Everything posted by Luis_ST
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does anyone know what I can do to fix this
make sure you post the full log, in this case the launcher log is also helpful
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RenderLayer + Capability
you can handle this via a Capability which is synced between server and all clients, for example, the Player "x" select Model "y" in your Gui, then send a Packet to the server which sets the Model of Player "x" on server to "y", after that sync the Capability update to all clients means all clients know now that Player "x" use Model "y" last but not least render the Player "x" with the selected Model "y"
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What RenderType Do glass panes Use?
i'm be able to reproduce this error, i have know idea why this happens but seems to be a bug with modded Blocks both RenderTypes work how they should, are you sure your EventHandler is called?
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i can’t load my all the mods 6 save even though i’ve already put like 50hrs into it
- What RenderType Do glass panes Use?
this should work, i will debug this local, which Forge version are you using- What RenderType Do glass panes Use?
should work, you can also try cutoutMipped- Forge1.18.1 how to raycast?
you can take a look at the BucketItem for an example how to do it- Errors in currently selected datapacks prevented the world from loading.
Problem with Cyclops Core. Make sure you are using the latest version. If the Mod is already up to date, report this bug to the Mod author.- Errors in currently selected datapacks prevented the world from loading.
there is a debug log, if you using CurseForge you need to enable the debug log in the settings- "Failed to create screen for menu type: custombows:arrow_workstation_base"
yeah you could but you could also tell us if the event handler is called- Errors in currently selected datapacks prevented the world from loading.
post debug log- "Failed to create screen for menu type: custombows:arrow_workstation_base"
you can use the debug feature of your IDE or use a simple console print- Save Entity to NBT
you can save the Entity via Entity#save and load the Entity via EntityType.create- Forge1.18.1 how to raycast?
re you exactly talking about- What RenderType Do glass panes Use?
show your code- Level.setBlock(BlockPos, BlockState, int) causes major lag(sometimes...)
yes, you should only send the data which are 100% necessary to come from clients, since the most logic should be done on server and the most stuff exists on server if you really need to send the BlockState through Network you can use FriendlyByteBuf#writeWithCodec, but i would recommend you to avoid this- Level.setBlock(BlockPos, BlockState, int) causes major lag(sometimes...)
you can get the Level from the ServerPlayer which you can get from the NetworkEvent.Context via NetworkEvent.Context#getSender- Error code fml.modloading.dupedmod
this is the latest log, please post debug log if your on CurseForge you need to enable the debug log in the settings- [1.18.2] Crash when adding custom Tree to Biome
It could lead problems (as you have already noticed)- Level.setBlock(BlockPos, BlockState, int) causes major lag(sometimes...)
send a network message to the server, and handle there your code (action of the button) you can read more about it here- [1.18.2] Crash when adding custom Tree to Biome
do not put DeferredRegister and RegistryObject in separate classes- Error code fml.modloading.dupedmod
post debug log, also use a paste site like https://gist.github.com/ to upload the file and stop formatting the file it's unreadable- Issue while joining worlds.
post debug log from server and client- Level.setBlock(BlockPos, BlockState, int) causes major lag(sometimes...)
you mean in the Client screen? if yes you can not do this, blocks must place on server also do not handle logic on the client, the client is not your friend do not trust him- How to add a local dependency
you can use Flat Directory Repositories, it's is also explained here: https://forge.gemwire.uk/wiki/Dependencies - What RenderType Do glass panes Use?
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