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LexManos

Forge Code God
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Everything posted by LexManos

  1. .... quit trying to help him. This is basic language syntax.... he needs java 101 which is not what this forum/mc are for
  2. Your profile has to be configured to use Forge. You're launching vanilla minecraft. In your profile there is a drop down list labeled Minecraft Version. Select Forge in that list.
  3. Depends on your mod. Mods Loaded are ALL of the mods the loader knows about. Mods Active are the ones that it actually started, mods can be known but not started for many reasons ranging from a config to disable them. To an error happened and it got disabled. You should read the logs to find out.
  4. No, that just gets to complicated. What you SHOULD do if you want to do things properly, is use the mod_list.json and store all your mods in your libraries folder.
  5. Yes, @Dprecated in the MC codebase can be taken as: Modders should NEVER CALL this. But as we have not moved away from it, modders MAY need to IMPLEMENT this. Mojang is working on cleaning up their code base a lot. So things are in flux just like every major project out there. The annotations are a guide. Seriously it's not a hard concept. Are you calling a deprecated function? STOP Are you implementing a deprecated function? Fine, just be weary it may change in future MC versions. {Just like everything else} Remember Minecraft IS NOT a full fledged professional modder facing API. It's a decompiled internal hack of a client. I seriously can't understand how people can't grasp this simple concept, we get FAR to many of these 'but the method is deprecated!' posts... -.- The same thing goes for things WE in Forge deprecate. Like non-stack sensitive versions of Item functions. You could still IMPLEMENT them and they would work fine{Because we are forced to be compatbile with vanilla}. But you should always CALL the non-deprecated form. The only difference between Mojang's @Deprecated and ours is that we can add comments directing you to the new stuff. Mojang can't as comments don't survive the compiling process.
  6. Thread locked, and posting privileges removed for 24 hours. Don't remake the exact same thread after the first is locked. He also needs to learn the difference between a signature and post.
  7. Your axe is broken, fix it.
  8. Ugh I hate not having a test environment for these edge cases. Same thing, give 10 mins to build and try again.
  9. Give it 10 mins and try again with --refresh-dependencies And let me know if it works. Tried to cleanup some code related to macs but dont have a test.
  10. No, tell them to start uploading it to some known site.
  11. We also ALREADY support /mods/{MC_VERSION} So you can have /mods/1.8.9 and /mods/1.10.2 So.. thanks for suggesting something we already have?
  12. Not really possible, and would be performance nightmares. Also 90% of everything is called from both threads depending on what objects you are on. @SideOnly has nothing to do with threads, its the environment.
  13. Ya dude, a quick step into your get function would show you that wizardryCapability was null. Which means your cap is never registered. This is basic debugging dude...
  14. it is, you've attached it, atleast thats what it looks like. Show us THE ACTUAL FREAKING ERROR
  15. ... its not null... something it is useing in its toString is null. Which would make sense based on where this event is fired...
  16. Somewhat, my point is if you're getting a null from the player then you need to check if the player is getting you cap set. Its your mod you have to debug it. It should be simple enough, use your IDEs breakpoints. Also ALLLLLWAAAAYYYYYSSS post logs.
  17. 1) Update Your Minecraft version 2) Stop using coremods. 3) It's an issue with you 'kk' mod.

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