. Back in those days you had 2 mods that added 3 new features now you have 400 mods and 10,000 new features. That takes time to setup
  23. It has nothing to do with compiling, there is no 'compiling' involved in starting mods. Its nearly impossible to save the 'launchable state'. Well technically we could by making a snapshot of the JVM but that would make the game take up like 40GB on disc, and then you'd have 20 mins loading the snapshot. So it's not useful. Its all on modders not doing stupid/slow things at start there isn't much we can do about it.
  24. The question is, why do you think it would be on the classpath? Nothing adds it? Pretty sure that Sponge/Bukkit hide all plugin classes from all other plugins/whatever. You'll have to ask whoever you're using for your Bukkit API on the server. As for the 'Dependancy hell' yes... Minecraft is a dependancy of Mods... that's how it works... And you can't depend on minecraft code from Bukkit plugins that's the entire point. The reason the 'net.minecraft.world.World' class doesn't exist in your server is because it isn't named that. Bukkit uses their own mappings for classes, methods, and fields. When we get Minecraft from Mojang, everything is obfusicated, class names like 'a', 'b', 'aba', We translate them into useable names.
  25. Something on your network is blocking and malforming the mirriors list on our site. I should probably add a user friendly/debug message to that, however if you get an error on this you'll probably get an error on other things. Check your firewalls/whatever.

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