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Showing content with the highest reputation since 03/19/24 in all areas
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Make sure Java is running via Nvidia GPU: https://windowsreport.com/minecraft-not-using-gpu/ If there is no change, add the crash-report or latest.log with sites like https://paste.ee/2 points
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Add crash-reports with sites like https://paste.ee/ and paste the link to it here Start with removing graveyard and modernfi1 point
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Everything's fixed! Thank you for your help! Have a good day/night! 😄1 point
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Thank you very much, the mod worked. I almost destroyed my computer out of anger because I couldn't find the error.1 point
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Delete the config of the mod cupboard (config folder) If there is no change, remove this mod1 point
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Keep this post up just in case but I'm using the curseforge launcher and it's working IM SOO HAPPY1 point
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I tried this, and found out that Oculus is the mod that is crashing the game. I have removed it, and it now works fine! Thanks!1 point
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I got it to work my making a completely new server1 point
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Okay... Again, I appreciate you trying to help me. Sorry it didn't get anywhere.1 point
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make your item spawns the minecrafts extructure block at the desire position gets the block entity from that block and use the block entity to load and spawns the extructure1 point
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Thanks for the help, I solved it now and the problem was the Amendments mod. I put all mods one by one into the folder and tested if it crashes my game and amendments was the one that crashed it1 point
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Make a test without the mod swem1 point
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Check for the javaw.exe in the Nvidia Control Panel - At "Recently used"1 point
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Hello! I've made a block, it is displaying with a black texture, but I haven't found anything wrong in the mod files. Here is my files: link to the texture: https://i.ibb.co/ck4nJ8L/tea.png1 point
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tmted refers to Engineers Delight This mod requires IE to work - remove Engineers Delight or add ImmersiveEngineering1 point
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Thank you so much for replying to this. I tried out your recommendation in place of what I had and it fixed my problem! It helped me better understand streams/lambda and see what I had done wrong.1 point
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I tried changing the version and more things but it seems that nothing works, I'll just remove the create mod. Thank you.1 point
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I found it!!!! The mod is Obscure Api, i have disabled the option from the config, now the item looks like i want!1 point
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Thanks, the server is working now.1 point
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There are client-side-only mods in your server - start with removing neruina1 point
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Update: This actually worked, just had to twiddle with some config files to make it actually run. It's not a solution to the original problem, but it works as a workaround, tysm TileEntity!1 point
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We Need help building this community! 🔥 Join the Ultimate Minecraft Adventure! Staff Roles Await! 🔥 Discord Link: https://discord.gg/qhyY37GKZ7 Unleash your Minecraft magic as you dive into a legendary journey of RPG quests, intense Kit PvP battles, and the raw challenges of Survival. Our all-new server offers endless possibilities, and we're seeking exceptional individuals to become part of our staff family! If you're eager to join an electrifying community, shape an unparalleled Minecraft experience, and craft memories that last, read on! Positions Open: 🌟 Helper: Are you a Minecraft virtuoso with a heart for guiding others? As a Helper, you'll be the beacon of welcome, leading new adventurers, answering questions, and ensuring every player relishes our server. Your wisdom and patience will cultivate an inclusive environment. 🛡️ Moderator: Are you a wielder of the sword of order, skilled at upholding harmony? Moderators are the guardians of our server's joy. You'll enforce rules, resolve conflicts, and safeguard our community, ensuring every player finds a safe and exhilarating haven. Why Choose Us? 🌄 Embark on brand-new RPG adventures, clash in epic Kit PvP duels, and conquer the Survival wilderness! 🎮 Mold the player experience, contributing to our server's majestic evolution. 🧙♂️ Explore an enchanting RPG world brimming with quests and exploits. 💬 Connect with fellow Minecraft enthusiasts, forging friendships that withstand time. 🚀 Unlock advancement opportunities within our staff ranks and witness your personal growth. How to Join the Quest: Whether you're keen on the role of Helper, Moderator, or you're enthusiastic about both, step up to create an unforgettable experience! Connect with us on Discord: QueensBlood. Share why you're the ideal addition to our team, your relevant experience, and availability. We're excited to meet you and embark on this extraordinary journey together! Please message me on: 🔗 Discord: QueensBlood Together, let's etch a legendary saga in the boundless realm of Minecraft! 🌍💎 Discover our Discord ➡️ 🌟https://discord.gg/qhyY37GKZ71 point
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THANK YOU SO MUCH THAT FINALLY WORKED (I have been trying to fix this for over a week) : )1 point
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Update your drivers: https://www.amd.com/en/support/apu/amd-ryzen-processors/amd-ryzen-5-mobile-processors-radeon-graphics/amd-ryzen-5-4600h1 point
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I finally made it work, there were a couple of mods, fortunately not important mods that didn't work with valkyrian skies. Thanks for the help1 point
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Add the latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here1 point
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Try other builds of it https://www.curseforge.com/minecraft/mc-mods/apotheosis/files/48764471 point
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Thanks for the help I'll do that. I appreciate the time you took to help.1 point
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hello, I have solved the problem of not being able to run. After deleting the mods you mentioned, the problem pointed to the spelunkery mod. It tried to call the local code on the server, causing the operation to fail. After deletion, the server has Able to operate normally. thank you very much for your help,have a nice day!1 point
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thank you I love you and will send you a cookie in the mail, you just pointing that out helped teach me how to read the log some so i was easily able to find other mods that were causing a crash1 point
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Tweaking around with Optifine seems to have worked. Thank you so much!1 point
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I had to remove the following mods for it to load into the game as usual: malilib-forge-1.15.2-0.10.0-dev.20+beta1.jar Forgematica-0.1.0-mc1.20.1.jar MaFgLib-0.1.8-mc1.20.1.jar NoChatReports-FORGE-1.20.1-v2.2.2.jar Thank you!1 point
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Delete the config of nochatreports (config folder) If there is no change, remove this mod1 point
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I would like to display the distance of the player from the center of a filled map or from map decorations if present. I have found that the world coordinates of decorations are in the item's tag. However, for banners or maps without decorations, they are not present in the tag. I found in the MapItemSavedData class the coordinates of the center: "centerX" and "centerZ," which would be perfect for my case. However, this class seems to be updated only on the server side. How can I determine the absolute coordinates of banners or the map center on the client side? Thank you very much!1 point
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@warjort This is not how you treat people... Not everyone has the knowledge you have. I've been modding for 3 years and I didn't even know about these deprecation messages. Most of us do this as a hobby for a few hours a week.1 point
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Sure, thanks for sharing. And can anyone help me with loan?1 point
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Woah, this is pretty old and it hasn't been closed, so I may as well shove my solution in here. You instantiate a new Lazy, create a new ImmutableMultimap.Builder<Attribute, AttributeModifier> , shove your attributes alongside their modified values into that map, and return that map inside the Lazy. Afterwards (this is what I personally did), override the 'onEntitySwing' method in your item class. Get the player's eye position and check where they're looking. Get the distance (squared) between the attacker and the target. If the distance is close enough to where you can reach the target with your weapon/item, hurt the target. I feel like my explanation isn't that clear, so to make up for my lack of better wording, I made an example item class for anyone reading to follow: public class ExampleReachItem extends SwordItem { public static final UUID REACH_MOD = UUID.fromString("dccd59ec-6391-436d-9e00-47f2e6005e20"); //A randomly generated version 4 UUID public static final UUID KNOCKBACK_MOD = UUID.fromString("15bf6a06-b73b-4d8e-946a-61f63e1ba01e"); //Another randomly generated version 4 UUID public static double reach; public static double knockBack; public static int damage; public static int attackSpd; public static Lazy<? extends Multimap<Attribute, AttributeModifier>> ATTRIBUTE_LAZY_MAP = Lazy.of(() -> { Multimap<Attribute, AttributeModifier> map; ImmutableMultimap.Builder<Attribute, AttributeModifier> builder = ImmutableMultimap.builder(); builder.put(Attributes.ATTACK_DAMAGE, new AttributeModifier(BASE_ATTACK_DAMAGE_UUID, "Weapon modifier", damage, AttributeModifier.Operation.ADDITION)); builder.put(Attributes.ATTACK_SPEED, new AttributeModifier(BASE_ATTACK_SPEED_UUID, "Weapon modifier", attackSpd, AttributeModifier.Operation.ADDITION)); //Checking if the Forge 'Reach' Attribute is present if (ForgeMod.REACH_DISTANCE.isPresent()) { builder.put(ForgeMod.REACH_DISTANCE.get(), new AttributeModifier(REACH_MOD, "Weapon modifier", reach, AttributeModifier.Operation.ADDITION)); } builder.put(Attributes.ATTACK_KNOCKBACK, new AttributeModifier(KNOCKBACK_MOD, "Weapon modifier", knockBack, AttributeModifier.Operation.ADDITION)); map = builder.build(); return map; }); //Now you can modify the reach value and other attribute values per entry public ExampleReachItem(IItemTier tier, int dmg, float atkspd, double reach, double kb, Properties properties) { super(tier, dmg, atkspd, properties); this.damage = (int) ((float)dmg + tier.getAttackDamageBonus()); this.attackSpd = (int) atkspd; this.reach = reach; this.knockBack = kb; } @Override public Multimap<Attribute, AttributeModifier> getAttributeModifiers(EquipmentSlotType slot, ItemStack stack) { return slot == EquipmentSlotType.MAINHAND ? ATTRIBUTE_LAZY_MAP.get() : super.getAttributeModifiers(slot, stack); } //This also works on blocks btw @Override public boolean onEntitySwing(ItemStack stack, LivingEntity entity) { double reach = entity.getAttributeValue(ForgeMod.REACH_DISTANCE.get()); double reachSqr = reach * reach; World world = entity.level; Vector3d viewVec = entity.getViewVector(1.0F); Vector3d eyeVec = entity.getEyePosition(1.0F); Vector3d targetVec = eyeVec.add(viewVec.x * reach, viewVec.y * reach, viewVec.z * reach); //Expanding the attacker's bounding box by the view vector's scale, and inflating it by 4.0D (x, y, z) AxisAlignedBB viewBB = entity.getBoundingBox().expandTowards(viewVec.scale(reach)).inflate(4.0D, 4.0D, 4.0D); EntityRayTraceResult result = ProjectileHelper.getEntityHitResult(world, entity, eyeVec, targetVec, viewBB, EntityPredicates.NO_CREATIVE_OR_SPECTATOR); if (result == null || !(result.getEntity() instanceof LivingEntity)) return false; LivingEntity target = (LivingEntity) result.getEntity(); double distanceToTargetSqr = entity.distanceToSqr(target); boolean hitResult = (result != null ? target : null) != null; if (hitResult) { if (entity instanceof PlayerEntity) { if (reachSqr >= distanceToTargetSqr) { target.hurt(DamageSource.playerAttack((PlayerEntity) entity), attackDamage); //Do stuff } } } return super.onEntitySwing(stack, entity); } } I'm bad at explaining stuff, so I apologize if I'm at any point unclear. I hope this helps anybody having the same issue, or a similar issue of some sort. Edit: The variables above the constructor don't have to be static, but they can be static. Me making them static was just force of habit XD. It was also a fault on my end for calling them in a non-static context inside my constructor.1 point