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  1. Past hour
  2. I installed a few mods, Im using ForgeOptifine 1.21.4, the mods are also version 1.21.4 and theyre neoforge. i thought forge could run neoforge mods, is there something wrong?
  3. Update your AMD/ATI drivers - get the drivers from their website - do not update via system
  4. Hello, I installed forge and it shows a code 1 when I open minecraft. I tried various solutions but nothing seems to help and I'm not good with this kind of things. This is my crash report https://paste.ee/p/B1YycARG . Thanks for the help.
  5. Today
  6. There are no issues - what exactly is not working? Does the server crash or is it unjoinable? If you refer to the red error blocks, these can be ignored - these are common recipe and loot_table error - mods are overwriting these
  7. I tried starting without: tacz mod and config file latest.log: https://mclo.gs/G3ZX9Ui
  8. Remove mods one by one or in groups until you find the mod causing this issue
  9. // ----------------- MY CRAFTING TABLE BLOCK CLASS ------------------------------ public class WhiteCraftingTableBlock extends Block { public static final DirectionProperty FACING = BlockStateProperties.HORIZONTAL_FACING; private static final Component CONTAINER_TITLE = new TranslatableComponent("container.crafting"); public WhiteCraftingTableBlock(Properties p_49795_) { super(p_49795_); } @Override public InteractionResult use(BlockState p_52233_, Level p_52234_, BlockPos p_52235_, Player p_52236_, InteractionHand p_52237_, BlockHitResult p_52238_) { if (p_52234_.isClientSide) { return InteractionResult.SUCCESS; } else { p_52236_.openMenu(p_52233_.getMenuProvider(p_52234_, p_52235_)); p_52236_.awardStat(Stats.INTERACT_WITH_CRAFTING_TABLE); return InteractionResult.CONSUME; } } @Override public BlockState getStateForPlacement(BlockPlaceContext pContext) { return this.defaultBlockState().setValue(FACING, pContext.getHorizontalDirection().getOpposite()); } @Override public BlockState rotate(BlockState pState, Rotation pRotation) { return pState.setValue(FACING, pRotation.rotate(pState.getValue(FACING))); } @Override public BlockState mirror(BlockState pState, Mirror pMirror) { return pState.rotate(pMirror.getRotation(pState.getValue(FACING))); } @Override protected void createBlockStateDefinition(StateDefinition.Builder<Block, BlockState> pBuilder) { pBuilder.add(FACING); } @Override public MenuProvider getMenuProvider(BlockState p_52240_, Level p_52241_, BlockPos p_52242_) { return new SimpleMenuProvider((p_52229_, p_52230_, p_52231_) -> new CraftingMenu(p_52229_, p_52230_, ContainerLevelAccess.create(p_52241_, p_52242_)), CONTAINER_TITLE); } }
  10. This is a warning and can be ignored - add the new crash or log
  11. Also make a test without Repurposed Structures and/or IDAS (Integrated Dungeons and Structures)
  12. Sorry for the late response, but the game opened and I made a world but it's stuck at 0% Here's the latest.log https://mclo.gs/peEb1R8 I disabled The Factory Must Grow and soulsweapons
  13. Hey everyone! Two of my friends downloaded this modpack and are having an issue with the blocks loading in correctly. Grass looks like bamboo, waystones look like two barrels stacked on eachother, and wheat looks like water and stairs. What is this problem? How can we fix it? Neither of my other friends or myself had this issue.
  14. I removed Yung's cave biome mod and It wasnt in one of those biomes however the log file said the same line (([25Apr2025 21:20:15.500] [Flywheel Task Executor #5/WARN] [Embeddium-MixinTaintDetector/]: Mod(s) [oculus] are modifying Embeddium class me.jellysquid.mods.sodium.client.render.vertex.serializers.VertexSerializerRegistryImpl, which may cause instability.))
  15. Note: i had a couple of ideas, but i just don't know how to execute them. The main idea was to make the new block (let's exemplify with a mixer) be essentially a clone of the mechanical mixer (different texture tho) that would have a different recipe type (instead of mixing, advanced_mixing) and i would copy all the create mod recipes and edit the processing time while also adding the tier dependent ones.
  16. Hi! Before everything, thank you for even reading. I'm coming here in need of help making a few aspects for a create mod addon. It's an addon that aims to add almost the full periodic table with realistic ways of obtaining all the elements and capability of almost full automation. For what purpose? A techy armor and to go to the moon and rocky planets of the solar system. It'll have 3 different tiers of machines (mixer, millstone, crushing wheels): basic (just the normal create mod machines but renamed), advanced (25% faster and has recipes only possible for this tier and above) end elite (75% faster than basic and recipes only available for this tier). The problem is, I'm not a coder. I know less than the basics. I know how to do everything else but these machine tiers and i need some help if you can.
  17. Is there a change without the mod tacz?
  18. Do you place this one in a specific biome related to yungscavebiomes? Make a test without yungscavebiomes
  19. Then it is another mod - I have no idea - maybe a biome related one or similar
  20. Yesterday
  21. okay, removed that and it is still not blue yet.
  22. That might not be enough, but this is the last line of the latest.log when it crashes and the only like that messes up- [25Apr2025 15:49:38.224] [Flywheel Task Executor #3/WARN] [Embeddium-MixinTaintDetector/]: Mod(s) [oculus] are modifying Embeddium class me.jellysquid.mods.sodium.client.render.vertex.serializers.VertexSerializerRegistryImpl, which may cause instability.
  23. here is the crash report, thank u in advance for trying to help me -https://mclo.gs/Xq7l5tb
  24. here the latest.log https://mclo.gs/mTcClsu
  25. ugh. didn't work, just tried. i removed embeddium, oculus, and resource packs, it is still like this. (new log)
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