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  3. Hey folks. I am working on a custom "Mecha" entity (extended from LivingEntity) that the player builds up from blocks that should get modular stats depending on the used blocks. e.g. depending on what will be used for the legs, the entity will have a different jump strength. However, something unexpected is happening when trying to override a few of LivingEntity's functions and using my new own "Mecha" specific fields: instead of their actual instance-specific value, the default value is used (0f for a float, null for an object...) This is especially strange as when executing with the same entity from a point in the code specific to the mecha entity, the correct value is used. Here are some code snippets to better illustrate what I mean: /* The main Mecha class, cut down for brevity */ public class Mecha extends LivingEntity { protected float jumpMultiplier; //somewhere later during the code when spawning the entity, jumpMultiplier is set to something like 1.5f //changing the access to public didn't help @Override //Overridden from LivingEntity, this function is only used in the jumpFromGround() function, used in the aiStep() function, used in the LivingEntity tick() function protected float getJumpPower() { //something is wrong with this function //for some reason I can't correctly access the fields and methods from the instanciated entity when I am in one of those overridden protected functions. this is very annoying LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 0f return this.jumpMultiplier * super.getJumpPower(); } //The code above does not operate properly. Written as is, the entity will not jump, and adding debug logs shows that when executing the code, the value of this.jumpMultiplier is 0f //in contrast, it will be the correct value when done here: @Override public void tick() { super.tick(); //inherited LivingEntity logic //Custom logic LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 1.5f } } My actual code is slightly different, as the jumpMuliplier is stored in another object (so I am calling "this.legModule.getJumpPower()" instead of the float), but even using a simple float exactly like in the code above didn't help. When running my usual code, the object I try to use is found to be null instead, leading to a crash from a nullPointerException. Here is the stacktrace of said crash: The full code can be viewed here. I have found a workaround in the case of jump strength, but have already found the same problem for another parameter I want to do, and I do not understand why the code is behaving as such, and I would very much like to be able to override those methods as intended - they seemed to work just fine like that for vanilla mobs... Any clues as to what may be happening here?
  4. Please delete post. Had not noticed the newest edition for 1.20.6 which resolves the issue.
  5. https://paste.ee/p/GTgAV Here's my debug log, I'm on 1.18.2 with forge 40.2.4 and I just want to get it to work!! I cant find any mod names in the error part and I would like some help from the pros!! I have 203 mods at the moment.
  6. In 1.20.6 any potion brewed in the brewing stand disappears upon completion.
  7. Yesterday
  8. My game crashes whenever I click on Singleplayer then it crashes after the "Saving world". I'm playing on fabric 1.20.1 on forge for the easy instance loading. My game is using 12GB of RAM, I tried deleting the options.txt, and also renaming the saves file but neither worked. Here's the crash report link: https://mclo.gs/qByOqVK
  9. To add the item to the creative mode tab, you'll need to reference the item you registered in ModItems ( ModItems.LEMON_JUICE.get() ). The ModDrinks class is only ever used when creating your item.
  10. Ok, so, I'm not sure at all what I did, but this time when I loaded into the game, it says 3 mods loaded. The 3rd one is WorldEdit. And, when I do "//" in chat, the WorldEdit commands show up. I have no idea what happened, but this is great!
  11. Just got back from updating the computer, but when I loaded into Minecraft (the forge 1.20.1 launcher profile) and went into the mods tab, the only ones loaded are still Minecraft and Forge, and WorldEdit is in the mods folder.
  12. Hello, I was trying to play minecraft with mods and I am getting this error message, I have attached the crash report below https://pastebin.com/heYYhkM5
  13. Ok, I have 3 updates available on my PC lol It's probably that, I'll update it. Thanks
  14. Hello, I'm trying to learn the basics of Minecraft modding by following Kaupenjoe's most recent series on modding with Forge where he works with Minecraft 1.20.1. Whenever I try to run "runClient" the build fails. I'm using the MDK for Forge 47.0.19 with IntelliJ. I'm currently using PROJECT SDK 17 for the Gradle JVM. I've also tried different versions of SDK 17 to no success. I've updated my CPU and GPU drivers and restarted my computer after those installations. Here is the paste of the most recent crash log: https://paste.ee/p/Zx5Ut Any help is appreciated!
  15. Just use AttributeFix for the first one. It's literally a must have for any mod that wants to raise armor points above 30, or have health values above 2000, or basically anything else out of reach of Vanilla attribute limits. I don't know how you haven't heard of this because it's so widely used. Here's a link https://www.curseforge.com/minecraft/mc-mods/attributefix As for the other two, I'm not sure myself how to add attributes as I've never had to delve into this field of modding, and I'm decently sure you can just use a resource pack to remove the particle damage indicator. Not gonna tell you how to make a resource pack though, that is something you should figure out on your own.
  16. Add the full crash-report or latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here
  17. Did you add Curios? Make sure you are using the Forge build https://www.curseforge.com/minecraft/mc-mods/curios/files/4590652
  18. I already made it, i follow this video and works perfect, its in spanish because im from Argentina but if someone need it i will leave it here in the post, Thank you for taking your time to help everyone @TileEntity
  19. I did that right now and when i open run.bat, the same message appear in the cmd
  20. There isn't much we can suggest without knowing more details. You can try getting more details with spark, and using that to determine where you're going. https://www.curseforge.com/minecraft/mc-mods/spark 1) Run /spark profiler 2) Wait a couple of mins 3) Run /spark profiler --stop and copy-paste the results link It should help give us more insight into why it’s lagging
  21. The full error it gives me is: The game crashed whilst rendering overlay Error: org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error was encountered here is the pastebin.
  22. Hi, I'm looking for help with an error code I'm getting when opening a singleplayer world. It says, "Lost connection: java.lang.NoSuchMethodError:'net.minecraftforge.network.NetworkDirction net.minecraftforge.event.network.CustomPayloadEvent$Context,getDirection()'" and then sends me to the multiplayer screen for servers. I've tried deleting omifine which I realized afterward was for 1.20.4 and I have forge 1.20.6 but this didn't fix anything. If anyone has some tips I'd appreciate it!
  23. I'm using forge 50.0.19, minecraft 1.20.6, InteliJ IDEA 2024.1 with minecraft-dev plugin. 1. How to increase limit of vanilla attributes 2. How to add custom attributes (Like fancy_attributes:defense) 3. How to prevent spawning of particle damage indicator (That dark red heart particle when you deal damage) Please help...
  24. Maybe a driver issue - check for updates
  25. Oh yeah sorry, the latest version I was playing was vanilla 1.19. Here's the Forge one: Paste.ee - log I won't be available for a few hours, so I'll get back to you as soon as I can. Wait the URL didn't go paste.ee/p/cvueg
  26. This is a log from vanilla 1.19 maybe switch to a custom Launcher like MultiMC or AT Launcher Install a Forge 1.20.1 modpack and use it as working base - then just replace/add/remove mods from the mods folder
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