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LexManos

Forge Code God
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Everything posted by LexManos

  1. you dont have permission to write to the logs folder. Try running the server as admin.
  2. 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.
  3. 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
  4. Well then stop using 1.10, use 1.10.2
  5. 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.
  6. Disable the loading screen as described in the EAQs
  7. Your userlist json is malformed, either delete it or go and fix it.
  8. 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.
  9. https://github.com/MinecraftForge/MinecraftForge/commit/9c7d20b3a1e47c6f1331475b74fa1536c10fb9ee
  10. Invtweaks needs Java 8.
  11. Why? Part of the point would be abstracting away the actual choosing of an ID. Is it that bad? Also, in the network case, if I use a random number, then each player would have a different id for the same mob, I guess this would be bad? thanks ! Yes, using unsynced ids would cause the whole system to not work at all. The entire point is that the ids are the same for everyone. What you're doing is stupid, stop doing it.. Please understand a system before you try and make it 'better' As it sits you have no business writing this type of 'api' that's Forge's job and its doing it just fine.
  12. If your 'library' includes registering mobs for other mods then your 'library' is doing it wrong. Anyways the numerical ID is used for networking, that is all. Mobs are stored as their string keys in the world so that part isnt a issue. This is purely networking.
  13. Um, no. The ids are local to your modid. Other modders making mobs will not 'clash' with you.
  14. Update to 1.10+, 1.7.10 is not supported on these forums.
  15. Use Forge's MDK from our download page. It's far superior/user friendly. Building jar mods {what you do with MCP when you edit base classes} is a thing of the past you should not do it.
  16. Rendering has nothing to do with logical objects, so just think of it as a normal block. And update to 1.10, seriously...
  17. For future note, size of a mod means nothing. You could have a mod thats <1KB that completely screws over ever class in the game. It's not a matter of overloading anything, it's a matter of mods being stupid. Only thing that would cause it to happen on our/vanilla setup would be if your've somehow screwed up your LWJGL libraries and its giving us bad values. But if that is the case its not something we can fix on our end. And ya, we can't really fix these 'random' issues... So ya, just live with it as a qwerk until you can figure out if its a specific forge version, or a mod.
  18. Sadly this isn't something we can reproduce. A log from a session it happens in *might* help if its an error causing the keybindings to be missed. Also make sure you can reproduce this without any mods. Also from personal experience in other games, try reproducing this with no external control pad plugged in {JoyStick, game controller, etc..} Also, if you can reliably reproduce this, it would help us if you could tell us what versions you CAN and what versions you CANT. As that helps us track down what changes may be effecting you.
  19. Probably shouldnt. The anvil is from Halo Forge {we learned that recently hence the rebranding campaign} And the banner is a crappy temp one. Probably best to stay away from using our assets. You don't want to appear to be part of us.
  20. Umm what are you talking about? Also most likely no, as the things are related to Forge and its brand, so taking them as your own would not be nice.
  21. Forge Version: 1.10.2-12.18.2.2097 Minecraft Version: 1.10.2 Downloads: Changelog (Direct) Windows Installer (AdLink) (Direct) Other Installer (AdLink) (Direct) MDK (AdLink) (Direct) Universal (AdLink) (Direct) We are back from Minecon! Lots of news for those who are in the know. Lots of work to do for new features. But for the average user we are chugging along as normal. So its time for another 1.10.2 Recomended build! Most notible features of this RB is: EnergySystem: A template/simple energy system that modders can implement and extend. LifeCycle events: We have been for a while, and this is another step. Moving twards a data driven modding system. Modders PLEASE use these events to register anything to a registery. So we can keep track of what mod is doing what correctly. And so you can be sure you're doing it in the correct place! No more ambiguity over what events are for what! Minecraft Forge 12.18.2 Changelog: ============================================================================ New: Support for @SubscribeEvent on static methods. Warning for mods who are not using lowercased mod ids, this is prep for 1.11 Added shouldCauseBlockBreakReset callback to Item Added CreateFluidSourceEvent to control infinite fluid sources Added RenderSpecificHandEvent Added hook for custom detector rail outputs Added location sensitive version of Block.getSoundType Exposed vanilla brewing recipe registration Added ability for CommandEvent to edit parameter size Added config option to disable Forge's fix of Stair/Slab face culling. Added RenderTooltipEvent Removed ability to store mods in JAVA_HOME.. seriously don't do it Added PlayerBrewedPotionEvent Added Capabilities support to Worlds Added hook to allow custom blocks to change beacon beam color Added player and state sensitive version of getHarvestLevel Added new standerdized Energy system using Capabilities Added utility class to cleaning up Commands with sub-commands Added event to allow mutating babys when they spawn Added support for offhand bow animations Added support for Generics in event handlers Added new lifecycle events to explicitly dictate when a modder should create/register their items/blocks/etc.. USE THIS MODDERS Added @EventBusSubscriber, to automatically register a class to the Forge event bus Bug Fix: Performance improvements in EventBus Fixed async race condition when generating new chunks Fixed remapping issue in relation to mixins Fixed hotkey with default modifier loading wrong when modifier set to NONE Forced mipmapping even with improperly sized textures Fixed vanilla bug with blockstats not saving correctly during world reloads Fixed duplicate stat id errors when using substitutions Fixed IndexOutOfBoundException when crashes happen in short stacks Fixed sound issue when exiting world with sounds paused Fixed breaking models not taking extended state into account Fixed NeighborNotifyEvent not containing the piston facing direction Fixed vanilla bug where tipped arrows would not apply instant effects Fixed AnvilRepairEvent having slots incorrectly labeled Fixed Biome Decorate event not being fired for certian instances Many Fixes related to subsitutions in the registry system Fixed issue where blocks would not save if they are in extended states in-world Fixed Forge fluids not serializing properly Fixed IVertexConsumer not propogating textures Fixed race condition when vanilla clients connect Fixed stairs culling incorrectly due to non-extended states Fixed bug that allowed overriding the splash logo in the splash screen Fixed Fire not using getFireSpreadSpeed Fixed dispensers destroying fluid handler blocks Fixed WHITE texture's size Fixed BakedQuads propogate diffuse lighting Fixed itemstacks loosing capabilities in InventoryHelper Fixed leather armor overlay not rendering when armor is pure white Fixed crash when sending packets to machines Fixed vanilla bug in BlockFalling that caused blocks to loose state info during world gen Fixed custom enchantment sources not spawning particles Fixed SHRROM event being fired for both small and big shrooms Fixed item use stats being registered incorrectly Fixed StructreBlock's borders not rendering correctly in edge cases Fixed edge case with EntityMountEvent Fixed typo with getMaxSpawnPackSize Fixed cactus being able to be planted on incorrect soil Fixed ItemStack serializing caps when empty Fixed potential shading issue in GuiEditArrayEntries Fixed universal bucket not being returned in crafting recipes Fixed debug command creating empty file Fixed biome specific flowers not working correctly with bonemeal Fixed oredict issue with BoneBlocks Fixed roofed forests posting incorrect event for mushrooms Fixed typo in sky rendering that caused performance degredation Fixed caseSensitiveCustomCategories not being set correctly in configs Fixed unbound keybindings being activeated by unknown keys On the Contribution of an RF-lite Energy System: "Energy" Forge has acquired an Energy system, after many years of debate on the topic. The prevalence of the RF API has warranted the inclusion of a similar (but simpler) implementation to forge for 1.10.2 and onwards. Those who wish to use an RF like API, feel free to use it. If you don't want to think about Energy, but know you need it, you can use it *if you wish*. If you want to interoperate with other energy systems, feel free to use this to broker with them. On Diversity in Energy Systems Forge has always supported diversity in energy-like systems. If you have a burning desire to simulate electricity flow in all it's glory, we fully support you and look forward to playing your mod. If you wish to have pneumatic power, we have no objections, and would love to see your wonderful creations. If you have a power system of your own devising that is simply beyond our imagination, please, blow us away. On Modder Obligations As a modder, you are under *no* obligation to use or support the forge Energy system. If anyone, user, mod-pack maker or even us, tells you otherwise, refer them to this statement. The Forge energy system is not intended to supplant diversity in energy systems. It is not intended to be one-size-fits-all. The choice to support it, is the choice of the modder.
  22. Just do a debug level print and it will filter then out automatically if they are not enabled. The way minecraft is setup debug logging is ALWAYS enabled for the text files, but only info on the console, there can be multiple log levels from multiple different log listeners in log4j
  23. Its a 'bug' one we dont particularly care about fixing as last I looked at it it would require a bit of a hack to fix. It has little to no effect on the actual user so it doesn't matter. If someone wants to PR a clean fix then sure, but again not really worth looking into.
  24. Update to 1.10 and the system doesn't work like that the specific x/z values are not mixed so you're defining models with null models and x defined as 0 for all the directions
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