Posted November 11, 201212 yr As discussed here, and also over at MCF, certain combinations of mods can result in a crash when a mob with a higher entity type ID is spawned. I managed to work around this by removing the cast to byte on line 55 of Packet24MobSpawn.java, which made me feel very, very dirty. this.type = (byte)EntityList.getEntityID(par1EntityLiving); I googled a bit, but couldn't find any definite information on the potential impact of this, though I did find an MCF post from August saying that Forge supported higher entity IDs. This made me wonder if the mod authors were using some older ModLoader-style spawning methods instead of the native Forge methods, or if I'm just misunderstanding and need to limit the number of mobs I put into my game. Thanks for any insight! I'm fixing the stupid villagers. http://www.minecraftforum.net/topic/1588460-
November 12, 201212 yr This is something I don't really care about, if they use the Forge spawning mechanics, then this is a non-issue. I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
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