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Posts posted by ChampionAsh5357
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12 hours ago, TheRealSteve9000 said:
I have Java 17 and I did start the server with it installed already, its just the same error.
It's using the java 19 version, hence the error.
12 hours ago, TheRealSteve9000 said:If it was 1.12.2 I know how to run it off java 8 I just need to change the run.bat file to ( jre1.8.0_301\bin\java.exe -Xmx4096M -Xms4096M -jar forgeserver.jar -nogui PAUSE ) then I copy the java folder into the server folder and click run but its not the case for 1.18.2 the run.bat does not run off a server.exe file so its hard.
You can do the same exact thing for Java 17 if you want. You could also just put in the absolute path instead of copying it to the server folder.
12 hours ago, TheRealSteve9000 said:I did look up how to add it to the path environment variable but I didn't see anything for 1.18 and java 17 related on youtube.
Same way you add any environment variable. It's not specific to only java.
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2 hours ago, hectorflac said:
nope remove it and the other ae mods but keep crashing when joining the world
So it's probably one of those mods which cause errors for other mods. So it'll probably be better if you do a binary search:
1) Split the mods into two piles
2) Test the game with one of the piles
- If an error occurs, split the pile again and repeat until you find the erroring mods.
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I don't know, hence why I prefaced with if. As for removing the limit, you would need to create a mod for it, which brings it back to the original issue.
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partialTicks is a value between 0 and 1, so I believe you are just using it incorrectly. If you have the current position for this tick and the position of the last tick, you can use Mth#lerp to handle the lerping for you.
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Strange, would you try using a VPN and see if that fixes the connection? You could try updating the Java version as well, but that should not do anything as the installer works with Java 8 fine.
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Seems to be a bunch of issue mods like tetra.
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2 hours ago, Jetug said:
I needed to rewrite the GameRenderer#pick() method so I wrote my own GameRenderer class and set an instance of it to Minecraft#gameRenderer with reflection:
Don't do this. This is liable to break hundreds of mods. You should just replace the usage with a mixin injection whenever you need to do your specific logic.
3 hours ago, Jetug said:And when I run the mod in the IDE my pick() method works but when I build the mod and run it through the minecraft launcher it doesn't. Maybe it's because of the GeckoLib library that I use in my project?
No, that's not it. It as to do with how you're reflecting the field. Forge uses SRG mappings during production, so the gameRenderer field is called something different. If you want to use reflection, you should use the ObfuscationReflectionHelper to handle this and provide the SRG name.
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Are you referring to how a chest determines whether the lid should be open? All that's been moved into separate classes like ContainerOpenersCounter and ChestLidController and is typically triggered through level events now.
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Try removing OptiFine; that tends to cause a lot of rendering issues.
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Try removing feathers.
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The debug.log in the logs folder in your game directory as a gist or paste preferably.
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11 hours ago, Daeruin said:
The shulker box does it in playerWillDestroy. I just looked it up.
Interesting, but whatever. I could just be misunderstanding how the loot table drops work there.
9 hours ago, Daeruin said:I lied, the capability is not persisting. If I use the vanilla BlockEntity#saveToItem, then the inventory persists from breaking the block to placing it back down again. It's basically how the shulker box does it. But the capability disappears at some point after spawning the ItemEntity and picking it up in my inventory.
So, it's not that the inventory is disappearing. How a block entity stores data and how the capability stores data on an item stack are different. As such, you can't read the itemstack data for the inventory unless you move it to the capability. So essentially, you would need to write the capability data to that on the itemstack. Then, on place, write it back to the block entity since it won't be in the tag to do it automatically.
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10 hours ago, Master_J said:
But I would like to know if it is possible to create the dimensions using code instead of json files, or generate the json files like the loot table and recipe data generators.
Data Generators, there's a whole section on them in the docs and examples on the forge repo.
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21 hours ago, folerandre said:
Hello, I am looking to install minecraft forge on my computer, only, after choosing the version, a page opens telling me that the page I am trying to open may have changed sites.
If it doesn't work, under Show All Versions, you can find an information bar next to installer to get the direct download link.
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Try removing OptiFine; that tends to break almost anything renderwise.
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17 hours ago, Dieguini223 said:
But now it happens in singleplayer, it still a device/router wrong configuration?
No, that would be unlikely. The most I can see is that there is something erroring with tetrapak's compat with JEI and patchouli's compat with Twilight Forest. You can try removing those mods (except JEI, that probably just works fine) and then adding each one back in to see where the error is most likely to occur. It could also be a missing dependency since I'm not familiar enough with the mods.
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It seems to be that it took too long to tick when saving the chunks. Unfortunately, this could be from a number of different things or even a combination of them, so it's unlikely to determine which mod(s) are at fault. I would recommend using a profiler like spark to figure out which mod is causing the large backup and then removing it, repeating the process until the serve is stable for a time period. Of course, you should start a new world each time to reproduce base conditions.
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7 hours ago, hectorflac said:
"net.minecraft.server.MinecraftServer.m_129880_(net.minecraft.resources.ResourceKey)" because "server" is null
at io.github.projectet.ae2things.util.StorageManager.getInstance(StorageManager.java:84) ~[AE2-Things-1.1.0-beta.jar%23499!/:1.1.0-beta] {re:mixin,re:classloading}Try removing AE2-Things.
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3 hours ago, SkylerD00 said:
Idk what to do, the only solution i found was removing it from my modpack, i tried adding XL Packets but it still says the same error.
Not much you can do. It just means that there is too much information being sent at once. If there is a mod that can break down the packets into smaller chunks and send them sequentially or remove the limit, that may work. Otherwise, you're just out of luck and the mod itself should manage its large quantity of data better.
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You need to install the version and then add it to the PATH environment variable. It should do this automatically on install though if you check the configuration.
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Run the application such that its not tied to the current connection instance. There are plenty of tutorials on the internet on how to do this and numerous CLIs for it.
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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 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
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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 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
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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 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
Partial Tick stuttering (1.19.3)
in Modder Support
Posted
As long as you are using it to handle the interpolation between ticks such that the value is between the previous movement height and the next one, there should be no issue. I assume you know this, so I'll also assume the math is right.
In that case, it may have to do with what data is synced to the client or handled by the client. You could try printing out the parameters of the height method and see if there are any unusual values that appear when you pause and then unpause the game.