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Ariath

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  1. I decided to upload the new Javadoc my Dropbox so you can easily check online. Enjoy it : https://dl.dropboxusercontent.com/u/5357292/www/forge-1.7-javadoc/index.html I will update it ASAP once Forge API updates. See ya!
  2. Yes, that is what i meant, World.onEntityRemoved. As i said, i'm trying to port WorldDownloader to Forge, and i want leave base classes untouched. This is what I'm working on now: https://github.com/dslake/WorldDownloader/blob/master/src/WorldClient.java#L260 See ya!
  3. I'm porting a vanilla mod to Forge, and i need some way to know when a entity is destroyed, but i have only found the LivingDeathEvent, and this fires when the entity dies. The mod i'm porting is WorldDownloader. See ya!
  4. Hi guys! I have uploaded the Forge Javadoc to my Dropbox, so, anyone interested in viewing it online can do it: http://forgejd.zapto.org See ya!
  5. One question... and suggestion: Now that we have profiles, could the mods's config be stored separately for each profile? It's really annoying, when you play on different servers, having to switch configuration files. See ya!
  6. I have tested Forge with the client, and i have to say, i'm glad we don't need to do jar editing anymore . But i have a question related to [version].json: ¿What rule do we need to follow naming libraries?. Following the example of Forge and other libraries, i tried creating this directory tree: libraries/internalmods/toomanyitems/1.6.1/TooManyItems.jar. This is what i added to the forge json, in the libraries section, of course: But the launcher's dev console shows plenty of errors upon starting. I think it can't find the library i added to the json. See ya!
  7. Now that we are facing great changes with Minecraft and Forge, i would like to suggest changes in the modloader system. For example: Would be possible to organize mods in two groups named client-mods and content-mods? The client-mods would be loaded with the client load itself, but, the content-mods would be loaded upon connecting to a server (a online server or the local one used by singleplayer). Also, the content-mods's config would be stored in per-server folders. This way, your mod's config used in singleplayer wouldn't be replaced if you want to play in a online modded server. See ya! P.D: Obviously, mod developers would need to set in the mcinfo file a new field, indicating if the mod is a client mod or a content mod. By default, every mod without this metadata would be recognized as a client-mod.
  8. I fear you have to mod FML itself, because config and mods dir names are hardcoded: https://github.com/MinecraftForge/FML/blob/master/common/cpw/mods/fml/common/Loader.java private void initializeLoader() { File modsDir = new File(minecraftDir, "mods"); File configDir = new File(minecraftDir, "config"); I searched this some time ago, because i wanted to try to change the way FML loads the mods. See ya!
  9. Hello there! I'm just beginning with Forge, but i have some experience programming Bukkit plugins. I'm trying to port a plugin that simply records when a player joins/quit from the server, logging his name and IP, and the date/time he joined/quit. The problem i have... is the "quit" event. I see Forge has a EntityJoinWorld event, but, i don't find his counterpart, EntityLeaveWorld. The question is simple, There is any way of catch the event when a player quits from the server?. See ya and thanks in advance!
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