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LexManos

Forge Code God
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Everything posted by LexManos

  1. Really old Minecraft versions are no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  2. Ah, you've got java 15 installed. Forge uses javascript, which was removed from java 15. So use java 8-14. Or add the supplemental nashorn libraries back into your java.
  3. Sounds good, Forge runs fine on linux if that's a option for you. It even works in headless mode just like the normal server.
  4. Just for sanities sake, I tested locally, and it indeed does work the way we intended it on my machine. Do you perhaps have a over-zealous antivirus or something that is causing the java process to be blocked? And as Daemon said, log files would be helpful.
  5. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  6. The point dieseiben is trying to make, is that your first step is unneeded. Not that it is doing something wrong. You can completely skip the first step and the eula.txt will be generated when you run Forge for the first time. Or more specifically, since you skipped it in your install steps. Step 1) should be to run Forge's installer jar. And yes, Forge's jar in the root is only 205KB As it's just the boot strap code. The rest of Forge lives in the libraries folder along side all the other libraries. After running the Forge installer, you should NEVER run the vanilla jar again. Especially when you have an existing world. As it would remove all modded content from your world. We've debated moving the vanilla jar into the libraries folder so people arnt tempted to run it. Unfortunately there are too many server companies that expect the jar to be there for it to be a sensible change.
  7. Mods have dependencies... If you don't install them all then it won't work. They are usually listed on whatever site you're downloading the mod from. Read your screen properly and follow what it says.
  8. There is a ever popular route of making a calculator. Again, crawl before you walk, walk before you run. Making a game/game content can be a end goal, but you need to understand the basics.
  9. 1) Stop double/triple posting. People will respond to you when then can/want. 2) There are TONS of tutorials out there randing from java basics, {MIT has a really nice full course in video format for free} to Forge specific ones. Tho those tend to be in text format. What I would suggest, is that you find someone who can write the mod you want RIGHT NOW for you. And then you spend some time yourself learning the basics of Java before attempting to write a mod.
  10. 1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  11. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  12. 1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  13. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  14. Banned for being a fucking idiot, yes you need proof when fighting a copyright case in court. However in every country that matters the creators are assumed the creators until challenged. Which means they have default copyrights even if not registered. There is a difference between trademarks and other facets. It's not a black and white world. And indeed it would take a lot of paperwork and red tape to make your case. But that doesnt mean it doesnt exist. Also, I like how you used Mickey Mouse THE REASON copyrights and trademarks dont expire in a reasonable timeframes, as your example of things expiring... You are really really misinformed.
  15. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  16. Please do your research on the subject. You've got the right start. But you've ignore the "Its still a legal grayzone" part. We're trying to work with Mojang to make it legally explicit that we can use it. But until we get that legal permission we're not going to make it our target. You can target it yourself for your mod, it's a feature FG supports. But still, it's not a good option as you don't have the legal rights to redistribute it in your mod code. So be careful.
  17. Make sure you have Java installed and try running Jarfix once, then try the installer again. Also, update to a modern Minecraft, 1.8.9 isnt supported on the forums.
  18. Better Questing doesn't just magically make quests.... Its meant for Mod pack developers to tie things together. They are the one who make the quests.
  19. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  20. Why are you trying to use the launcher... to install.. You should use the installer....
  21. Libraries dont just automatically get built into the jar of each project that uses them. That would be an immense waste of space/bandwidth. Not to mention the potentially legalities of it. You wouldn't want to ship all of Minecraft in your Jar just because you use it as a dependency. However if you DO want to shade a jar in, you can. There are tools such as the shadow plugin for gradle that'll let you choose which libraries to ship.
  22. Forge Version: 35.1.4 Minecraft Version: 1.16.4 Downloads: Changelog: (Direct) Installer: (AdFocus) (Direct) MDK: (AdFocus) (Direct) Intro: It's that time again, the 1.16.3 to 1.16.4 update is rather trivial for modders. The bulk of mods should just work. I would of posted this as a RB a while ago. But unfortunately I have been delayed because of having to move houses. Which has taken quite a lot of my time. The update was done within 30 mins of Mojang's release, and has been fairly stable fromt he get-go. I just havent had time to write this post and thus haven't done a RB. Changelog: New: New hook for Axe tools. New hooks for modifying structures and spawn lists. New event when players change game mode. Revived BiomeDictionary, uses RegistryKey's instead of Biome objects as Biomes are now data driven in Vanilla. Added tag support to enchantments, options, and tile entity types. Added signature reporting of Mod jars to the mod list GUI. Reintroduced name tag distance attribue. Added better auto-detection of ANSI support. Added custom model loader support to data generators. Added codec support for FluidStacks Added support for loading 1.16.3 mods, as they should be inherently compatible. Mods can opt out with special crafted dependency info in their mods.toml. Added better extension point for mods to control server compatibility test on the client. Added player context to AnvilUpdateEvent Added support for custom argument types without breaking vanilla clients. Fixes: Fixed vanilla Campfire smoke bug. MC-201374 Fixed toggleable keybindings still being active while in GUI Fixes Fixed modded EntityClassifications not being useable in the codec. Fixed log spam related to Object Holders Fixed item tooltips not being screen wrapped anymore. Fixed registry dumps being unsorted. Fixed error when vines grew in certain configurations. Fixed texture loading path. Fixed RCON not sending newlines. MC-7569 Fixed RCON not using UTF8 Fixed logic error in ITeleporter implementation. Fixed resource leak in OBJ Loader. Fixed unnneded patches caused by crowdsourced names. Fixed java performance issue when loading large modpacks due to java not correctly caching url comparisons. Fixed data driven biomes failing to work with SingleBiomeProvider Fixed custom Forge attributes using invalid translation keys. Fixed concurrency issues with NonNullLazy.Concurrent Fixed config parse failure causing crash. Fixed game state not reverting to vanilla correctly before exiting when early mod events error. Fixed biomes not correctly being assigned ids when loading existing worlds. Fixed early sorting bug that was causing an exception at the wrong time and not correctly showing an error screen. Fixed vanilla clients having log spam when connecting to modded servers with custom attributes. Fixed player not rendering when camera is a different entity. Fixed unpredictable order when adding new entries from a mod to an existing world with that mod. Fixed harvest check event not firing when block doesn't require a tool. Fixed Banner.toItem erroring on servers. Fixed fake players overriding real players advancement tracking. Fixed modded dimensions not loading properly during first run on dedicated servers. Fixed concurrency issue in StartupMessageManager Fixed food bar not rendering when mounted. Fixed removing structures causing chunks to not be saved. MC-194811
  23. "MCP Reborn" Needs to die in a fire. Jar Modding is a thing of the past. All the tools you need are provided by FG. I do not like people using the MCP name, or assets, to make our lives harder.
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