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Showing content with the highest reputation on 08/03/22 in all areas

  1. This error is often indicative of an outdated Java version. Please ensure your Java version is up to date. You can download OpenJDK from the Adoptium project. If the error persists after updating your Java version, please post the updated installer log as well as the contents of %windir%\system32\drivers\etc\hosts (Windows) or /etc/hosts (Mac, Linux).
  2. Problem with Comforts. Make sure you are using the latest version. If the Mod is already up to date, talk to the Mod author.
  3. I can't speak to that, I can only say what the crash log says. I know the vanilla launcher uses a Microsoft java runtime environment by default instead of Oracle, the rest should be the same? The lwjgl stuff is not something forge modifies, that's more the realm of graphics mods. ๐Ÿ™‚
  4. Its an issue with your (opengl) graphics driver. Make sure it is updated and/or contact AMD. You can also see if you can fix the issue by playing around with your monitor or minecraft video settings (use options.txt if you can't get in the game). e.g. not starting in full screen can sometimes fix problems.
  5. Personally, I am against mods automatically altering vanilla stuff like this. It just leads to mod conflicts and confusion. Mods should let the end user or modpack developer decide, e.g. by providing an optional datapack. Anyway, you can see your issue if you click on datapacks in the create new world screen. The forge mod which contains the vanilla recipe is above your mod in the list. So it won't use your recipe. If you switch the order it will use your recipe. The way this works looks backwards to me - but I might be reading it wrong?. I haven't looked at this code before. See ServerLifecycleHooks.serverPackFinder() It takes a list (really a LinkedHashMap) of mods in dependency order and adds them one by one to the datapack list at the "BOTTOM". This means the datapacks will be in reverse order of the dependencies? I would expect it the other way around so a mod that depends upon another mod can override the dependee's resources. In your case, that would mean your mod would appear above forge since it depends upon it. But doesn't look like this is how it works currently.
  6. You don't need to use itemModels there, you need to use a ModelFile of the Block. You can use a ExistingModelFile or a UncheckedModelFile depends on whether the Block model has already been generated or not. You can get the location for the ModelFile from #blockTexture.

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