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LexManos

Forge Code God
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Everything posted by LexManos

  1. Or, what you COULD do is just remove the update tick from the world's list and do nothing with it. Like I did and it works fine.
  2. The answer is you can't. Vanilla doesnt have this feature you'd have to write a mod to add it.
  3. /** * Register the mod entity type with FML * This will also register a spawn egg. * @param entityClass The entity class * @param entityName A unique name for the entity * @param id A mod specific ID for the entity * @param mod The mod * @param trackingRange The range at which MC will send tracking updates * @param updateFrequency The frequency of tracking updates * @param sendsVelocityUpdates Whether to send velocity information packets as well * @param eggPrimary Primary egg color * @param eggSecondary Secondary egg color */ public static void registerModEntity(Class<? extends Entity> entityClass, String entityName, int id, Object mod, int trackingRange, int updateFrequency, boolean sendsVelocityUpdates, int eggPrimary, int eggSecondary) { instance().doModEntityRegistration(entityClass, entityName, id, mod, trackingRange, updateFrequency, sendsVelocityUpdates); EntityRegistry.registerEgg(entityClass, eggPrimary, eggSecondary); } Reading helps... Its straight forward. Also UPDATE to 1.10!
  4. Yes, but you're doing it wrong. Stop using Global IDs. As for the eggs, There are extra parameters for registering a mod entity with a egg. We do it in a generic way without having to us Global IDs by using the entity name.
  5. Do NOT use global IDs, this is PURELY a legacy ModLoader compatibility function. And update to 1.10+
  6. If you do custom models you could probably get away with doing it during the Register<Item> event. Or the ModelRegistryEvent's As I said, the model reigstry isnt a normal registry do it doesnt get its own event, but you could bundle it together with Item. As thats where you're creating your item. Or if you want, do it in init, it really doesnt matter as long as its after the Register event. @Draco, It was publicized when created, it was announced on twitter, it even had a page in our docs, don't get all snippy because you didn't see it.
  7. No. We specifically added the 'RegistryEvent.Register<Type>' events to clean up this confusion. Create and register your items/blocks in THIS EVENT ONLY. The ModelRegistryEvent is for registering Models as they are not standard FML controlled registries.
  8. 1GB is not enough for Pixelmon. And this what he describes is cpu/gc lag. So more ram might help.
  9. Those are the logs, or atleast a form of them from the installer. He needs to grant access to the internet for his installer.
  10. Telling people to update their OS is not a valid solution here on the forums, Most people here wouldn't know how to do it. And could harm their computers if they tried. Just tell them to disable the loading screen like the EAQ's say -.-
  11. The tool works fine, you dont need to build it yourself you can find it here: http://files.minecraftforge.net/maven/net/minecraftforge/remapper You should just be able to point to your project directory, IT DOES need gradlew.bat to be there. And then it should detect a few things and let you select the update that you want. This isnt the magic bullet tho, it wont do a 1.8.0->1.10.2 update for you as it wont do renames. But you can use it to convert to SRG names and remap after the update. Or if someone has gone in and made a custom SRG for the updates you could use that.
  12. Yes, but you have to use the internal config object that is created by the manager. The GUI is part that I haven't gotten around to doing quite yet. Using the GUI system is really easy it just needs to be glued together. https://github.com/MinecraftForge/Mercurius/blob/master/1.9.4/src/main/java/net/minecraftforge/mercurius/binding/ModConfigGui.java#L40 being the example of how to use it in this style setup.
  13. java.lang.UnsupportedClassVersionError: invtweaks/forge/asm/FMLPlugin : Unsupported major.minor version 52.0 You should go yell at InvTweaks to atleast throw a useful error. You need java 8.
  14. Just a note, this is my test suit for this. Not the best but shows all the different data types and sub-categories: https://gist.github.com/LexManos/ca57c1f29365bf492f207e4aa1a7865c
  15. you dont have permission to write to the logs folder. Try running the server as admin.
  16. Default values are the values from the static initializes of your fields. As for categories, you can make sub-objects. See here: https://github.com/MinecraftForge/Mercurius/blob/master/src/main/java/net/minecraftforge/mercurius/Config.java I'm not sure i want to move things into TOP level categories. I'd more rather change the top level from "general" to "ModID" or something. But I havent decided yet.
  17. 1.8.9 we dont particularly care about as thats severely old, but can you provide a log from the 1.10.2 client so we can tell exactly what version and mods are installed. I do remember there was a bug in 1.10 similar to this but it got fixed once reported. Also, .schematic files are useless you really should be using the vanilla structure format with the structure blocks. Running a test with this works fine: http://puu.sh/rUn5m/249f56a2d6.png
  18. Its not going to be to many things in the MC universe rely on day length. And it's definitely NOT going to be a config. If you want different length days create your own dimension.
  19. Disable the loading screen as described in the EAQs
  20. Your userlist json is malformed, either delete it or go and fix it.
  21. The tick rate is based on how fast it can process everything it needs to do in the tick. This is purely a hardware issue. Usually exasterbated by mods that are poorly written and use a lot of time in the server tick. There is no 'config' for tick rate or magic bullet for this. Its a balance between what you have on your server and how good your server is.
  22. https://github.com/MinecraftForge/MinecraftForge/commit/9c7d20b3a1e47c6f1331475b74fa1536c10fb9ee

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