-> Opening Post
-> Chapter 'Installation'
-> Section 'Incompatibilities'
I read that you indicate it is compatible, but how does this work when there are Forge versions that were released after yours that includes the same modified base file? Do you update your version to be sure and incorporate the changes made by Forge? If so, then which Forge version does your file update?
If not, then this could be an issue if Forge (or a Forge-compatible mod) expects to see code that is no longer there because your base class over-writes it.
Please know that I am not trying to be difficult, I'm just trying to better understand. I am not a modder, but I use quite a few different mods (about 50). Forge offers me the ability to drastically reduce imcompatibilties and thus run more mods than I ever could before. That being said, nothing is perfect and I still run into some issues from time to time, thus I keep a close eye on what base files are being modded and by what mods. Just because Minecraft doesn't outright crash and mods may appear to work together at the onset, doesn't necessarily mean that all functionality actually works and the mods are compatible.
Hmm, using Forge 332 I noticed FML was complaining about RenderPlayer.armorFilenamePrefix being private, though we are using rpapi 1.0 still, if this has been fixed in 1.1, disregard.
Also, why do you not provide the source code? If part of the instructions is to decompile with mcp AND THEN use those source files on a forge install, why not just save us the time and give us those mcp decompiled java files? Short of the usual easy to deal with mcp naming updates I see no downside of it. The first thing I always do with RPAPI after a decompile is upload the source files for my teammates to use to save time of a tedious decompile.
Thank you so much for explaining! I really appreciate this so now, when my "UberModofAmazingFunctionality" updates next week, or next month, or whenever, and it needs say Forge version 438, I know to be sure and keep an eye out for an update on this one
I installed forge just how i was suppost to, installed SMM and its required mods, and i got it to start up. for some reason, I cant use any of smart movement's features!
To be specific, it says i have smart movement installed. I go into a world, but i cant super jump, crawl, grab, ect... (i just realised i posted this in render api, not smartmovment. Sorry!)
Hi, I just encountered an error while using this in conjunction with Minecraft forge for 1.4.2, while the API file being 1.2.
It said the 'baq' isn't compatible with forge, what should I do to have these two running together while using mcpatcher?