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OvermindDL1

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Everything posted by OvermindDL1

  1. You do know that Forge has modloaders functionality inside of it, and as such you do *NOT* install modloader with forge, yes?
  2. I have a few headless servers, one is ancient and I tried on it, it has Java 1.6.0_07, java-runtime-headless, no x libraries, no x fonts, no GUI system or code at all, I checked everything that I could think of in the package manager, and the server still downloads its files and launches fine as of the latest version. Need more information. Start a trace on it and see what it locks on or something. Unless you have an idea for a package I may have missed?
  3. 1.3.1 was out for literally just a few days before 1.3.2 came out, so consequently 1.3.1 was skipped, as every mod should have done as well.
  4. I am pretty sure that they were all broken, are you sure you want to try?
  5. Yeah, ModLoaderMP is not made by the ModLoader person, it is a third-party library that is actually quite poorly made.
  6. Er, UTF-16, some unicode. All my source always contains 0-127 ascii with anything else being in files read in from outside, so I have never ran in to an issue.
  7. For now you could just double your biomes, one set that has rain and one that has snow.
  8. If you need help with any code that you needed base edits for previously, just ask.
  9. But that was not the reason. The reason was that a TE was not being properly generated from your subclassed Block class.
  10. Cool then, non-base editing ones should work. cpw will see this later.
  11. You are wrong, where did you get that idea?! There is still client and server, however their code is more similar and using the same obfuscation so it is possible to make a mod that runs on both, but if the mod is not designed to run on both then it will not.
  12. Base editing mods are not ModLoader mods, regardless of how they bootstrap themselves. No Base Edits are required if using Forge. FML is only designed to be compatible with ModLoader mods as base editing mods are inherently broken.
  13. I thought most of CJB's mods had base edits? If so then it is not a ModLoader mod, if it were then it would have no base edits. Doing base edits makes it highly incompatible with many things. FML can only be compatible with ModLoader mods, not base editing mods.
  14. Java by default uses utf8, which is what all the source is in, it is a java standard everywhere. What did you do to your poor install to not make it the utf8 standard?
  15. Still indicates that lwjgl and/or video drivers need to be updated.
  16. Eclipse is not needed at all. Just install forge properly into MCP, then start modding in the src directory. Eloraam for example uses vim.
  17. Only access server instances from the server thread and only access client instances from the client thread.
  18. One of your classes or namespaces.
  19. ASM, a Forge coremod, you do not want to do it unless necessary because it is pretty raw opcode manipulation. Can do anything, but is *very* difficult.
  20. Look at the eclipse workspace, it is set up properly. Would love a *fully* setup Netbeans project though!
  21. Yeah, often they do not even know that the 'mods' folder is the folder they put mods in, even when told to, you should make that explicit. Many end users are about the least intelligent people that you will find.
  22. As in he wants you to post your code here in spoilered code blocks. Or a link to a github project or whatever.
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