Jump to content

Forge 6.4.1 Minecraft 1.4.5


LexManos

Recommended Posts

This is posted for clarities sake, Forge for 1.4.5 has been out for about a month :P

 

Forge Version: 6.4.1

Minecraft Version: 1.4.5b

Dependencies: None

Downloads:

 

Minecraft Forge 6.3.1 Changelog:

============================================================================

Updated to FML v4.5.17.479

Updated to Minecraft v1.4.5

 

Major:

  FML will now comes with python, and will download and extract MCP for you. So all you need as a modder is to download forge and run install. The rest is taken care of.

  Note: If you still perfer the old system of downloading mcp manually and sticking forge inside it, that will still work.

  New branched building system for test branches!

 

New:


  •  
  • Cleaned up Liquid Manager API
     
  • New Liquid API Events
     
  • Minecraft Version included in all download names now
     
  • New events for Chunks listening
     
  • New chunk constructor that supports shorts, Modders: Please clarify if your block needs to be below 256
     
  • New OreDictionary functionality
     
  • New Nested configuration categories {breaks some mods that do bad things but they all have updated so, update! :P}
     
  • New Configuration options for strict terrain gen blocks, MODDERS: Clarify specifically if your block needs to be below 256
     
  • New segment of data on the player entity that is persisted across deaths for modder use.

Bug Fix:


  •  
  • Fixed issue with ModLoader.addOverride
     
  • Fixed beds not working properly when respawning.
     
  • Fixed bug with default implimentation of Beach plant type checks
     
  • Fixed custom coil for NetherStalk and Reeds
     
  • Fix quite a few vanilla bugs
     
  • Fixed issue where TileEntities were not properly removed
     
  • Fixed vanilla issue with abandoned chunks
     
  • Fixed issue where WorldEvent.unload was not called during server shutdown
     
  • Fixed bug with non-BlockContainer tile entities

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

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Add crash-reports with sites like https://paste.ee/ Maybe an issue with blur, essentials or cumulus_menus
    • Add the crash-report or latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here  
    • I have a problem, I am trying to put two different effects to two different armors but when I run it only the emerald armor effect works. This is the code public class ModArmorItem extends ArmorItem{ private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.HERO_OF_THE_VILLAGE,200, 1,false,false, true)) .put(ModArmorMaterials.OBSIDIAN, new MobEffectInstance(MobEffects.FIRE_RESISTANCE,200, 1,false,false, true)).build(); public ModArmorItem(ArmorMaterial pMaterial, Type pType, Properties pProperties) { super(pMaterial, pType, pProperties); } @Override public void onArmorTick(ItemStack stack, Level world, Player player){ if (!world.isClientSide()) { if (hasFullSuitOfArmorOn(player)) { evaluateArmorEffects(player); } } } private void evaluateArmorEffects(Player player) { for (Map.Entry<ArmorMaterial,MobEffectInstance> entry : MATERIAL_TO_EFFECT_MAP.entrySet()){ ArmorMaterial mapArmorMaterial = entry.getKey(); MobEffectInstance mapStatusEffect = entry.getValue(); if (hasCorrectArmorOn(mapArmorMaterial, player)) { addStatusEffectForMaterial(player, mapArmorMaterial, mapStatusEffect); } } } private void addStatusEffectForMaterial(Player player, ArmorMaterial mapArmorMaterial, MobEffectInstance mapStatusEffect) { boolean hasPlayerEffect = player.hasEffect(mapStatusEffect.getEffect()); if (hasCorrectArmorOn(mapArmorMaterial, player) && !hasPlayerEffect) { player.addEffect(new MobEffectInstance(mapStatusEffect)); } } private boolean hasCorrectArmorOn(ArmorMaterial material, Player player) { for (ItemStack armorStack : player.getInventory().armor){ if (!(armorStack.getItem() instanceof ArmorItem)) { return false; } } ArmorItem helmet = ((ArmorItem)player.getInventory().getArmor(3).getItem()); ArmorItem breastplace = ((ArmorItem)player.getInventory().getArmor(2).getItem()); ArmorItem leggins = ((ArmorItem)player.getInventory().getArmor(1).getItem()); ArmorItem boots = ((ArmorItem)player.getInventory().getArmor(0).getItem()); return helmet.getMaterial() == material && breastplace.getMaterial() == material && leggins.getMaterial() == material && boots.getMaterial() == material; } private boolean hasFullSuitOfArmorOn(Player player){ ItemStack helmet = player.getInventory().getArmor(3); ItemStack breastplace = player.getInventory().getArmor(2); ItemStack leggins = player.getInventory().getArmor(1); ItemStack boots = player.getInventory().getArmor(0); return !helmet.isEmpty() && !breastplace.isEmpty() && !leggins.isEmpty() && !boots.isEmpty(); } } Also when I place two effects on the same armor, the game crashes. Here is the crash file. The code is the same, only this part is different   private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.HERO_OF_THE_VILLAGE,200, 1,false,false, true)) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.FIRE_RESISTANCE,200, 1,false,false, true)).build(); I hope you guys can help me. Thanks.
  • Topics

×
×
  • Create New...

Important Information

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