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Leaderboard

Popular Content

Showing content with the highest reputation since 09/23/25 in all areas

  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. Thanks, I was able to do it with this public PumpkinManEntity(EntityType<? extends PumpkinManEntity> type, World world) { super(type, world); this.setItemSlot(EquipmentSlotType.HEAD, new ItemStack(Items.CARVED_PUMPKIN)); }
  5. alright, thank you so much for the help!!
  6. Make a test with another Launcher like MultiMC or AT Launcher
  7. 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.
  8. Sorry for the late reply, I managed to fix it by disabling Caves and Creatures which was incompatible. Thank you!
  9. Also try older builds of bclib and moonlight lib
  10. Took a while! I figured out what was wrong. One specific mod "Ocean Villages" was causin issues apparently... removed it, and everything works fine now! Thanks alot!
  11. Make a test with a pre-configured Modpack - if this works, use this as working base and add some mods one by one
  12. Ok I had to delete MANY mods from the Eidolon folder i think it was a total of 7 .toml files. It seens to be working now
  13. Make a test without Animal Garden - Owl, traveloptics, farmersdelight and mobcatalog
  14. Turns out, Farmer's Delight had an update recently that caused incompatibility between Fungi Delight and several other addons. I'll just wait for Fungi Delight to update. Thank you for your help.
  15. 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.
  16. 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.
  17. I installed the previous release version and everything worked, thank you!
  18. There is an issue with the mod cold_sweat - remove it or try other builds
  19. The link is not working - use https://mclo.gs/
  20. Looks like some kind of issue with KubeJS or scripts using it
  21. That seems to have fixed it, I haven't run into any problems yet. Thanks for the help!
  22. 1 point
    You're just a genius, thank you so much
  23. 1 point
    Also remove the mod eatinganimation
  24. 1 point
    [Server thread/ERROR]: Cannot have null removal reason on Clone event!After death, some kind of Clone Event is triggered - which is causing the crash Backup the world and make a test without these mods: openpartiesandclaims neruina chunkactivitytracker
  25. 1 point
    Make a test without Raxiores
  26. Delete the curios-server.toml file in your config folder If there is no such file, check your worldsave, serverconfig folder
  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. At a cursory glance on the website, that product does not work with MinecraftForge as a mod. Neoforge is a different mod loader, they have their own support. People may have looked at your post, but not know an answer, so asking for replies from viewers as you did is probably not very useful. If you're looking for a chat room vs a forum, you should join the discord.
  29. Not sure who will even see this, but i have been searching for a standalone mod for minecraft that would give you a Zenkai Boost from DBZ. IDEA: in combat with enemies, dropping to 2 hearts (this threshold might change depending on how many hearts total you have) and surviving will grant you a health and damage boost permanently (1-2%). Lower than 2 hearts gives either more bonus, or grants you haste/speed/jump boost (again 1-2%). Is this a possibility? I haven't seen it anywhere else except in a small addition mod to the DBC (dragonblock c) pack. I have next to no experience with Java and even less with creating mods.
  30. snailmail is not working
  31. 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?
  32. In ItemTags there is a tag for VILLAGER_PLANTABLE_SEEDS, I would probably start by adding my seed to that tag. Look through the vanilla MC code, see how the regular wheat seed is used, and it should give you some pointers in the right direction. If you need more help, share your code (github is great, and for more than just that), and be descriptive about what is working/not working, what you did to test, etc.
  33. Delete the forge-client.toml file (config folder) and test it again
  34. 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.
  35. 1 point
    Add the new crash-report - maybe there are more broken toml files
  36. Actually, I just remade the modpack from scratch and it's fixed. I think something was corrupted and that was causing the issues. Thank you so much for helping me, it was an honor to work alongside a legend like you!!
  37. 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
  38. Thank you! This worked, and my game is functionally opening now
  39. Okay so.. I know exactly how to make quests and all that shazaz however when it comes to exporting I have no clue.. I made the quests in a singleplayer world, exported them by copying the Local ftbquests folder and Defaultconfigs ftbquests folder from MY modpack and then pasting them into their corresponding folders in the servers modpack files. I thought this should've worked however when entering the server world, none of the quests show for anyone.. I'm a little confused as to where I've messed up. Please help 😞
  40. downloading the modpack from at launcher got it working..... seems like there was some weird downloading with 2 of the mods failing virus scans.
  41. I know this is an old post but holy shit, use switch statements, PLEASE.

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