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LexManos

Forge Code God
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Everything posted by LexManos

  1. Try again, I kinda derped a little for like 5 mins.
  2. Update to 1.10.2 if you want support.
  3. DO NOT create your own launcher, this is a very bad thing. Entering your own account details into random things is a BAD IDEA you should not be asking your users to do that. Beyond that, we do not host uncompressed libraries, so they are not directly downloadable from our maven. Our installer downloads a compressed version and installs it. So we ask people use our installer instead of installing Forge automatically. {Plus it is how we pay for the servers, and rent, and food... so...} Using compressed version saves us ~10TB/day so it's kinda important.
  4. Upload that world, as I have no idea what you're actually doing. And if those are indeed 'phantom' blocks, then it may be a sync issue between client and server, we'll see. But I'd need a test environment. Also, does this happen with JUST Forge, and with PURE Vanilla?
  5. Note: Get your terms correct here, Nothing in Forge/Minecraft allows remote code execution. As in, The client can't send any code to the server and have it run it. HOWEVER, Minecraft is rather horrible in it's 'security' when validating who can do what and when. So there are a lot of 'hacks' out there that let you do things you shouldn't do. This is simply Minecraft being poorly written from the get-go. However, its nothing serious so we don't care. "Oh look you can fly around for a while, good for you!"
  6. Why are you having issues, there should be nothing that requires that jar to be there. The only thing 'Forge' 'Installs' in the versions folder is a json file. Forge 'installs' itself, and the other libraries it needs to run. {Scala and type safe} Into the libraries folder where the launcher can pick it up. The launcher unpacks the natives required for lwjgl to work just like it does with vanilla. And I say that because its VANILLA specifying that the natives need to exist, not Forge.
  7. This is going to need a full explanation and preferably a PR.
  8. You dont HAVE to manually do anything, Forge setup will work on any java version past 7 by ya. We can do that eventually.
  9. No there are not any "here is the entire content of your mod, just reskin it and call it your own" libraries out there.
  10. If there are 'helper apis' that are worth using then they are in Forge. 90% of the time those 'helpers' are 1 like wrappers, in which case there is no reason to use it.
  11. Sadly these type of errors are not really possible to diagnose with just the text log. You have a lot mods installed, one of them is screwing with entities in a thread they shouldn't be.
  12. [me=LexManos]mutters something about Capabilities and IItemStackHandler[/me]
  13. Thats not how ANY of this works. The list you are passed in is empty, you're supposed to fill it with items... Go look at the default implementation of that function it's pretty freaking obvious.
  14. Update to 1.10.2, and remove sponge.
  15. Is it animated/changing every frame? If not use a normal model.
  16. Why are you making a tesr?
  17. New WorldCaps feature had a bug, its fixed now, update your Forge.
  18. Side note: https://github.com/MinecraftForge/Remapper I made a nice GUI to apply SRG files... Someone really needs to start making SRG files for mc version updates... Spread the word see if you can find someone who is willing to. I've dont the hard part and written the tool.
  19. https://gist.github.com/LexManos/44dd211f90f498ad4015279b103dff86 I cant seem to find my older gist for 1.8->1.9 But a lot of the vector stuff moved into util.math. Just compare the old version to the new version. I THINK the old one was doubles, so it's Vec3d now {d for double, f for float, i for int, etc..}
  20. This has nothing to do with the history, it as everything to do with the index out of bounds error. Post your mod code and I will see what i can do.

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