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Luis_ST

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Everything posted by Luis_ST

  1. the ToolAction system is design to fix this, if Item#canPerformAction with ToolActions.PICKAXE_DIG returns true the item has the Pickaxe behaviour
  2. ItemStack#canPerformAction with ToolActions.PICKAXE_DIG
  3. One of your mods requires "placebo". Unfortunately the mod does not properly indicate this dependency, so the mod simply crashes instead of Forge showing a helpful error message.
  4. please post debug.log and not latest.log
  5. please post debug.log from the logs folder
  6. mixin is in all cases the last option you should choose, if this is possible with Reflection or an AT it should be used instead
  7. it's a file generated by the game, you find it in the logs folder of your game directory if you using CurseForge you need to enable the debug.log in the settings
  8. first of all guys, did you read the version of this thread, it's 1.16.5 there are not Holders, etc? like Ores? If so, you don't need a custom Feature you can use Feature.ORE instead create a static ConfiguredFeature field, then create the ConfiguredFeature in FMLCommonSetupEvent and store it in your field you then be able to use BiomeLoadingEvent to add the Feature to the World you can create the ConfiguredFeature via Feature#configured you can use the vanilla Features class as an example why do you need a example? if you provide a example it is helpful but you should know that a few people will copy the code without understanding what the code is doing and then they come back and say the code is not working (they turn off their brain) if you want to show examples i would recommend you to use the examples which are provied by Forge in the Forge Community Wiki, or you create a standalone example (for example with https://gist.github.com/), which you then can link if you want an example for Features & Placements you can take at: Features & Placements Edit: in the most cases there are vanilla examples and for the stuff which is added by Forge you can take a look at the Test Mods
  9. Problem with Chisel. Make sure you are using the latest version. If the Mod is already up to date, report this bug to the Mod author.
  10. This is basic java, if you don't know basic java i would highly recommend you to learn it first before modding minecraft. If you know java you could start here: https://forge.gemwire.uk/wiki/Making_Items
  11. Unfortunately not, i think the best way would be to understand what vanilla does and then try to reproduce this for your own purpose
  12. Problem with Cull Particles. Make sure you are using the latest version. If the Mod is already up to date, report this bug to the Mod author.
  13. you need a constructor with an EntityType and a Level as parameter the constructor you show also requires a VillagerType
  14. Problem with Radon. Make sure you are using the latest version. If the Mod is already up to date, report this bug to the Mod author.
  15. you can use EntityType#create to create a new instance of the Entity you want, then you can modify the Entity (set Position, etc.) then call Level#addFreshEntity to spawn the Entity
  16. this is not how you upload a file, this file is on your pc you can use a paste side like https://gist.github.com/ to upload the file
  17. please post debug log from the logs folder
  18. When is enqueueWork necessary? i know it's a way to move actions which are not thread safe to the main thread, but why is it sometimes required and sometime not, since the most vanilla stuff is not thread safe?? is there a rule for it? And what happened in the worst case if enqueueWork necessary but is not used? and the opposite worst case if enqueueWork is not necessary but it is used?
  19. this is the important step to make sure it works
  20. you have it already installed, but here: https://www.curseforge.com/minecraft/mc-mods/jei/files
  21. yeah it does, but depends on how you setup java normally the JAVA_HOME does match with the Path one
  22. you can not use both, you need to remove JEI or REI

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