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Luis_ST

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Everything posted by Luis_ST

  1. Then post debug.log without OptiFine installed. You can use https://gist.github.com/ to upload larger text files.
  2. Please post full debug.log from server and client. You can use https://gist.github.com/ to upload larger text files.
  3. Please post debug.log from the logs folder. If you using CurseForge you need to enable the debug.log in the settings.
  4. Please post debug.log from the logs folder. If you using CurseForge you need to enable the debug.log in the settings.
  5. Problem with Optifine. Refer to the Optifine downloads page regarding compatibility with Forge.
  6. Refer to the Optifine downloads page regarding compatibility with Forge.
  7. You can do some similar like the ShulkerBoxBlock does in #playerWillDestroy. Create a new ItemStack there of your OilCask Item. Then call ItemStack#getOrCreateTagElement with your Mod Id store in the returned CompoundTag, the BlockState using NbtUtils#writeBlockState (use a new CompoundTag as parameter). Add the ItemStack using a ItemEntity to the world (level). Override #getPlacementState in your BlockItem, get the CompoundTag from the ItemStack (which you can get from the given BlockPlaceContext) via ItemStack#getTagElement. Check for not null and if the CompoundTag contains the stored BlockState using the key you used to store it in the CompoundTag. If both checks are false return the default BlockState of your OilCask, else read the BlockState via NbtUtils#readBlockState. Note: There are many ways to do this, this is the way i would use.
  8. Are you sure the debug.log is the latest log you have? Are you sure you add the JVM Argument to the correct Launcher Profile?
  9. You did not, there are no debug information about a sound which is played. Please post the JVM arguments you are using on this Forge profile.
  10. Please post debug.log from the logs folder.
  11. You should move your Events into the correct class. Your ClientModEvents class will be also load (and called) on server, this will crash the Server, since the Minecraft class is client only. Why did you put the EntityAttributeCreationEvent EventHandler in a class called "ClientModEvents", the Event should be called on both sides. You also register the FMLCommonSetupEvent twice. You should take a look at this FCW page to see how Events works and how you register them correctly. A few things i would recommend you to do: Do not put Events into your main Mod class Separate Events which are fired on different buses and different sides into their own class After fixing your Events, check if the EntityAttributeCreationEvent is called using the debugger. Last but not least, EntityRenderers should be registered in EntityRenderersEvent.RegisterRenderers
  12. Did you add -Dforge.logging.mojang.level=debug to the JVM arguments of your Launcher? Because the only information form the SoundEngine is:
  13. Please add -Dforge.logging.mojang.level=debug to the JVM arguments of your Launcher. Launch the game and produce the error, then post debug.log from the logs folder. Vanilla Laucnher: Launcher -> Installations -> Edit the Forge Profile you are using -> More Options -> Add the Argument to the JVM Arguments If you using CurseForge you need to enable the debug.log in the settings.
  14. The launcher_log.txt is not located in your logs folder, you find it directly in your game directory.
  15. Launcher -> Installations -> Edit the Forge Profile you are using -> More Options -> JVM Arguments
  16. The game shows a maximum of 4 GB RAM, so the game seems to have a problem with 16GB RAM. Did you tried 8GB RAM, just for a testing purpose?
  17. Unfortunately nothing, please post the JVM arguments you are using on this Forge profile.
  18. The log you post is the latest.log, please post the debug.log from the logs folder. If you using CurseForge you need to enable the debug.log in the settings. CurseForge -> Settings -> Game Specific -> Minecraft -> Enable Forge debug.log
  19. This sounds like a troll of a Mod you have installed. Sound playing is by default not debugged into the log, to enable it you have to do the following. To make it easier to find the Mod which plays the sound please write something in the chat before and after you try to break a Mushroom Block. Please add -Dforge.logging.mojang.level=debug to the JVM arguments of your Launcher. Launch the game and produce the error, then post debug.log from the logs folder. Launcher -> Installations -> Edit the Forge Profile you are using -> More Options -> Add the Argument to the JVM Arguments
  20. Refer to the Optifine downloads page regarding compatibility with Forge.
  21. Why are you sending me this Image via DM? You still use adfoc.us to download Forge, use the direct download if you have issues with adfoc.us (Which i already told you above).
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