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warjort

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Everything posted by warjort

  1. You have a conflict between mods (or any custom datapack you have) in the biome blending. Looks like one of them is biomesoplenty? You can use this mod to get more information: https://www.curseforge.com/minecraft/mc-mods/cyanide-forge
  2. https://github.com/sp614x/optifine/issues/7127
  3. Hard to say since you don't post the full debug.log Guess: You are trying to use the 1.18 version of kubejs with 1.19.2?
  4. Issue with the carryon mod. Check you have the latest version then contact the mod author.
  5. This is not a teaching forum. Nor do we write your mod for you. If we answered open ended questions based on random snippets of garbage code like your original question you would just keep coming back for more, proxying the creation of your mod to us. Instead, you need to think about what you are trying to do and research around the topic, e.g. look at where the methods in question are used in vanilla or other mods doing the same thing. When you have more specific questions that are real road blocks (not I spent 5 minutes trying to do this) you can ask here. Since your latest question is based on specifics (but not sadly not much research), I will answer them. There are FriendlyByteBuffer.read/writeUTF() methods for strings. UTF is the java network format of Strings. NOTE: It has a maximum size of 32K unicode characters. If you want more you need to split the string into multiple strings. An example can be found in TagNetworkSerialization.NetworkPayload where is serializes a Map<ResourceLocation, IntList> using read/write functions for the respective keys/values. There will be other examples if you search.
  6. https://forge.gemwire.uk/wiki/Main_Page Specifically, the "handling information" section.
  7. private static final Map<ArmorMaterial, Supplier<MobEffectInstance>> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmourMaterials.PRISMARITE, () -> new MobEffectInstance(ModEffects.PRISMARITE_SPEED.get(), 200, 1, true, true)).build(); You should change it to something like the above. And change the other code accordingly. I assume the map is only used at runtime? That way it defers the registration retrieval and construction until you need it. And calling get() for the supplier in the map gives you a new MobEffectInstance every time.
  8. Look at uses of MoveToBlockGoal, e.g. the RemoveBlock or ZombieAttackTurtleEgg goal
  9. https://github.com/Nyancatpig/Modest-Mining/blob/68c1007d97165b93673d76c46a39578ab7ace747/src/main/java/com/ncpbails/modestmining/item/custom/ModArmorItem.java#L18 You are initialising this map during classloading/mod initialisation. Registration hasn't happened yet so using get() returns that error. It's even worse. The whole point of the MobEffectInstance is that it represents individual applications of the effect to different entities and players. You are sharing the same object for every one.
  10. https://github.com/sp614x/optifine/issues/7127
  11. https://forge.gemwire.uk/wiki/Custom_Item_Animations
  12. The broken config file is in the config folder. If you don't have a backup of the file, you can delete it and it should be recreated with default values.
  13. Why do you keep asking questions that are answered in links to docs that have already been posted? https://forge.gemwire.uk/wiki/Capabilities/Attaching#Synchronizing_Data_with_Clients It makes me think I am wasting my time being your search engine, if you don't read the links I give you. ๐Ÿ™‚ Your question has also been answered maybe a hundred times in this forum in various forms depending upon the use case.
  14. You should not be posting compiler errors in this forum. This is not a java teaching/support forum. PRISMARITE_SPEED.get() gets you the real object of type MobEffect. https://forge.gemwire.uk/wiki/Registration
  15. Issue with the flywheel mod. Check you have the latest version the contact the mod author.
  16. Looks like you have something that references an item that does not exist? Probably a recipe. Ask the byg mod authors.
  17. At resource pack loading Minecraft stiches those InputStreams into a big image, the TextureAtlas(es). That is what the code I told you to look at does. Your original question was how to get the source file. Which is complicated, if not impossible, since it doesn't necessarily exist.
  18. Look at TextureAtlas.load() - the private method not the simple one - for how it uses the name in the TextureAtlasSprite(Info) It isn't necessarily a file. All that is required is the resource pack implementation provides an InputStream. See the subclasses of PackResources for all the different ways it creates that InputStream. e.g. zip/jar, files, classpath, the assets subfolder with its index, etc. There are some mods that generate images dynamically so the InputStream could be from bytes in memory.

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