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Showing content with the highest reputation since 08/17/25 in Posts

  1. holy fucking shit after 4 hours i can play minecraft. you are a godsend and i hope both sides of your pillow are cold
  2. Posting this because I spent more time on it than I’d like to admit, and I’ve seen others hit the same wall. The problemMy custom block registered correctly, appeared in the creative tab, but rendered as a missing texture cube. No errors at runtime, just a purple-black block. What I checked firstRegistry name was correct Blockstate JSON existed Model JSON paths looked fine Textures were in the right folder Everything looked correct. The actual issueThe problem was a mismatch between the blockstate JSON and model file names. Example mistake: blockstates/my_block.json models/block/myblock.json Forge does not warn you when these names don’t match exactly. The fixMake sure naming is consistent everywhere: blockstates models/block models/item registry name Also ensure that: JSON files are lowercase no extra underscores or hyphens exist resource reload cache is cleared Restarting the client after fixing resource paths helped immediately. TakeawayIf your block exists but renders wrong, the issue is almost always: naming mismatch resource path typo cached resource reload Hopefully this saves someone else an hour.
  3. Unfortunately, it seems that Invision has decided that everything is locked down and no longer customizable. Their attitude to anyone who wants to edit anything is 'Just accept it we know best and screw you for even insinuating that you want to customize your own site' So there isn't much we can do about the layout of actual features. Best bet for the editor is that psudo markdown works, so typing ` around words make code blocks. Only options is to start writing bespoke modifications to the forum's php code itself, which I really don't want to do. I would of stayed on v4 but the version of PHP that it supports is going EOL and Invision has stated they have no intentions of upgrading it. They also removed the central community for finding plugins/community addons. Overall it is my feeling that they are intentionally trying to kill off self-hosting communities by removing features and locking things down, in an effort to force everyone into using their paid hosting services. My HOPE is that someone in the overall forum community will write an exporter for Invision to something like SMF. Which is what we were originally on before old team members decided enterprise software is better.
  4. 2 points
    For some reason I can't place anything inside smithing table on forge 1.20.1, it doesn't show up as a recipe for netherite either in the JEI menu.
  5. alright, thank you so much for the help!!
  6. I tried Prism Launcher and it worked thanks a lot!
  7. Okey i fixed it i had to downgrade some mods bcs i found that sodium and aeronautics on newest version having some issue but i finally make it work
  8. Unfortunately, the issue did seem to just be survival island, even though i was hoping otherwise considering it was one of the main points of the modpack... but no biggie! Thanks for the help.
  9. Sorry for the late reply, I managed to fix it by disabling Caves and Creatures which was incompatible. Thank you!
  10. Looks more like a conflict with entity_model_features - make a test without it or try an older build
  11. Well I fixed it! I just use my map editor and deleted the broken area that was crashing and now I can go over in that section. Thank you for the help.
  12. Ok I was able to load up the world seems like its working now. Thank you.
  13. Make a test without Animal Garden - Owl, traveloptics, farmersdelight and mobcatalog
  14. This isn’t about features or content size, but polish. From a player and developer perspective, here’s what consistently separates good mods from great ones. Performance awarenessHigh-quality mods avoid ticking when unnecessary, cache results, and respect server performance. Consistent behaviorItems behave predictably, configs work as expected, and nothing breaks silently. Clean UI/UXMenus don’t lag, text is readable, tooltips explain behavior without external documentation. Compatibility mindsetGood mods avoid hard conflicts, use proper tags, and integrate with existing systems instead of overriding them. DocumentationEven minimal README files or in-game descriptions dramatically improve user experience. None of these are flashy, but together they’re what make a mod feel professional. Interested to hear what others prioritize.
  15. The issue has been fixed thanks to TileEntity's help and I'll make sure to read up on the FAQ more before any other help request, thanks lads.
  16. There is an issue with the mod cold_sweat - remove it or try other builds
  17. That appears to have worked! Thank you! :D :3
  18. Looks like some kind of issue with KubeJS or scripts using it
  19. Thats weird, I just did a bit of testing and these were my results. (Used neruina fto check for ticking) (Other mods mean all the other mods that I think aren't causing an issue), Other mods + added ftb chunks -> no error Other mods + FTBchunks + quark -> armour stand entity ticking crash Other mods + Alexs caves alone -> no crash Other mods + Alex caves + T.O Iron's spells addon -> causes entity ticking <--- could be more than entity ticking If quark has no issue in the latest logs then uhhh im not too sure. (I'll probably just play with neruina removing all the ticking entities), but thanks for your help.
  20. That seems to have fixed it, I haven't run into any problems yet. Thanks for the help!
  21. 1 point
    Also remove the mod eatinganimation
  22. 1 point
    Hello friends! i downloaded a modpack(Better Mc) from forge and wanted to add some extra mods i wanted. i cut down a ton I had added to try and make it work because i was getting the "lost connection" screen anytime i would try to load into the single player world. and finally after much trial and error the game seemed to be running fine, but now anything i die and respawn the game crashes. i was wondering if anyone could give me a hand and point me in the direction of what mods could be leading to the crashes. i would be very thankful for some help! latest log: https://docsend.com/view/tsbud6hrv8utbit3 modlist: https://docsend.com/view/j6jdpazzmenixpbn crash report:https://docsend.com/view/fqr7f4huunjr8bqj
  23. 1 point
    Add the crash-report or latest.log (logs-folder) with sites like https://mclo.gs/ and paste the link to it here
  24. thank you so much. It's working now
  25. Thanks to your help, i spotted the problem. It was a version mismatch, i just solved the mess. Thanks a lot XD
  26. After much trial and error I also checked in with the COFH Discord and was able to find out that "DupeFix Project" was responsible for the crash (java.lang.NoClassDefFoundError: cofh/thermalexpansion/gui/container/storage/ContainerSatchel). After removing that mod everything worked.
  27. Okay after changing to Eclipse and talking with the people in the server, I have solved the issue. Not only was I referencing the mod in my dependencies (build.gradle and mods.toml) but I also had the .jar in my /run/mods directory. It was the second causing the issue. We figured this out as I was able to build my mod and run it together with BW in a regular forge 1.20.1 instance. I believe it was also necessary to add the previously mentioned MixinGradle Plugin to the build.gradle file. Thanks to everyone for your help!
  28. Thanks a lot! That worked! But could I perhaps get an explanation on why I had to get that specific one for that forge version to work?
  29. Delete the forge-client.toml file (config folder) and test it again
  30. I am working on an update to my Coffee and Tea Mod and I recently was able to get it so that so that Coffee and Tea Bushes spawn naturally through out the world with terrain generation. However, now I would like to see if it is possible to spawn my custom crops in the villager farms. Any ideas? My code is available on GitHub here: https://github.com/RichardsProjects/Richard-s-Coffee-And-Tea-Mod
  31. From what I’ve seen, folks usually do a “two‑layer” sun by drawing two textured quads (one with an alpha/mask) and layering them, and for a custom sky a tileable sky map in your assets works best.
  32. While testing and deleting mods i figured out it was a vehicle mod i installed it required a player model animation mod too deleting both of them solved my problem thanks so much tho
  33. Thank you! This worked, and my game is functionally opening now
  34. I've fixed this in Forge 60.0.7. Please update. Thank you!
  35. Thanks for the help! Removing lithostiched (& by proxy Tectonic) as well as Supplementaries did the trick!
  36. I have no idea - is enough RAM allocated? Do other pre-configured modpacks work? Maybe use such a modpack as working base and add new mods one by one
  37. Its working now and I'm not sure why. It still doesn't say it's using the launch args in the console but my memory utilization in the gui says otherwise so its all good for now. Thanks for the help and if i manage to narrow down what fixed it ill post it here in case someone has the same problem in the future.
  38. 1 point
    The mod that causes the problem with the smithing table is VMinus.
  39. 1 point
    Thank you, I got it working, I believe it was valkyrien skies that was the problem.
  40. Make a test without supplementaries and modernfix Did you add Vinery? Some mods require this one, but it looks like Vinery is missing https://www.curseforge.com/minecraft/mc-mods/lets-do-vinery
  41. There is , even with a clean state it wont start up again , maybe something on the provider side , it works without so thank you
  42. ok got it to work did have to remove the configs and almost reinstall the mod thanks
  43. I know this is an old post but holy shit, use switch statements, PLEASE.
  44. [move]New forum = Awesomesauce [/move]

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