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  1. Past hour

  2. Aah I think Forge just fixed this issue. With an amplifier of 125, you should get a huge amount of health, but Vanilla is limited. Bypassing this limit results in a negative value, which kills you. Forge probably added some functions to catch overflowing values, which I think is essential for modded content
  3. There was no crash, it's just that in vanilla (no mods or mod loaders) a splash potion with Instant Health at amplifier/potency 125 would kill anything that is splashed with it, but with forge installed it does absolutely nothing The command for the potion is: /give @p splash_potion{CustomPotionEffects:[{Id:6b,Amplifier:125b,Duration:1}]} Without Forge - It will kill any entity/player that you splash with it, even players in creative mode With Forge - It does nothing
  4. Today

  5. I've been using Apex Hosting for a modded 1.20.1 server with my friends recently, and the one-click modpack installer saves so much time. Bisect is also amazing if you need quick support when a modpack crashes on startup.
  6. Add the crash-report And which command do you use?
  7. You hit the nail on the head GeckoLib 5.0 and 4.x use different geo JSON schemas, so using a v5 model directly in a 4.x environment will definitely break texture/layer mappings. To answer your questions: The easiest fix is to re-export the model from Blockbench specifically choosing the GeckoLib 4.0 format (or adjust the project setup in Blockbench settings before exporting). Yes, getTextureResource requires the full ResourceLocation including .png (e.g., new ResourceLocation("reignofnether", "textures/block/vilka.png")). The main difference is how bone hierarchies and texture UV mappings are structured inside the .geo.json file. Try re-exporting as 4.x from Blockbench and it should fix the missing texture issue!
  8. Looking at open-source mods on GitHub helped me way more than any tutorial when I was starting out. Just search for 1.18.2 Forge mods and check their source code to see how they structure events and registry. Good luck with your server mod!
  9. Had a similar crash recently and couldn't figure out why a client-side function was causing a server drop. Disabling the bauble mod fixed it for me too.
  10. I67Jasmin joined the community
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  12. DragonHunter1202 joined the community
  13. On instances with forge installed, giving myself a potion of instant health with an amplifier of 125 no longer kills things Minecraft Version: 1.20.1 Forge Version: 47.4.23 I was trying to give myself the instant health 125 potion that kills everything, but Forge said no
  14. Buffdude23 joined the community
  15. Yesterday

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  18. Ingo_the_great joined the community
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  22. Add the crash-report or latest.log (logs-folder) with sites like https://mclo.gs/ and paste the link to it here
  23. Make a test with another Launcher like MultiMC or AT Launcher
  24. Lillie joined the community
  25. I did everything the forge support said to do and nothing will not work. It just keeps saying forge mod loader installation failed. I even attempted the last option of making its own profile and manually download but it wouldnt even make a profile still saying the same thing.
  26. twemamansour joined the community
  27. mmm

    twemamansour posted a topic in Off-topic
    drfrfrgg'g
  28. DhaniWin changed their profile photo
  29. I was creating a new instance on Modrinth and added standard mods like Sodium and Fabric. My game starts normally, and I can join multiplayer servers. However, the issue occurs with singleplayer worlds; whenever I try to join or create one, my game crashes. I would really appreciate it if someone could help me fix this.
  30. matthew44e posted a topic in Off-topic
    Horror with friends
  31. Earlier

  32. Those are warnings, not errors, and won't stop your game from starting, there is something else wrong. Read the FAQ, and post full logs please.
  33. hello i don't know how to repair this because when i try to start the game i have this message curseforge\minecraft\Install\libraries\net\minecraftforge\fmlcore\1.20.1-47.4.10\fmlcore-1.20.1-47.4.10.jar is missing mods.toml file curseforge\minecraft\Install\libraries\net\minecraftforge\javafmllanguage\1.20.1-47.4.10\javafmllanguage-1.20.1-47.4.10.jar is missing mods.toml file curseforge\minecraft\Install\libraries\net\minecraftforge\lowcodelanguage\1.20.1-47.4.10\lowcodelanguage-1.20.1-47.4.10.jar is missing mods.toml file curseforge\minecraft\Install\libraries\net\minecraftforge\mclanguage\1.20.1-47.4.10\mclanguage-1.20.1-47.4.10.jar is missing mods.toml file
  34. Text2speech is a client-side-only function - not a mod But a mod is using it which is not working on a server
  35. is text2speech a mod? cause if so i don't have that mod, and if its from base minecraft then why is it causing the crash. also i think i found the cause, when i unequiped a bauble it crashed so i that might be the cause
  36. Same issue without this mod?
  37. this has occurred even when i have an empty inventory, and no equipment i have effects my death. i don't know what text2speech is doing or how it is being affected.
  38. This looks like a bug with trinketsandbaubles or an item you are wearing with it If you die, a client-side-only function will be fired (text2speech) which is causing the crash
  39. Did anyone figure out a solution to this? I have a friend having this same issue. Running this on Apex hosting. Only person that is getting these errors is one player. everyone else is perfectly fine.
  40. So I'm new to mod development, and I'm following this tutorial, and I cant seem to figure out why the item isn't being initialized. I followed the code exactly as the video says, but the game just isnt initializing the item as far as i can tell. This is the contents of my ModItems.java file: package notrainbowsteve.mcap.init; import net.minecraft.item.Item; import net.minecraftforge.fml.common.registry.GameRegistry; public class ModItems { public static Item copper_ingot; public static void init() { copper_ingot = new Item().setUnlocalizedName("copper_ingot"); } public static void register() { registerItem(copper_ingot); } public static void registerItem(Item item) { GameRegistry.registerItem(item, item.getUnlocalizedName().substring(5)); System.out.println("Registered Item: " + item.getUnlocalizedName().substring(5)); } } it might be worth noting that I'm not entirely sure what the .substring(5) part under registerItem actually means, specifically the number being used. I think I understand what the substring part means, but I'm not entirely sure on what the 5 means. this is the contents of my main .java file (called MCAP.java): package notrainbowsteve.mcap; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.SidedProxy; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; @Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION) public class MCAP { @SidedProxy(serverSide = Reference.SERVER_PROXY_CLASS, clientSide = Reference.CLIENT_PROXY_CLASS) public static CommonProxy proxy; @Mod.Instance("mcap") public static MCAP instance; @EventHandler() public static void preInit(FMLPreInitializationEvent event) { ModItems.init(); ModItems.register(); } @EventHandler public static void init(FMLInitializationEvent event) { proxy.registerRenders(); } @EventHandler public static void postInit(FMLPostInitializationEvent event) { } } if I need to give more info, im more than glad to do so if it means i can get this working.

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