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LexManos

Forge Code God
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Everything posted by LexManos

  1. Mods can already play sounds and can already have config options {it would definitely not be in mcmod.info}. The only thing you're suggestion is to special case the config guis for this specific entry... Which personally I think is kinda dumb but I can see the point. One central area. However modders can already extend the sound gui to contain their sounds. So... This really isn't needed, modders can do everything already.
  2. Use the ShapedOreRecipie class directly. There are plenty of tutorials and examples on how to do this.
  3. If only there was some way that the server could tell you what is wrong. Perhaps one day we will invent a system that will allow for the transfer of information across great distances without the need of sounds. Perhaps by replacing those sounds with some symbol. Which if arranged in the correct order could allow for more complex thoughts and meanings to be conveyed. Wouldn't that be a wonderful work? {Post your damn log files -.-}
  4. Post your launcher logs. You installed Forge to a folder on your desktop, not to the .minecraft folder so be sure you're installing it to where your launcher is looking at.
  5. We know this is and its been addressed IIRC. And no it does not effect 'All PlayerEvents' it effects Smelting because of the bad way it does the inventory merging.
  6. The installer needs access to the internet, check your network and antivirus/firewall settings. Or you can install the files its failing to download manually.
  7. You installed it on the 'Mom' account, you need to install it to the 'Kids' account. Or point it at the 'Kids' folder.
  8. You installed a 1.7.10 coremod on 1.8 this will not work.
  9. gradlew --refresh-dependencies setupDecompWorkspace
  10. badlion doesnt work at all. But was able to work with kohi.us to test it out. Got login working fine, and was unable to reproduce the armor glitch at all. https://github.com/MinecraftForge/MinecraftForge/commit/cb609dbab314b40f775bf1fbadfea8d1f8da22f6 It'll be in the next build of Forge, check in like 5 mins.
  11. What exact server address? I suspect the server is doing something dodgy.
  12. You shouldn't have a 'fml' folder, And that Abort error is caused by something on the server end requiring user interaction. Not sure why it's getting to your end but we'd have to see the server log. Also remember you can use gist.github.com top post full text files. As for the Potion crash something is sending an invalid potion effect. That would need to know what they are sending from the server that is invalid. if (Potion.potionTypes[this.potionID].isReady(this.duration, this.amplifier)) That is the line it's crashing on, the server is sending an invalid potion ID to the client.
  13. 1) They are right SOMETHING is blocking your network connections to/from the outside world. 2) You can tell your server which IP to bind to using the server.properties.
  14. See ItemBucket for more information, it may not always allow you to add to the inventory so you should accountf or that by either not allowing the split, or dropping the extra.
  15. Just add the second item to the players inventory directly and return the first.
  16. If you can write up a full slim test mod that would be good. It SHOULD be fixed as the issue before was that the buffer was shared and things wernt resetting correctly. However, people are using these methods all over the place and its the same concept sending to one person as it is to an entire dimension. We just build a list of users to send it to. But ya, if you could write up a mod I can toss in dev i'll take a look.
  17. They shouldn't get an exception we specifically put in code to prevent this so unless you've broken something they will just be spit into the overworld. However, you should register all of your dimensions at start time having them registered does not mean they are loaded. They will be loaded on demand when a player trys to enter. NOT having them registered means that if another mod comes along they can take the same dimension and there would be conflicts.
  18. https://docs.gradle.org/current/userguide/artifact_dependencies_tutorial.html As with many things in gradle there are generic guides for it. Our default build.gradle is a quick example because writing documentation sucks. HOWEVER, as you've so aptly pointed out we have a RTD which anyone can submit documentation to https://github.com/MinecraftForge/Documentation If you dont know something look there first, if you dont find it, do your research and expand the documentation.
  19. The deletion of 0 size stack has nothing to do with FPS it has to do with what defines a dead item. There are a lot of things inside both vanilla minecraft and mods that error out and do very odd things when it encounters invalid itemstacks. Size zero is one of those invalid states. So as such to prevent MANY MANY errors we cull any invalid itemstacks where we can, including entities and this will not change. Bukkit plugins are notorious for abusing and exploiting bugs in the vanilla client because they can not because they should. Simplest solution if this is indeed the case, spawn the stack with a value of 1 and disallow the pickup on the server. Simple enough. If you read the post you link he has added that option, so there is no issue anymore. And do not necro dead threads.
  20. Or.. you could just add the other mod as a dependency and have ForgeGradle deobfusicate them automatically and not have to resort to crappy ASM hacks like ChickenBones. However wholey replacing the world provider for the overworld is not a recommended action and instead you should look into either crating your own dimension and moving to it through some tech/lore means. Or using the hooks in place in Forge to do the things you want. Or, using a 'World Type' to determine the provider information as that's kinda what it's there for...
  21. We don't control the code the modders write. We don't control the code the mojang writes. Modders wanted more information for this and other methods in block, Forge added that information. Remember that Blocks only have ONE instance, so no, the world and position are not available to the blocks. Hence the addition. That's the entire point of Forge. We have to keep compatibility with vanilla, so we have to keep the old methods and call them as well. Stop trying to apply a overarching cohesive single design to Minecraft. It's simply not there.
  22. It's already been reported: https://github.com/MinecraftForge/MinecraftForge/pull/2286 When fry gets a chance he'll review it and fix it as needed.
  23. Vanilla's default behavior is to validate auth information on any network server. logger.info("Starting integrated minecraft server version 1.8"); this.setOnlineMode(true); So, vanilla enforces the need for the auth servers to be up and for you to be able to connect to them in vanilla LAN connections. There isn't a way to get around this using LAN. What you want to do is start a dedicated server and you can control it there. Or, you know, just give the server access to the internet and let it auth you correctly -.- Either way this is NOT a Forge issue.

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