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  3. Great that is working in your case. Are there any other solutions I can try? Mine is not working for a week.
  4. We tried but now it doesnt even load, it gets stuck on loading. https://mclo.gs/sYJGdXx
  5. the modpack start but when i close crash DEBUG LOG : https://paste.ee/p/3WjHl#section0 i've tryied to install performance mod but i have this DEBUG LOG 2 : https://paste.ee/p/8T0He#section0
  6. Looks like an issue with betterpingdisplay - make a test without it
  7. I made a basic homing arrow, which I am going to refine further, but as of now I have the problem of the Arrow not rendering properly. It works fine on the server side, but on the client it always appears as if the arrow was flying normally, until it synchs and teleports around. [https://gemoo.com/tools/upload-video/share/661346070437036032?codeId=MpmzxaW0pBpE1&card=661346066800603136&origin=videolinkgenerator] the white particles are created by the entity every tick on the server side and represent its actual flying path. My best guess is that this behaviour is caused, because minecraft appears to try to predict the projectiles path on the client side instead of constantly synching (perhaps something to do with it implementing the TracableEntity interface??). I am thinking I need help with either 1. Getting the client to use my custom Tick function in its path prediction, or 2. (the less elegant solution) getting the game to synch up the direction, position and movement etc. every tick. Note that my custom arrow class extends AbstractArrow. everything important it does: private static final EntityDataAccessor<Integer> TARGET_ENTITY = SynchedEntityData.defineId(ReachArrow.class, EntityDataSerializers.INT); @Override public void addAdditionalSaveData(CompoundTag pCompound) { super.addAdditionalSaveData(pCompound); pCompound.putInt("TargetEntity", this.getTargetEntity()); } @Override public void readAdditionalSaveData(CompoundTag pCompound) { super.readAdditionalSaveData(pCompound); this.setTargetEntity(pCompound.getInt("TargetEntity")); } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(TARGET_ENTITY, -1); } @Override public void shootFromRotation(Entity pShooter, float pX, float pY, float pZ, float pVelocity, float pInaccuracy) { LivingEntity target = ReachArrow.findNearestTarget(this.level(),(LivingEntity) pShooter,50d); if(pShooter instanceof LivingEntity && target !=null){ //pShooter.sendSystemMessage(Component.literal("setting id "+target.getId()+" as target")); setTargetEntity(target.getId()); //pShooter.sendSystemMessage(Component.literal("target set")); } super.shootFromRotation(pShooter, pX, pY, pZ, pVelocity, pInaccuracy); } public static LivingEntity findNearestTarget(Level world, LivingEntity shooter, double range) { AABB searchBox = shooter.getBoundingBox().inflate(range); List<LivingEntity> potentialTargets = world.getEntitiesOfClass(LivingEntity.class, searchBox, EntitySelector.NO_SPECTATORS); LivingEntity nearestTarget = null; double closestDistance = Double.MAX_VALUE; for (LivingEntity potentialTarget : potentialTargets) { if (potentialTarget != shooter && potentialTarget.isAlive()) { double distance = shooter.distanceToSqr(potentialTarget); if (distance < closestDistance) { closestDistance = distance; nearestTarget = potentialTarget; } } } return nearestTarget; } I tried fixing the problem by storing the Target using SynchedEntityData, which not only didn't fix the problem, but also added unwanted, blue particles to the arrow (like on tipped arrow) Thank you in advance for any help or hints, I am quite new at this so you could probably help me a lot. :)
  8. When trying to load Craft to Exile 2, game crashes and this error message pops up: https://api.mclo.gs/1/raw/B2oYte0
  9. FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':processResources'. > Could not copy file 'C:\Users\jedil\Downloads\forge-1.20-46.0.14-mdk\src\main\resources\META-INF\mods.toml' to 'C:\Users\jedil\Downloads\forge-1.20-46.0.14-mdk\build\resources\main\META-INF\mods.toml'. > Failed to parse template script (your template may contain an error or be trying to use expressions not currently supported): startup failed: SimpleTemplateScript1.groovy: 1: Unexpected input: '(' @ line 1, column 10. out.print("""# This is an example mods.toml file. It contains the data relating to the loading mods. ^ This is my mods.toml script: # This is an example mods.toml file. It contains the data relating to the loading mods. # There are several mandatory fields (#mandatory), and many more that are optional (#optional). # The overall format is standard TOML format, v0.5.0. # Note that there are a couple of TOML lists in this file. # Find more information on toml format here: https://github.com/toml-lang/toml # The name of the mod loader type to load - for regular FML @Mod mods it should be javafml modLoader="javafml" #mandatory # A version range to match for said mod loader - for regular FML @Mod it will be the forge version loaderVersion="${46.0.14}" #mandatory This is typically bumped every Minecraft version by Forge. See our download page for lists of versions. # The license for you mod. This is mandatory metadata and allows for easier comprehension of your redistributive properties. # Review your options at https://choosealicense.com/. All rights reserved is the default copyright stance, and is thus the default here. license="${All Rights Reserved}" # A URL to refer people to when problems occur with this mod #issueTrackerURL="https://change.me.to.your.issue.tracker.example.invalid/" #optional # A list of mods - how many allowed here is determined by the individual mod loader [[mods]] #mandatory # The modid of the mod modId="${MCRefined}" #mandatory # The version number of the mod version="${1.0.0}" #mandatory # A display name for the mod displayName="${Minecraft Refined}" #mandatory # A URL to query for updates for this mod. See the JSON update specification https://docs.minecraftforge.net/en/latest/misc/updatechecker/ #updateJSONURL="https://change.me.example.invalid/updates.json" #optional # A URL for the "homepage" for this mod, displayed in the mod UI #displayURL="https://change.me.to.your.mods.homepage.example.invalid/" #optional # A file name (in the root of the mod JAR) containing a logo for display #logoFile="examplemod.png" #optional # A text field displayed in the mod UI #credits="" #optional # A text field displayed in the mod UI authors="${me}" #optional # Display Test controls the display for your mod in the server connection screen # MATCH_VERSION means that your mod will cause a red X if the versions on client and server differ. This is the default behaviour and should be what you choose if you have server and client elements to your mod. # IGNORE_SERVER_VERSION means that your mod will not cause a red X if it's present on the server but not on the client. This is what you should use if you're a server only mod. # IGNORE_ALL_VERSION means that your mod will not cause a red X if it's present on the client or the server. This is a special case and should only be used if your mod has no server component. # NONE means that no display test is set on your mod. You need to do this yourself, see IExtensionPoint.DisplayTest for more information. You can define any scheme you wish with this value. # IMPORTANT NOTE: this is NOT an instruction as to which environments (CLIENT or DEDICATED SERVER) your mod loads on. Your mod should load (and maybe do nothing!) whereever it finds itself. #displayTest="MATCH_VERSION" # MATCH_VERSION is the default if nothing is specified (#optional) # The description text for the mod (multi line!) (#mandatory) description='''${Minecraft, but it's, like, better.}''' # A dependency - use the . to indicate dependency for a specific modid. Dependencies are optional. I tried using --scan or --stacktrace, those were no help. I also tried Ctrl+Alt+S, the template I used did not appear. HELP
  10. They were intended to be used on tutorial posts so that people could easily find tutorials based on their skill level, but instead the tags were abused for unrelated things that made the original intent useless... for example, people often posted crash reports with the "beginner" tag, so instead of finding tutorials for beginners, you got crash reports showing up in searches.
  11. The crash says: Exception caught when registering wandering trader java.lang.NullPointerException: Cannot invoke "net.minecraft.world.entity.Entity.m_9236_()" because "entity" is null at com.telepathicgrunt.repurposedstructures.misc.maptrades.StructureSpecificMaps$TreasureMapForEmeralds.m_213663_(StructureSpecificMaps.java:53) ~[repurposed_structures-7.1.15+1.20.1-forge.jar%23708!/:?] at jeresources.collection.TradeList.addMerchantRecipe(TradeList.java:58) ~[JustEnoughResources-1.20.1-1.4.0.247.jar%23630!/:1.4.0.247] JustEnoughResources is mentioned, too Does it work without one of these mods?
  12. I have been trying to place a jigsaw structure for about a week now and cant get it to work. I have the template pool etc set up and working it does randomly generate now I just want to place it in the world using a coded trigger. I cant seem to find any useful information on the internet and am completely stuck I think I need to use : JigsawPlacement.generateJigsaw() But I cant get the Holder<StructureTemplatePool>
  13. There are more - maybe watut, whatdurability, playeranimator and vanillafix
  14. cen you be a bit more specific pls there are many mods in the log mentioned by name does any error mention it or something couse when i search on repurposed_structures i dont find anything helpfull cen you tell me which line you say that it might couse the problem?
  15. it says this now https://pastebin.com/PFnZZYNy
  16. Hi! If you have your forge installation file not in the system disc on PC (D, E etc.), drag it to disk C and try to start again. In my case it solved the problem.
  17. It is a dupe mod issue Remove Rubidium - you are already using Embeddium which is a fork of Rubidium
  18. I made a block entity in forge 1.20.1, I want to prevent hopper from taking input slot item, i tried to override the extractItem method, it prevented hopper from taking input slot item, but the player also unable to take/change the item in input slot unless the slot is empty. public class FluidSeparatorBlockEntity extends BlockEntity implements MenuProvider { private static final int INPUT_SLOT = 0; private final CustomItemHandler itemHandler = new CustomItemHandler(3){ @Override protected void onContentsChanged(int slot) { setChanged(); } @Override public boolean isItemValid(int slot, @NotNull ItemStack stack) { return slot == INPUT_SLOT; } @Override public @NotNull ItemStack extractItem(int slot, int amount, boolean simulate) { if (slot == INPUT_SLOT) { return ItemStack.EMPTY; } return super.extractItem(slot, amount, simulate); } }; private LazyOptional<IItemHandler> lazyItemHandler = LazyOptional.empty(); protected final ContainerData data; private int progress = 0; private int maxProgress = 78; public FluidSeparatorBlockEntity(BlockPos pPos, BlockState pBlockState) { super(ModBlockEntities.FLUID_SEPARATOR_BE.get(), pPos, pBlockState); this.data = new ContainerData() { @Override public int get(int pIndex) { return switch (pIndex) { case 0 -> FluidSeparatorBlockEntity.this.progress; case 1, 2 -> FluidSeparatorBlockEntity.this.maxProgress; default -> 0; }; } @Override public void set(int pIndex, int pValue) { switch (pIndex) { case 0 -> FluidSeparatorBlockEntity.this.progress = pValue; case 1, 2 -> FluidSeparatorBlockEntity.this.maxProgress = pValue; } } @Override public int getCount() { return 3; } }; } @Override public @NotNull <T> LazyOptional<T> getCapability(@NotNull Capability<T> cap, @Nullable Direction side) { if(cap == ForgeCapabilities.ITEM_HANDLER) { return lazyItemHandler.cast(); } return super.getCapability(cap, side); } @Override public void onLoad() { super.onLoad(); lazyItemHandler = LazyOptional.of(() -> itemHandler); } @Override public void invalidateCaps() { super.invalidateCaps(); lazyItemHandler.invalidate(); } public void drops() { SimpleContainer inventory = new SimpleContainer(itemHandler.getSlots()); for(int i = 0; i < itemHandler.getSlots(); i++) { inventory.setItem(i, itemHandler.getStackInSlot(i)); } Containers.dropContents(this.level, this.worldPosition, inventory); } @Override public Component getDisplayName() { return Component.translatable("block.chemmaster.fluid_separator"); } @Nullable @Override public AbstractContainerMenu createMenu(int pContainerId, Inventory pPlayerInventory, Player pPlayer) { return new FluidSeparatorMenu(pContainerId, pPlayerInventory, this, this.data); } @Override protected void saveAdditional(CompoundTag pTag) { pTag.put("inventory", itemHandler.serializeNBT()); pTag.putInt("fluid_separator.progress", progress); super.saveAdditional(pTag); } @Override public void load(CompoundTag pTag) { super.load(pTag); itemHandler.deserializeNBT(pTag.getCompound("inventory")); progress = pTag.getInt("fluid_separator.progress"); } public void tick(Level pLevel, BlockPos pPos, BlockState pState) { ItemStack inputStack = this.itemHandler.getStackInSlot(INPUT_SLOT); if (inputStack.getCount() < 2) { resetProgress(); return; } if(hasRecipe()) { increaseCraftingProgress(); setChanged(pLevel, pPos, pState); if(hasProgressFinished()) { craftItem(); resetProgress(); } } else { resetProgress(); } } private void resetProgress() { progress = 0; } private void craftItem() { Optional<FluidSeparatingRecipe> recipe = getCurrentRecipe(); if (recipe.isPresent()) { List<ItemStack> results = recipe.get().getOutputs(); ItemStack inputStack = this.itemHandler.getStackInSlot(INPUT_SLOT); if (inputStack.getCount() < 2) { // If there are not enough items, do not proceed with crafting return; } // Extract the input item from the input slot this.itemHandler.internalExtractItem(INPUT_SLOT, 2, false); // Loop through each result item and find suitable output slots for (ItemStack result : results) { int outputSlot = findSuitableOutputSlot(result); if (outputSlot != -1) { this.itemHandler.setStackInSlot(outputSlot, new ItemStack(result.getItem(), this.itemHandler.getStackInSlot(outputSlot).getCount() + result.getCount())); } else { // Handle the case where no suitable output slot is found // This can be logging an error, throwing an exception, or any other handling logic System.err.println("No suitable output slot found for item: " + result); } } } } private int findSuitableOutputSlot(ItemStack result) { // Implement logic to find a suitable output slot for the given result // Return the slot index or -1 if no suitable slot is found for (int i = 0; i < this.itemHandler.getSlots(); i++) { // Ensure we do not place the output item in the input slot if (i == INPUT_SLOT) { continue; } ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || (stackInSlot.getItem() == result.getItem() && stackInSlot.getCount() + result.getCount() <= stackInSlot.getMaxStackSize())) { return i; } } return -1; } private boolean hasRecipe() { Optional<FluidSeparatingRecipe> recipe = getCurrentRecipe(); if (recipe.isEmpty()) { return false; } List<ItemStack> results = recipe.get().getOutputs(); for (ItemStack result : results) { if (!canInsertAmountIntoOutputSlot(result) || !canInsertItemIntoOutputSlot(result.getItem())) { return false; } } return true; } private Optional<FluidSeparatingRecipe> getCurrentRecipe(){ SimpleContainer inventory = new SimpleContainer(this.itemHandler.getSlots()); for (int i = 0; i < itemHandler.getSlots(); i++) { inventory.setItem(i, this.itemHandler.getStackInSlot(i)); } return this.level.getRecipeManager().getRecipeFor(FluidSeparatingRecipe.Type.INSTANCE, inventory, level); } private boolean canInsertAmountIntoOutputSlot(ItemStack result) { for (int i = 1; i < this.itemHandler.getSlots(); i++) { ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || (stackInSlot.getItem() == result.getItem() && stackInSlot.getCount() + result.getCount() <= stackInSlot.getMaxStackSize())) { return true; } } return false; } private boolean canInsertItemIntoOutputSlot(Item item) { for (int i = 1; i < this.itemHandler.getSlots(); i++) { ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || stackInSlot.getItem() == item) { return true; } } return false; } private boolean hasProgressFinished() { return progress >= maxProgress; } private void increaseCraftingProgress() { progress++; } }
  19. No dice. Unfortunately this fix didn't work, thank you though.
  20. Maybe you need a rayon mod. https://www.curseforge.com/minecraft/mc-mods/rayon
  21. Not sure what's going on the logs are making even less sense than usual to me. Any help would be much appreciated. https://paste.ee/p/KBHyP#s=0
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