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  1. Xironite Minecraft Server [1.8.x – 1.18.x] Xironite is a server dedicated to interacting with our community through hosting events and listening to player feedback! Our main feature is Towny! Towny gives our players a chance to work together and try to make the largest town while recruiting more players to help them. If competition is more your speed, you can compete against other towns in a variety of contests! You can do anything you want, from creating the largest town with your friends to dominating the economy and skill leaderboards! Xironite also adds a tonne of features to Survival, making it feel fresh once again. From custom enchants and tools to dungeons and bosses that will test your skills, Xironite has plenty to keep you busy! On top of all that, our player ranks can be earned in-game through playtime and resource gathering. No need to pay for cool perks! Xironite is constantly evolving based on player feedback and ideas from our amazing management. Join now before you miss our next event! How to Join? Join now using our IP: mc.xironite.org Features Bosses Dungeons Crates & Lootbags Events Robust Anti-Cheat Friendly & Active Community Custom Enchants Custom Tools & Armour PyroMining & PyroFishing Player Feedback & Suggestions Custom Textures ...and much more! Social Media Discord Instagram TikTok YouTube
    84 points
  2. Introduction Xironite is an interactive Towny server dedicated to keeping a close-knit community through hosting weekly events and listening to player feedback! Our main feature is Towny! Towny gives our players a chance to work together and try to make the largest town by recruiting residents to help them. If competition is more your speed, you can compete against other towns in a variety of contests! You can create the largest town with the best buildings with your friends or dominate the economy and skill leaderboards! Additionally, we have moved forward towards becoming a Network, where we feature a Creative server. Our new Creative server is perfect for building freely with friends, sketching out builds, and planning your town layout in advance! Xironite also adds numerous features to Survival, making it feel fresh once again. We are able to accomplish this with classes & professions, custom textures, custom enchants, custom weapons & tools, custom bosses & mobs, dungeons, custom Iris world, and so much more! Xironite has plenty to keep you busy by catering to all of your entertainment needs in Minecraft. On top of all that, our player rank perks and other donor store related items can be earned in-game through playtime and resource gathering. No need to pay to win! Xironite is constantly evolving based on player feedback and ideas from our amazing management. Join now today and don’t miss out on our next event! How to Join? Join now using our IP: mc.xironite.org Notable Features Custom Bosses & Mobs Tournaments Dungeons Crates & Lootbags Consistent Events Robust Anti-Cheat Quests Player Economy Casino Friendly & Active Community Custom Enchants Custom Tools & Armor Custom Iris World Classes & Professions PyroMining & PyroFishing Player Feedback & Suggestions Custom Textures ...and much more! Social Media Outlets Discord Instagram YouTube TikTok
    51 points
  3. Hi, We've had a strange pattern of spam bots flooding our forums recently; they seem to take over accounts that have not been touched in over a year through some unknown mechanism. We have no reason to believe we have been breached, there is no evidence of intrusion or malicious access. It simply appears that these accounts were poorly secured. As a precaution, we've decided to reset the password of every account on the forum. If you're unable to access your email account, you may reach out to us for a manual reset and change of email account (as long as you can prove you own that account!). Please remember best security practices; use a password manager and strong, automatically generated passwords (we recommend keepass, lastpass, or dashlane), and don't reuse passwords across sites. If you feel like this is too much hassle, we've also enabled the option for you to link a Google account and use it to log in, with no password required (after the initial reset, that is) Sorry for the inconvenience, but we believe this is a necessary step to secure our systems. Thanks.
    3 points
  4. Lovely server that’s perfect for you if you’re interested in a friendly community, pyrofishing/pyromining, custom weapons and more!
    3 points
  5. Rules: Support is only provided for the current latest and LTS versions. Currently this is 1.19 and 1.18.2 respectively. Asking about versions other than Latest and LTS is against the rules and will get your thread locked. Providing support for versions other than Latest and LTS is against the rules and will earn you a warning and eventually a ban. Do not post in existing support threads even if you think you have the same problem. No two problems are alike. "But the crash looks the same" does not matter. You must include the log files in your post, otherwise we cannot help you. Use a service like Pastebin.com or GitHub Gist. Do not use a file sharing service like Mediafire, Google Drive, Dropbox, etc. and do not attach the file to your forum post. When asking about a problem with the installer: The installer log will be created in the same place as the installer and be called either installer.log or have the same name as the installer, but ".log" on the end. Otherwise: See "How do I get the debug.log" below. Piracy ("cracked launchers") are strictly forbidden and you will be banned for using them. Buy the game. How do I get the debug.log? Using Mojang's launcher directly: Using the Curseforge launcher: How do I install Forge? Make sure you have Java installed. Download the Forge Installer from the official Files page. Double-click the Installer to run it. If this does not work even if you have Java installed, you can use Jarfix (Windows only) or run the file from the command line instead. Make sure the Minecraft Launcher is not running. Choose the "Install Client" option and click "Ok". It is highly recommended you run any modded versions in separate folders using the Game Directory setting in the vanilla launcher. This will store all your save files, configs, mods, etc. in whatever folder you specify (instead of just .minecraft) so they do not interfere with your vanilla installation (or other modded versions you may have installed) and vice versa. To set it, click "Edit Profile" in your launcher and in the settings screen that pops up, modify the "Game Directory" setting How do I install Java? This depends on your operating system. We recommend using Adoptium. Why are mods not loaded from /mods/<version number> anymore? This feature was superseded by a vanilla launcher feature called Installations. Use the "Game directory" option to change where mods, worlds, configurations, etc. are stored. How do I set up a Forge server? Follow steps 1-3 of "How do I install Forge". Choose the "Install Server", select an empty directory and click "Ok". The generated server installation operates like a normal Minecraft server, except that you must run the forge-xxx.jar file instead of minecraft_server.xxx.jar. Do not rename the generated files, it will break your installation.
    3 points
  6. Favourite server, been around for 3 years and have never once gotten bored or tired of it because there's so much to do!
    2 points
  7. Best place ever, I live here now and my address is X:12943 Z:1203. Rent is cheap and wouldn't want to live anywhere else. Best server
    2 points
  8. Best minecraft server. This season gonna be epic
    2 points
  9. 2 points
  10. I love this server! Since the first time I've joined, staff & players have always been a close-knit family! Not to mention, all the custom aspects of it make it seem almost like a modded server :D
    2 points
  11. Are you going to pay for the extra people to do this? If not, do you think it is fair to divert effort from the more recent versions to support your version? forge-1.16.x has been supported for about 22 months, which is nearly twice as long as Mojang supported the vanilla version. Try getting Mojang to fix a bug in 1.16.5 that isn't a security issue. 🙂 NOTE: I am not associated with forge and played no part in this decision. The above is just my opinion based on my experience with how limited resources get deployed in software projects.
    2 points
  12. Use EntityRenderersEvent.AddLayers to add a RenderLayer to the renderer of the entity type(s) you want to change. Then in your RenderLayer.render() draw your stuff. You get passed a reference to the entity so you can access whatever data you want.
    2 points
  13. The problem is that 3d graphics are all built with triangles, so you can't get a hue-tinted diagonal line when the end points are black and white. You need to construct the quad in such a way that the diagonal edge uses the other two corners (you should be able to do this simply by moving your first vert to be last, or vice versa).
    2 points
  14. This is kind of hard to get them because items or blocks don't belong to tags, but tags belong to them : basically, an item (or a block) has a list of tags associated to it. Luckily, there's another way to get the tag rather than looping through every item in the game and check if it has the tag you want : // This is to get the values of a tag that is bound to items : ForgeRegistries.ITEMS.tags().getTag([THE TAG YOU WANT]).stream().toList(); // Returns a List<Item> // ^ // Should be a TagKey<Item> // To get a tag that is bound to blocks : ForgeRegistries.BLOCKS.tags().getTag([THE TAG YOU WANT]).stream().toList(); // Returns a List<Block> // ^ // Should be a TagKey<Block> Hope it helps
    2 points
  15. This is a bug with IntelliJ currently: https://youtrack.jetbrains.com/issue/IDEA-292250. Workaround is to change the ForgeGradle dependency in your build.gradle as follows: classpath(group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '5.1.+', changing: true) { exclude group: 'org.apache.logging.log4j' } classpath 'org.apache.logging.log4j:log4j-api:2.11.2' classpath 'org.apache.logging.log4j:log4j-core:2.11.2'
    2 points
  16. A mod is a Java program. It can do anything a Java program can do. Whether it is a good idea to do so is a different story.
    2 points
  17. Forge's custom networking is built on the custom payload packet. You can either use a SimpleChannel (which uses a byte-indexed codec, so you have to handle that on the bukkit side, too) or you can use an EventChannel, which just gives you access to the raw payload packet data. There isn't anything special you need to do to make the two talk to each other. It just works, because both use the same network packet.
    2 points
  18. EntityDataAccessor is for syncing to the client. You can also only use it for your own entities. Do not attempt to use it for other entities, you will break things even if it might not seem so if only your mod is installed. For making capability data persistent, you need to implement INBTSerializable on your attached ICapabilityProvider. Its methods will then be called to save and restore any persistent data.
    2 points
  19. update from 1.16 to 1.18: instructions above work line-for-line, with no semantic changes. the dialect has changed however. in addition to common changes (level instead of world, etc.), here's a list of things you need to change that are related to making and registering a simple entity: instead of Biome.Category.SWAMP write Biome.BiomeCategory.SWAMP instead of EntityClassification.CREATURE write MobCategory.CREATURE instead of MobSpawnInfo.Spawners write MobSpawnSettings.SpawnerData instead of EntityPredicate use TargetingConditions instead of DataParameter/EntityDataManager/DataSerializers write EntityDataAccessor/SynchedEntityData/EntityDataSerializers instead of IParticleData write ParticleOptions instead of AttributeModifierMap.MutableAttribute write AttributeSupplier.Builder instead of SpawnReason write MobSpawnType instead of ILivingEntityData write SpawnGroupData instead of MovementController write MoveControl instead of WorldEntitySpawner write NaturalSpawner instead of EntitySpawnPlacementRegistry.PlacementType write SpawnPlacements.Type instead of RenderingRegistry.registerEntityRenderingHandler write EntityRenderers.register
    2 points
  20. Hi, this article is more of a experience sharing instead of a tutorial, the code themselves should be self-explanatory, and the way I do things may not be the best practice, or most efficient. Product: I started with the textures, we need the textures/icons that are being rendered to the world, and the ones for the UI. The blue textures are used when the option is hovered. Then, we need to find out where the mouse is at and which one is selected, we can check the distance and angle from the screen center and decide which part it is on: private int getHoveringType(Minecraft minecraft) { double mX = minecraft.mouseHelper.getMouseX(); double mY = minecraft.mouseHelper.getMouseY(); double actualW = minecraft.getMainWindow().getWidth() / 2.0F; double actualH = minecraft.getMainWindow().getHeight() / 2.0F; double mX2 = mX - actualW; double mY2 = mY - actualH; double angle = AVAWeaponUtil.getAngleFromCoord(mX2, -mY2) + 30; if (Math.sqrt(mX2 * mX2 + mY2 * mY2) <= 15 * minecraft.getMainWindow().getGuiScaleFactor()) return -1; if (angle > 360 || angle <= 60) return 0; return ((int) angle / 60); } public static double getAngleFromCoord(double x, double y) { double angle; angle = abs(atan2(x, y) * 180.0D / PI); if (x < 0) angle = 360 - angle; return angle; } In this case the angle is 60 because 360 / 6 options = 60, and if the mouse is within radius of 15 from the screen center then no action is performed (-1) And then the rendering can be done. @Override public void render(Minecraft minecraft, PlayerEntity player, MatrixStack stack, IPlayerAction capability, float screenWidth, float screenHeight) { float x = screenWidth / 2.0F; float y = screenHeight / 2.0F; float size = 60; int type = getHoveringType(minecraft); AVAClientUtil.blit(stack, type == -1 ? UI_BG_LIT : UI_BG, x - size, y - size, x + size, y + size); for (int i = 0; i < 6; i++) { stack.push(); stack.translate(x, y, 0.0F); stack.rotate(Vector3f.ZP.rotationDegrees(i * 60)); stack.translate(-x, -y, 0.0F); AVAClientUtil.blit(stack, type == i ? UI_BG_2_LIT : UI_BG_2, x - size, y - size, x + size, y + size); stack.pop(); } AVAClientUtil.blit(stack, UI_BG_ICON_LAYER, x - size, y - size, x + size, y + size); } public static void blit(MatrixStack stack, @Nullable ResourceLocation texture, float x1, float y1, float x2, float y2) { if (texture != null) Minecraft.getInstance().getTextureManager().bindTexture(texture); Matrix4f matrix = stack.getLast().getMatrix(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX); bufferbuilder.pos(matrix, x1, y2, 0.0F).tex(0.0F, 1.0F).endVertex(); bufferbuilder.pos(matrix, x2, y2, 0.0F).tex(1.0F, 1.0F).endVertex(); bufferbuilder.pos(matrix, x2, y1, 0.0F).tex(1.0F, 0.0F).endVertex(); bufferbuilder.pos(matrix, x1, y1, 0.0F).tex(0.0F, 0.0F).endVertex(); tessellator.draw(); } If the type is -1, then the circle at the center use the blue texture. Otherwise if the type equals the index of the option, it uses the blue texture (or just use RenderSystem.color4f). By rotating an identical texture we don't need to have 6 different textures for each option. public static boolean ACTIVE = false; public static Vector3d VEC = null; @Override public void tick(Minecraft minecraft, PlayerEntity player) { if (minecraft.isGameFocused() && minecraft.currentScreen == null && AVAClientConfig.ENABLE_PING_HOTKEY.get()) { if (AVAClientUtil.middleMouseDown()) { if (!ACTIVE) { Vector3d eye = AVAWeaponUtil.getEyePositionFor(player); BlockRayTraceResult result = player.world.rayTraceBlocks(new RayTraceContext(eye, eye.add(player.getLookVec().scale(100.0F)), RayTraceContext.BlockMode.VISUAL, RayTraceContext.FluidMode.NONE, player)); if (result.getType() != RayTraceResult.Type.MISS) { ACTIVE = true; minecraft.mouseHelper.ungrabMouse(); if (minecraft.gameSettings.keyBindPickBlock.getKey().getKeyCode() == GLFW.GLFW_MOUSE_BUTTON_MIDDLE) AVAClientUtil.unpressKeybind(minecraft.gameSettings.keyBindPickBlock); VEC = result.getHitVec(); } } } else { int type = getHoveringType(minecraft); if (ACTIVE && VEC != null && type != -1) AVAPackets.INSTANCE.sendToServer(new PingMessage(VEC, ActivePingEffect.Type.values()[type])); reset(minecraft); } } else reset(minecraft); } If player's focusing, the middle mouse is down, then we check if there's terrain (block) in player's sight within 100 blocks, if not, reset the vec, regrab the mouse and set active to false. MouseHelper#ungrabMouse call allows players to move mouse around the screen. Once we have the VEC set (where the ping will occur), we can render a line between the center of the screen and the ping location. (White line) { ActiveRenderInfo info = minecraft.gameRenderer.getActiveRenderInfo(); Vector3f view = info.getViewVector(); Vector3d vec = info.getProjectedView().add(view.getX(), view.getY(), view.getZ()); drawLine(stack, (float) vec.x, (float) vec.y, (float) vec.z, (float) pingVec.x, (float) pingVec.y, (float) pingVec.z, 255, 255, 255, 1.0F) } public static void drawLine(MatrixStack stack, float x1, float y1, float z1, float x2, float y2, float z2, int r, int g, int b, float a) { AVAClientUtil.drawTransparent(true); IRenderTypeBuffer.Impl impl = IRenderTypeBuffer.getImpl(Tessellator.getInstance().getBuffer()); IVertexBuilder builder = impl.getBuffer(RenderType.LINES); Vector3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); stack.push(); stack.translate(-view.x, -view.y, -view.z); Matrix4f matrix = stack.getLast().getMatrix(); builder.pos(matrix, x1, y1, z1).color(r, g, b, (int) (a * 255.0F)).endVertex(); builder.pos(matrix, x2, y2, z2).color(r, g, b, (int) (a * 255.0F)).endVertex(); stack.pop(); impl.finish(); AVAClientUtil.drawTransparent(false); RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F); } If you did not add the look offset to the camera position it will not be visible. Then we send a packet to the server to notify all other players that I've ping the location. Once players receives the location of the pings, it's time to render them. RenderSystem.disableDepthTest(); AVAClientUtil.drawTransparent(true); Vector3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); Vector3d vec = activePing.getVec(); double distance = activePing.getVec().distanceTo(view); if (distance > 100.0F) continue; renderObjectAt(minecraft, activePing, world, stack, (float) (distance / 20.0F), 0.0F, activePing.getTexture()); double x = vec.x - view.getX(); double y = vec.y - view.getY(); double z = vec.z - view.getZ(); stack.push(); stack.translate(x, y, z); stack.rotate(minecraft.getRenderManager().getCameraOrientation()); stack.rotate(Vector3f.ZP.rotationDegrees(180.0F)); float size = (float) (distance / 200.0F); stack.scale(size, size, size); IRenderTypeBuffer.Impl impl = IRenderTypeBuffer.getImpl(Tessellator.getInstance().getBuffer()); String text = AVACommonUtil.round(distance, 2) + "m"; minecraft.fontRenderer.func_243247_a(new StringTextComponent(text), -minecraft.fontRenderer.getStringWidth(text) / 2.0F, 10, AVAConstants.AVA_HUD_TEXT_WHITE, false, stack.getLast().getMatrix(), impl, true, 0, 15728880); impl.finish(); stack.pop(); private static void renderObjectAt(Minecraft minecraft, EnvironmentObjectEffect object, World world, MatrixStack stack, float size, float offsetScale, ResourceLocation texture) { Vector3d vec = object.getVec(); stack.push(); Vector3d view = Minecraft.getInstance().gameRenderer.getActiveRenderInfo().getProjectedView(); double x = vec.x - view.getX(); double y = vec.y - view.getY(); double z = vec.z - view.getZ(); if (Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2)) > 100.0F) return; stack.translate(x, y, z); Direction direction = object.getDirection(); if (direction != null) { Vector3i offset = direction.getDirectionVec(); stack.translate(offset.getX() * offsetScale, offset.getY() * offsetScale, offset.getZ() * offsetScale); rotateByDirection(stack, direction); } else { stack.rotate(minecraft.getRenderManager().getCameraOrientation()); stack.rotate(Vector3f.ZP.rotationDegrees(180.0F)); } if (object.doBlend()) { Color colour = new Color(world.getBlockState(object.getPos()).getMaterialColor(world, object.getPos()).colorValue); RenderSystem.color4f(colour.getRed() / 255.0F, colour.getGreen() / 255.0F, colour.getBlue() / 255.0F, object.getTransparency()); } AVAClientUtil.blit(stack, texture, -size, -size, size, size); RenderSystem.color4f(1.0F, 1.0F, 1.0f, 1.0F); stack.pop(); } In the code I change the size of the object according to the distance ( (distance / 20.0F) ), so the object will stay at similar size no matter the distance between them, and so does the text size. The direction is always null, and doBlend is false. They are used in my other renderings.
    2 points
  21. I had the same problem with "Hawla/Waila" and "Jade", that they don't work with each other I only saw at second glance when I read the text on curseforge. And from the file names they seem to be visually two different mods.
    2 points
  22. A friendly community with lots of awesome plugins to make your Minecraft experience enjoyable :)
    2 points
  23. The forge read the docs wiki is a little out of date. It is a lot easier now. I learnt how to do this from reverse engineering minecraft's and forge's code. I use blender to create my model. A fantastic tutorial on how to create pixel art based models in blender can be found here: To export: go to File>Export->Wavefront (.obj) Your settings should reflect this. This will convert the Blender coordinate system into Minecraft's. When you export your model you will get two files, an obj and a mtl. e.g. block_name.obj and block_name.mtl. The obj file describes the shape of the model while mtl file describes how it looks. Keep both files next to each other. Go into your mod resource directory and place these two files where you want them, e.g. assets/modid/models/block/path Within block_name.obj, make sure the mtllib points to the mtl file. Remember, your obj and mtl file should be next to each other. It should read: mtllib block_name.mtl Still within block_name.obj, make sure the correct material library is being loaded (Ill show you where this is declared in a sec.) (Just scroll down until you find the line, don't write your own) usemtl block_name_mat Your block_name.mtl file should look like something like this when you export it. If it doesn't have all of these lines, don't worry, Minecraft doesn't care too much about these numbers. # Blender MTL File: 'bloomery.blend' # Material Count: 1 newmtl block_name_mat Ns 323.999994 Ka 1.000000 1.000000 1.000000 Kd 0.800000 0.800000 0.800000 Ks 0.500000 0.500000 0.500000 Ke 0.000000 0.000000 0.000000 Ni 1.000000 d 1.000000 illum 2 Pretty much everything here can stay as is. "newmtl" is where we declare the material the obj loads with "usemtl". Make sure these match. Next we need to let Minecraft know where to find out texture. Still within block_name.mtl add a map_Kd line below newmtl. If you forget this line, Forge will still load your model, but it will be all white. newmtl block_name_mat map_Kd modid:block/path/block_name Ns 323.999994 Ka 1.000000 1.000000 1.000000 Kd 0.800000 0.800000 0.800000 Ks 0.500000 0.500000 0.500000 Ke 0.000000 0.000000 0.000000 Ni 1.000000 d 1.000000 illum 2 Place your texture within assets/modid/textures/block/path. The map_Kd should point to this location. Next, create a blockstate file for your block as normal. [block_name.json]. This will load a json model file. This has to be next to your obj and mtl files. { "variants": { "": { "model": "modid:block/path/block_name" } } } Block Model [block_name.json] { "loader": "forge:obj", "model": "modid:models/block/path/block_name.obj", "flip-v": true } Enabling flip-v will depend your model file. This just flips the way the texture is applied. If your texture looks upside down, change this to false. Your assets folder structure should look like this now: assets/modid/ blockstates/ block_name.json models/block/path/ block_name.json block_name.obj block_name.mtl textures/block/path/ block_name.png
    2 points
  24. Most likely you have a very old version of java installed on your machine and curseforge is using it because it is the java in your operating system path . This comes up multiple times a week in relation to the Forge installer. e.g. https://forums.minecraftforge.net/topic/113778-version-119-41098-not-installing-due-to-javaxnetsslsslhandshakeexceptionsunsecurityvalidatorvalidatorexception/ If that doesn't fix it, you will need to speak to curseforge: https://support.curseforge.com/en/support/home
    1 point
  25. did you start the server? How did you install the server?
    1 point
  26. Looks like an issue with EvilCraft. Make sure you use the latest version of the mod. If you already use the latest version report the bug to the mod author.
    1 point
  27. One of your mods needs AutoRegLib and does not correctly declare this dependency. As such the mod simply crashes and Forge does not show a helpful screen.
    1 point
  28. 1 point
  29. That actually fixed it! Now my LeafWalls have correct transparency! And the fact that they also adapt according to the graphics settings is also nice! Thanks so much!
    1 point
  30. Downgrade Forge to 40.1.42 for the time being.
    1 point
  31. LOL @ telling the project owner when a new version was supposedly not released... https://files.minecraftforge.net/net/minecraftforge/forge/index_1.19.html
    1 point
  32. About 4 hours before you posted this.
    1 point
  33. Then you need to read your log file, and make sure they are Forge mods.
    1 point
  34. The two should really be equivalent.
    1 point
  35. Are you in creative mode? The anvil allows all enchantments in creative mode.
    1 point
  36. The constructor is probably too early. Override onAddedToWorld in your entity.
    1 point
  37. 1 point
  38. Do not create a new entity instance every time.
    1 point
  39. Hi @OR1ON! The best thing you can do is to find a tutorial about creating block entities and/or look at the minecraft furnace code and mimic it.
    1 point
  40. It could also be that the server file isn't compiled for ARM CPU's and only Intel/AMD. I see that there are Youtube videos on how to do it so if you aren't already you could try following one of those
    1 point
  41. It looks like there is an argument --installServer when referring to this page also make sure you run this in a folder made for the server because it will put all the files wherever you run it though as I am scared to mess up peoples stuff Although the things I have said have been tested safe (on a non-headless PC), I am not legally responsible for any data loss or issues that may occur when doing this
    1 point
  42. One of your mods requires DynamicRegistries. Unfortunately the mod does not properly indicate this dependency, so the mod simply crashes instead of Forge showing a helpful error message.
    1 point
  43. Look at how the inventory renders the player
    1 point
  44. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.18.1/1.18.2 (Latest) and 1.16.5 (LTS).
    1 point
  45. That is the strangest way I've ever seen someone post a log file. The website is lagging so bad I cannot even select the whole thing to copy it into a text editor to be able to read it. Please use something like https://gist.github.com/ that is actually equipped to handle larger files.
    1 point
  46. Just for future readers. On windows you may require `./` for powershell commands, so the correct command for that would be would be `./gradlew --stop`
    1 point
  47. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.18.1/1.18.2 (Latest) and 1.16.5 (LTS).
    1 point
  48. Wow, a minecraft forge website finally! Its really nice and clean. ME GUSTA I was about to link the old link on my mod. Good thing I couldn't find the link and so I googled forge and saw the post on the other forums. Good job on making a new website. Keep up the good work! Extra: Where can I post to ask if I can get my forge mods on here? I have 2.
    1 point
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