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Everything posted by ChampionAsh5357
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How update version of forge server
ChampionAsh5357 replied to Gazma's topic in Support & Bug Reports
Download the installer, install the server, move the world folder over, redownload the associated mods for the correct version. If there are missing mods, it will of course have missing entries. There can't be a texture issue on the server as textures are only shown on the client. -
run of processor forge minecraft 1.19.2
ChampionAsh5357 replied to MightyWozz's topic in Support & Bug Reports
In order to root out one of the more common issues, we'll need to see your hosts file. Here's the steps to getting this file. 1) Press the Win + R key on your keyboard. 2) Paste the following into the prompt that opens: notepad %windir%\system32\drivers\etc\hosts 3) Use Ctrl+A to select everything in the file, then Ctrl+C into the textbox to post to this thread. -
Please provide the debug.log from the logs folder containing the error. If it exits before the game even starts, the launcher logs will work instead.
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You probably don't have Java installed if it fails to open.
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What launcher are you using?
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Show the entire error and the gradle buildscript.
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Spawn my custom mob when leaves are broken.
ChampionAsh5357 replied to juicebox's topic in Modder Support
So when the block is broken, check whether the mob can spawn, create the entity, add the entity to the level via `Level#addFreshEntity`. -
You can get whether a structure is at a given position StructureManager#getStructureWithPieceAt and check if its valid and then cancel the BreakEvent if that's true and it doesn't meet whatever conditions you set up.
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I don't know CraftTweaker, but looking at their docs, they seem to have pretty much a carbon copy of glms, so you'll need to do the implementation either way.
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Missing worldgen information does have the potential of corrupting the save file, but it typically only happens for removing dimensions. Those bugs might be fixed though in recent versions. Yesish. There may be some issues when generating the heightmap when connected to biomes that have been removed and had their blocks replaced with air due to smooth, but other than that it should just generate as normal since it's lazy when determining how the chunk will generate. The missing event is fired every time the world is loaded. As for missing entries, I believe once they get remapped, they do not get remapped again. Only missing mappings have the event fired. Depends on the result. Ignore, warn, and fail will not store anything but just continue, notify, or fail the world loading. Remap, as you gathered, will be added as an alias and stored in the level.dat as the registry snapshot.
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not normal amounts of Cpu usage
ChampionAsh5357 replied to landon4dr's topic in Support & Bug Reports
It probably is a result of a mod. You can profile your game using spark or for 10 seconds using F3 + L and see what may be causing the high usage. -
Failed to Authenticate error only on Forge
ChampionAsh5357 replied to Rhiku's topic in Support & Bug Reports
A PR was made to Forge which supports ipv6; vanilla meanwhile does not have full support for ipv6 and there is no mixin in base fabric which supports it as well. -
First, this is an English only forum. Second, please provide the debug.log from the logs folder in your game directory.
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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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[1.19.2] Tesselator buggy in Shader Rendering?
ChampionAsh5357 replied to Skaertev's topic in Modder Support
Minecraft already has a blur shader, aptly called `minecraft:blur`. You could just pass that shader into the render system. The simple thing to do is load it as a post effect via GameRenderer#loadEffect and turn it off via GameRenderer#shutdownEffect. By default, vanilla doesn't use these methods, though it will conflict if others choose to use it as well. If you only want to apply it for your particular object being rendered, you'll need to create a new shader instance using the same thing as what vanilla already provided. -
[1.19.2] How to add damage my custom bow?
ChampionAsh5357 replied to Pherment's topic in Modder Support
Item#getUseDuration See how the multishot enchantment works. Have the arrow have a mob target and update the position and rotation to fly directly at the mob. Will need a custom Arrow class for this since the projectile just takes the path it was aiming. You'll also need to do a sweep for entities up to a certain distance in the direction you want your arrow to fly.- 1 reply
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Rendering all entities upside down
ChampionAsh5357 replied to PhoenixOrigin's topic in Modder Support
You either need to replace the rendering using RenderLivingEvent$Pre or use a mixin, which you'll need to figure out for yourself as we don't support it on the forums currently. If you want to see how vanilla does it, see LivingEntityRenderer#isEntityUpsideDown. -
How do you make an item that looks differently when held?
ChampionAsh5357 replied to SnowyGoat's topic in Modder Support
Those are technically two separate systems, but you can use a Forge model loader for it. That will change models depending on the specified perspective. -
Start by trying to make the mod yourself and then ask for help wherever you get stuck. This is not a development forum to help plan out how to make your mod from start to finish.
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Can I deobfuscate the Forge Jar at game startup?
ChampionAsh5357 replied to HollowHorizon's topic in Modder Support
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). -
This is a bug with the fluid API, there is already something reported about it.
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You would just need to create a global loot modifier for it and remove the armor from the list, or replace it with your own. There are currently no forge added GLMs, so you would need to program the removal/replacement method yourself.
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Why would this matter? Textures get applied the same way, same as the color. Ok? So you can pass the color into the texture shader and tint it instead. This is not going to do that? The only way that would happen is if you're replacing every single render call to have your color tinting it, which since you have control over what you render, is completely unnecessary.
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Server 1.18.2 connexion error
ChampionAsh5357 replied to Black_Darte's topic in Support & Bug Reports
It's not a firewall thing, it has to do with what you are using to connect with your ip address, either ipv4 or ipv6. From what I've been told, it's likely that one direction is blocking the ipv6 traffic, using ipv4 instead preventing the connection from occurring. As such, you need to change the settings for your device or router to either block ipv6 traffic incoming and outgoing, or don't block either. How to do so, you'll probably need to google for your specific device/router.