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PulseBeat_02

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Posts posted by PulseBeat_02

  1. I am making a custom launcher, that will launch some modpacks using Minecraft Forge. The problem is, the only way to launch Forge is by going into the Minecraft application and clicking the forge play button. I want my custom launcher to automaticly go the forge loading screen (Where you preinitialize, initialize, post initialize, etc. the mods) but I don't know how to. 

  2. I don't where to put this forum, so I just put it here. If I put the forum in the wrong place, please remind me and delete the forum.

    I was wondering if there was a way to make a batch file and run Minecraft Forge by using a command. 

  3. There is no field_76425_a in 1.12.2, but in 1.8, there is. It is the potion array. I got to change the whole code in order for the mod to work. If you don't know what mod I am trying to do, it is a mod that can extend potion IDs. I thought I could use the potion array as a trick, but it got removed in 1.12. Are there any other tricks that might work?

     

  4. Two things, is there any way to like "substitute" or replace them? Or, are they supposed to give errors.

     

    Also, I also have another error about "func_76393_a()" but, I am guessing this is also another SRG name.

  5. I probably made a mistake somewhere, here is the code for that part:

     

    ------------------------------------------------------------------------------------------------------------------

     

     public static void checkID(Potion toAdd, int potionID)
      {
        if (Potion.field_76425_a[potionID] != null) {
          conflicts.add(new Conflict(Potion.field_76425_a[potionID], toAdd, potionID));
        }
      }

     

    ------------------------------------------------------------------------------------------------------------------

     

  6. No need to fight here guys, just next time Darnyex, put the forum in the right place. But, make sure you have permission from the author to do so. Minecraft Forge CANNOT do any mod helping unless from permission. If you ever manage to get permission, you should follow these steps. You should first download the forge mdk for 1.12.2 on the download link. It gives you a guide to help making and updating mods. Then refer, to mod developers to help guide you through steps to change the code.

  7. All the mods are based on the forge policy. So, the question is, should I remove coremods from my modpack? Even if they are dependent on other mods? (I am a complete noob at this so don't gudge.)

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