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xX_deadbush_Xx

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Everything posted by xX_deadbush_Xx

  1. So I exported my mod with gradlew build but when I try to run it it crashes. Here is the crash log: https://pastebin.com/tjHAxZ4g, debug log: https://pastebin.com/nZKm4wgZ. Im assuming this is caused by an access transformer not transforming properly since the method that causes the error should be public. I have made sure that the AT file is actually contained in the compiled jar which you can find here https://www.swisstransfer.com/d/e08cb842-1b8b-4809-aecf-30021a92b8fb. Im using forge 1.15.2-31.1.0 and the mappings are 20201219-1.15.1
  2. Now I understand why you were asking about logs all the time, I did "gradlew runserver" in cmd and what you read was the cmd output with --stacktrace --debug and --scan
  3. I dont see any gradle logs there though. I have looked on the web for people that have a similar problem but all suggested solutions didnt work so I think im giving up on this one. An other way to launch a server would be the runserver launch configuration right? I have tried it earlier and it didnt really do anything... Is a window supposed to open?
  4. Thats a gradle error, there are no logs for it in my log folder or is there a different place for those?
  5. I cant post the entire cmd output because its way too much but this is what I get after the file scan: 22:37:15.191 [LIFECYCLE] [org.gradle.process.internal.health.memory.MemoryManage - Pastebin.com Do you need any specific part of the output or some other information?
  6. I'm trying to debug my mods multiplayer functionalities. Gradlew runServer results in this crash: FAILURE: Build failed with an exception.* What went wrong:Could not disp - Pastebin.com Can anyone help me with that?
  7. I just added the read and write methods to my TE and im getting a StackOverflowError in the Chunk IO Worker Thread while writing to the NBT tag. This turned out to be extremely difficult to debug since everything that this thread uses is unmapped and I dont really know how it works. Here is part of the log: https://pastebin.com/eGd73Uwz. This is my write method: @Override public CompoundNBT write(CompoundNBT compound) { super.write(compound); compound.put("inventory", ItemStackHelper.saveAllItems(compound, Util.toNonNullList(this.inventory))); return compound; } //in Util public static NonNullList<ItemStack> toNonNullList(IItemHandler inv) { NonNullList<ItemStack> out = NonNullList.create(); for(int i = 0; i < inv.getSlots(); i++) out.add(inv.getStackInSlot(i)); return out; } I have checked the resulting CompoundNBT but it looks just like what I would expect and its not infinitly nested or anything... I dont really know what to do anymore since any attempts to debug this with breakpoints have led to nothing. If anyone has an idea of whats going on please let me know
  8. For context: I'm making a TESR that renders an itemstack. I want to adjust the position if the itemstack depending on its model but since there are so many Im just going to divide them into generated and non generated. There are probably also other solutions to this problem than to check wether the model is a child of item/generated so if anyone knows something that would be very helpful too
  9. It is still the same block with the same properties, I just want a different texture on each "type"
  10. I am making a custom log with four different types which each should have different textures. To do this I created a class that supers LogBlock and I added an integerProperty to the block. It gives me an unknown blockstate property warn in the console. public class DreadwoodLog extends LogBlock { public static final IntegerProperty TYPE = ModBlockStateProperties.TYPE_0_3; public DreadwoodLog(MaterialColor verticalColorIn, Properties properties) { super(verticalColorIn, properties); this.setDefaultState(this.getDefaultState().with(AXIS, Direction.Axis.Y).with(TYPE, 0)); } protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) { builder.add(AXIS, TYPE); } public BlockState getStateForPlacement(BlockItemUseContext context) { return this.getDefaultState().with(AXIS, context.getFace().getAxis()).with(TYPE, 0); } } //in ModBlockStateProperties public static final IntegerProperty TYPE_0_3 = IntegerProperty.create("type", 0, 3); Console output: [...] ' for variant: 'axis=x,type=3': Unknown blockstate property: 'type'(edited) could it be that the issue is caused by me supering LogBlock and overriding a bunch of methods? Its probably something really stupid but I just cant find the mistake...
  11. Hey there, I have a problem with a particle. Here is an image: https://imgur.com/a/pf2F9mh As you can clearely there are issues when the particles are overlapping. Also it does not render when a translucent pixel is in front of it. I am using a custom particle Renderer (Yes, I have tried the vanilla translucen one). Here is the renderer: public void beginRender(BufferBuilder buf, TextureManager texmanager) { RenderSystem.enableBlend(); RenderSystem.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); RenderSystem.alphaFunc(GL11.GL_GEQUAL, 0.003921569F); RenderSystem.disableLighting(); texmanager.bindTexture(AtlasTexture.LOCATION_PARTICLES_TEXTURE); buf.begin(7, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP); } //there is also some resetting stuff in finishRender() I have tried disabling the depthMask but then there is a different issue: The clouds are rendered in front of the particle (I can provide an image if necessary). Does anyone have an idea on how to fix this?
  12. Ugh why didnt I see the getBrightnessForRrender method... I'm an idiot
  13. Hey there, I just added a custom particle to the game but I don't want to be affected by lightlevel. How do I make it fullbright all the time? I experimented a bit with a custom particle renderer but I couldn't figure it out. Here is what I have tried: public void beginRender(BufferBuilder buf, TextureManager texmanager) { RenderSystem.depthMask(true); RenderSystem.disableLighting(); RenderSystem.enableBlend(); RenderSystem.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA); RenderSystem.alphaFunc(GL11.GL_GREATER, 0.003921569F); texmanager.bindTexture(AtlasTexture.LOCATION_PARTICLES_TEXTURE); buf.begin(7, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP); } public void finishRender(Tessellator tessellator) { tessellator.draw(); } The particle also has translucent pixels by the way.
  14. Okay I think I just figured out what the problem is. As I said I'm rendering the top texture at full brightness and appearently that works differently for MultiLayerModels. I will see if I can figure out how to make it work for MultiLayerModels too. Thank you for your help
  15. Model json: https://pastebin.com/t0GwXURU RenderType: //in client setup RenderTypeLookup.setRenderLayer(ModBlocks.RITUAL_STONE.get(), RenderHelper::isSolidOrTranslucent); //in RenderHelper public static boolean isSolidOrTranslucent(RenderType layerToCheck) { return layerToCheck == RenderType.getSolid() || layerToCheck == RenderType.getTranslucent(); } Is there anything else I need to do?
  16. Yes but it is still not rendering the translucent part on the block (on the item it works for some reason)
  17. It's still not putting the translucent texture onj the block... It does work on the blockitem though. I have tried only having it render the translucent part and that worked so it seems like the block cant have more than one RenderType at once... Any other ideas? If nothing works i will try using a TESR
  18. Colored light and entities as light sources are not possible without changing how minecrafts light engine works. you could however look at the code of the optifine mod which is open source as far as I know because optifine does have glowing entities. This is all client side stuff though so the entity light wont prevent mobs from spaning or something like that.
  19. I have tried the multi layer model but it wont render the translucent part... The solid part is there though "translucent": { "textures": { "3": "witchcraftmod:blocks/modelled/ritual_stone/4" }, "elements": [ { "from": [3, 12.1, 3], "to": [13, 12.1, 13], "faces": { "north": {"uv": [0, 0, 8, 0], "texture": "#3"}, "east": {"uv": [0, 0, 8, 0], "texture": "#3"}, "south": {"uv": [0, 0, 8, 0], "texture": "#3"}, "west": {"uv": [0, 0, 8, 0], "texture": "#3"}, "up": {"uv": [0, 0, 16, 16], "texture": "#3"}, "down": {"uv": [0, 0, 8, 8], "texture": "#3"} } } ] } This is the translucent part, in the game its just not there at all The texture is definitely correct though
  20. Hello, I'm having a render problem with a block... when you look at the top from a very low angle you can see through the top of my block: https://imgur.com/a/VUA2dnV. In the image you can see that the purple symbol on the top is still visible. This is because it sits on a different quad than the rest of the blocks top. there is a square with this purple symbol with zero thickness 0.1 pixels above the top of the block. I'm doing this because the symbol gets rendered at full brightness using IBakedModel (This is why it seems like its glowing). I have set the rendertype for the entire block to translucent because the square has zero alpha pixels and 20 alpha pixels. Maybe it has something to do with me setting the render type of the block to translucent? I only really need this one quad with the symbol to be rendered translucent, is it possible to only render a single quad translucent and the rest solid?
  21. Hello, I have some questions about the methods that are used for example to update tile entities for the client. I have made some simple TEs that can hold a single Item which then gets displayed using a TESR. I have red on this forum that you need the update tag methods and the packet methods but I dont understand what the tag methods are for. Also when I change something about the TE I have to call this.world.markBlockRangeForRenderUpdate(this.pos, this.getBlockState(), this.getBlockState()); this.world.notifyBlockUpdate(this.pos, this.getBlockState(), this.getBlockState(), 3); super.markDirty(); and I dont really know what all of these methods do, when I have to use them and when I dont (this part is especially important). Could somebody please explain that to me? Thanks in advance
  22. Okay so if I want to draw over the players health bar do I need to do something like this? @SubscribeEvent public static void drawOverHealthBar(RenderGameOverlayEvent.Pre evt) { if(evt.getType().equals(ElementType.HEALTH)) { evt.setCanceled(true); //draw over player screen } }

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