Jump to content

Forge 12.18.2 Minecraft 1.10.2


Recommended Posts

Forge Version: 1.10.2-

Minecraft Version: 1.10.2



We are back from Minecon! Lots of news for those who are in the know. Lots of work to do for new features. But for the average user we are chugging along as normal. So its time for another 1.10.2 Recomended build!


Most notible features of this RB is:

EnergySystem: A template/simple energy system that modders can implement and extend.


LifeCycle events: We have been for a while, and this is another step. Moving twards a data driven modding system. Modders PLEASE use these events to register anything to a registery. So we can keep track of what mod is doing what correctly. And so you can be sure you're doing it in the correct place! No more ambiguity over what events are for what!


Minecraft Forge 12.18.2 Changelog:



  • Support for @SubscribeEvent on static methods.
  • Warning for mods who are not using lowercased mod ids, this is prep for 1.11
  • Added shouldCauseBlockBreakReset callback to Item
  • Added CreateFluidSourceEvent to control infinite fluid sources
  • Added RenderSpecificHandEvent
  • Added hook for custom detector rail outputs
  • Added location sensitive version of Block.getSoundType
  • Exposed vanilla brewing recipe registration
  • Added ability for CommandEvent to edit parameter size
  • Added config option to disable Forge's fix of Stair/Slab face culling.
  • Added RenderTooltipEvent
  • Removed ability to store mods in JAVA_HOME.. seriously don't do it
  • Added PlayerBrewedPotionEvent
  • Added Capabilities support to Worlds
  • Added hook to allow custom blocks to change beacon beam color
  • Added player and state sensitive version of getHarvestLevel
  • Added new standerdized Energy system using Capabilities
  • Added utility class to cleaning up Commands with sub-commands
  • Added event to allow mutating babys when they spawn
  • Added support for offhand bow animations
  • Added support for Generics in event handlers
  • Added new lifecycle events to explicitly dictate when a modder should create/register their items/blocks/etc.. USE THIS MODDERS
  • Added @EventBusSubscriber, to automatically register a class to the Forge event bus


Bug Fix:

  • Performance improvements in EventBus
  • Fixed async race condition when generating new chunks
  • Fixed remapping issue in relation to mixins
  • Fixed hotkey with default modifier loading wrong when modifier set to NONE
  • Forced mipmapping even with improperly sized textures
  • Fixed vanilla bug with blockstats not saving correctly during world reloads
  • Fixed duplicate stat id errors when using substitutions
  • Fixed IndexOutOfBoundException when crashes happen in short stacks
  • Fixed sound issue when exiting world with sounds paused
  • Fixed breaking models not taking extended state into account
  • Fixed NeighborNotifyEvent not containing the piston facing direction
  • Fixed vanilla bug where tipped arrows would not apply instant effects
  • Fixed AnvilRepairEvent having slots incorrectly labeled
  • Fixed Biome Decorate event not being fired for certian instances
  • Many Fixes related to subsitutions in the registry system
  • Fixed issue where blocks would not save if they are in extended states in-world
  • Fixed Forge fluids not serializing properly
  • Fixed IVertexConsumer not propogating textures
  • Fixed race condition when vanilla clients connect
  • Fixed stairs culling incorrectly due to non-extended states
  • Fixed bug that allowed overriding the splash logo in the splash screen
  • Fixed Fire not using getFireSpreadSpeed
  • Fixed dispensers destroying fluid handler blocks
  • Fixed WHITE texture's size
  • Fixed BakedQuads propogate diffuse lighting
  • Fixed itemstacks loosing capabilities in InventoryHelper
  • Fixed leather armor overlay not rendering when armor is pure white
  • Fixed crash when sending packets to machines
  • Fixed vanilla bug in BlockFalling that caused blocks to loose state info during world gen
  • Fixed custom enchantment sources not spawning particles
  • Fixed SHRROM event being fired for both small and big shrooms
  • Fixed item use stats being registered incorrectly
  • Fixed StructreBlock's borders not rendering correctly in edge cases
  • Fixed edge case with EntityMountEvent
  • Fixed typo with getMaxSpawnPackSize
  • Fixed cactus being able to be planted on incorrect soil
  • Fixed ItemStack serializing caps when empty
  • Fixed potential shading issue in GuiEditArrayEntries
  • Fixed universal bucket not being returned in crafting recipes
  • Fixed debug command creating empty file
  • Fixed biome specific flowers not working correctly with bonemeal
  • Fixed oredict issue with BoneBlocks
  • Fixed roofed forests posting incorrect event for mushrooms
  • Fixed typo in sky rendering that caused performance degredation
  • Fixed caseSensitiveCustomCategories not being set correctly in configs
  • Fixed unbound keybindings being activeated by unknown keys



On the Contribution of an RF-lite Energy System: "Energy"

Forge has acquired an Energy system, after many years of debate on the topic. The prevalence of the RF API has warranted the inclusion of a similar (but simpler) implementation to forge for 1.10.2 and onwards.

Those who wish to use an RF like API, feel free to use it. If you don't want to think about Energy, but know you need it, you can use it *if you wish*. If you want to interoperate with other energy systems, feel free to use this to broker with them.


On Diversity in Energy Systems

Forge has always supported diversity in energy-like systems. If you have a burning desire to simulate electricity flow in all it's glory, we fully support you and look forward to playing your mod. If you wish to have pneumatic power, we have no objections, and would love to see your wonderful creations. If you have a power system of your own devising that is simply beyond our imagination, please, blow us away.


On Modder Obligations

As a modder, you are under *no* obligation to use or support the forge Energy system. If anyone, user, mod-pack maker or even us, tells you otherwise, refer them to this statement. The Forge energy system is not intended to supplant diversity in energy systems. It is not intended to be one-size-fits-all. The choice to support it, is the choice of the modder.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Link to comment
Share on other sites

This topic is now closed to further replies.


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • हथियार व्यापारियों की चमक आज के समय में भारत और दुनिया के विभिन्न हिस्सों में तेजी से बढ़ रही है। स्वीडन की स्थित संस्था सिपरी की नवीनतम रिपोर्ट के अनुसार, विश्व भर में विभिन्न देश अब पूर्व कभी नहीं देखे गए हथियारों और सैन्य सामग्रियों पर धन का व्यय कर रहे हैं। वैश्विक संघर्षों के बढ़ते संकेतों के कारण, विश्व के कई हिस्सों में युद्ध की संभावनाएं बढ़ रही हैं। पश्चिमी एशिया में युद्ध की आग फैल रही है, जबकि दक्षिण चीन सागर और ताइवान में भी तनाव बढ़ रहा है। भारत-चीन सीमा पर भी स्थिति चिंताजनक है। इन घटनाओं के परिणामस्वरूप, विभिन्न देशों की प्राथमिकताएं बदल रही हैं, और हथियार व्यापारियों का धंधा आजकल चमक उठा है। सिपरी की रिपोर्ट के अनुसार, 2023 में वैश्विक सैन्य खर्च एक नया रिकॉर्ड स्थापित किया गया है। 2022 की तुलना में, 2023 में सैन्य खर्च 6.8 फीसदी बढ़कर 24.4 ट्रिलियन डॉलर पर पहुंच गया। इसके पीछे कुछ विशेष कारण हैं, जिनमें दुनिया भर में तनाव बढ़ना और अद्यतित सैन्य तैयारियों की आवश्यकता शामिल है। इस वृद्धि में, भारत जैसे देशों का योगदान भी अधिक है। भारत ने भी अपने सैन्य खर्चों में वृद्धि की है, और यह दुनिया के सबसे बड़े और सबसे प्रभावशाली राष्ट्रों में एक बन गया है। इसके अलावा, अमेरिका, चीन, और रूस भी सैन्य खर्च में वृद्धि की हैं, जिससे विश्व सुरक्षा में नए दायरे खुले हैं। संभावनाओं के इस नए मंच पर, दुनिया के सक्षम देश अब अपने सैन्य तैयारियों में ज्यादा ध्यान दे रहे हैं। यह वृद्धि विकास और प्रगति के बजट पर भी प्रभाव डाल रही है, जिससे विभिन्न देशों के आर्थिक प्रगति में बदलाव आ सकता है।   https://www.nayaindia.com/editorial-column/editorial1/arms-sales-increased-in-the-world-454072.html
    • Hello, Hi and I am making a forge 1.12.2 mod and also trying to get a custom model helmet item (I made a joker mask) and exported it to .json format and put it in the ~/namespace/models/item folder. Though, I'm struggling to get the item to render what I want it to be rendered like as I've positioned it in the 'head' window view in blockbench. How did you render out your model? I checked your code and it looks like no references to the actual model are being made. I'm new to this forge modding stuff (was a fabric modder) and I desperately need some help. Is there a way to standardly render out armor models made using blockbench? any methods that one can use? My model in JSON: ```json { "credit": "Made with Blockbench", "texture_size": [160, 160], "textures": { "0": "ydyrn:items/joker_mask_texture", "particle": "ydyrn:items/joker_mask_texture" }, "elements": [ { "from": [0, 0, 0], "to": [16, 16, 1], "faces": { "north": {"uv": [0, 1.7, 16, 14.2], "texture": "#0"}, "east": {"uv": [0, 4, 0.9, 5.6], "texture": "#0"}, "south": {"uv": [0, 5.8, 1.6, 7.4], "texture": "#0"}, "west": {"uv": [0, 1.9, 1.3, 3.5], "texture": "#0"}, "up": {"uv": [0, 3.4, 1.6, 4.2], "texture": "#0"}, "down": {"uv": [0, 9, 1.6, 9.7], "texture": "#0"} } }, { "from": [15.8, 11, 0.5], "to": [16.2, 13, 15], "faces": { "north": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "east": {"uv": [7.9, 7.9, 9.35, 8.1], "texture": "#0"}, "south": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "west": {"uv": [7.9, 7.9, 9.35, 8.1], "texture": "#0"}, "up": {"uv": [7.9, 7.9, 7.94, 9.35], "texture": "#0"}, "down": {"uv": [7.9, 7.9, 7.94, 9.35], "texture": "#0"} } }, { "from": [0.2, 11, 14.6], "to": [15.8, 13, 15], "faces": { "north": {"uv": [7.9, 7.9, 9.46, 8.1], "texture": "#0"}, "east": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "south": {"uv": [7.9, 7.9, 9.46, 8.1], "texture": "#0"}, "west": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "up": {"uv": [7.9, 7.9, 9.46, 7.94], "texture": "#0"}, "down": {"uv": [7.9, 7.9, 9.46, 7.94], "texture": "#0"} } }, { "from": [-0.2, 11, 0.5], "to": [0.2, 13, 15], "faces": { "north": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "east": {"uv": [7.9, 7.9, 9.35, 8.1], "texture": "#0"}, "south": {"uv": [7.9, 7.9, 7.94, 8.1], "texture": "#0"}, "west": {"uv": [7.9, 7.9, 9.35, 8.1], "texture": "#0"}, "up": {"uv": [7.9, 7.9, 7.94, 9.35], "texture": "#0"}, "down": {"uv": [7.9, 7.9, 7.94, 9.35], "texture": "#0"} } } ], "display": { "thirdperson_righthand": { "translation": [-0.25, -2.75, 0], "scale": [0.3, 0.3, 0.3] }, "thirdperson_lefthand": { "translation": [-0.25, -2.75, 0], "scale": [0.3, 0.3, 0.3] }, "firstperson_righthand": { "rotation": [-9, 115, 15], "translation": [0, 1.25, -1.75], "scale": [0.5, 0.5, 0.5] }, "firstperson_lefthand": { "rotation": [-9, 115, 15], "translation": [0, 1.25, -1.75], "scale": [0.5, 0.5, 0.5] }, "ground": { "rotation": [40, 0, 0], "translation": [0, -2.5, 0], "scale": [0.5, 0.5, 0.5] }, "gui": { "rotation": [0, 180, 0] }, "head": { "translation": [0, 0, 0.25], "scale": [0.82773, 0.73594, 0.9] }, "fixed": { "translation": [0, 0, 8.75] } }, "groups": [ 0, { "name": "straps", "origin": [0, 0, 0], "color": 0, "children": [1, 2, 3] } ] } ```
    • Add the crash-report or latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here  
    • In your config folder, delete the sophisticatedcore-common.toml file and test it again
  • Topics

  • Create New...

Important Information

By using this site, you agree to our Terms of Use.