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  • Author

Run configurations -> arguments -> program arguements -> Add the arguement: --username=YOUR USERNAME

Okay, so I tried

--username=username --password=password

and that didn't work either.

You do realize you don't have to be logged in to run the client and test your mod. All you have to do is click the "play" button and run the client. It will then log you in as ForgeDevName.

 

Sorry I can't help with logging in, but it's not required.

Creator of the Recipe Expansion Pack mod.

http://www.minecraftforum.net/topic/1983421-172-forge-recipe-expansion-pack-version-012/

Updated to 1.7.2!

  • Author

You do realize you don't have to be logged in to run the client and test your mod. All you have to do is click the "play" button and run the client. It will then log you in as ForgeDevName.

 

Sorry I can't help with logging in, but it's not required.

Yes, I realize that. My mod is for a server though, so I have to log in to the server.

 

Thank you anyway.

  • Author

You can set

 

online-mode=false

 

in the server.properties file and then it won't attempt to verify usernames.

Ah, sorry, I wasn't clear. My mod is client-side but it's not for my server.

So you aren't running the server to test it in forge? If that's the case I fail to see why you need to get to login through eclipse because you are going to have to wait for the other person to update the forge mod running on that server or it will kick you because they won't match.

 

Aren't you at least running the server in eclipse for testing it? If that's the case you can change the properties and you won't need to do it in the future only on the test server why you aren't logged in with a valid minecraft account.

Creator of the Recipe Expansion Pack mod.

http://www.minecraftforum.net/topic/1983421-172-forge-recipe-expansion-pack-version-012/

Updated to 1.7.2!

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