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warjort

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Everything posted by warjort

  1. Please don't post text as images. It is a crash in your graphics driver nvoglv64.dll (I think that's what it says?) Check your driver is up-to-date then contact the manufacturer
  2. Your configuration file is invalid/corrupted. You can find it in the config folder. If you don't have a backup of the file and don't know how to fix it (ask the mod author), you can delete the file and it should be recreated with default configuration.
  3. You don't need an entity. The entity is to simulate a fuse. 80 ticks (4 seconds) until the explosion happens. You can just set the block to air and call level.explode() to make the explosion instant.
  4. Just change the codec to use a list of items instead of a single item. https://forge.gemwire.uk/wiki/Codecs It's really up to you how much and what configuration you want for your modifiers.
  5. You've installed the player module but not the "core" module that it needs. https://www.curseforge.com/minecraft/mc-mods/adaptive-performance-tweaks-core
  6. If you don't want to use a container menu, you will need to send a custom network packet to the client that tells it to the open the screen. I don't know of any vanilla code that does this? You normally want the linkage between client and server that the container menu provides for making sure state is updated on the server.
  7. There's no such block tag as minecraft:cobblestone https://github.com/misode/mcmeta/tree/data/data/minecraft/tags/blocks There is a forge:cobblestone/normal https://github.com/MinecraftForge/MinecraftForge/blob/1.19.x/src/generated/resources/data/forge/tags/blocks/cobblestone/normal.json Or you can change your GLM to use a LootItemCondition that matches a specific block instead of a block tag.
  8. All your files are in the wrong place. They should be src/main/resource/data/<namespace> you are missing the data folder in the path https://github.com/TagonZ/MC/tree/main/src/main/resources/forge Even then, this file would be in the wrong place: https://github.com/TagonZ/MC/blob/main/src/main/resources/forge/loot_modifiers/cobblestone.json You reference it here as cobblestonedrops:cobblestone https://github.com/TagonZ/MC/blob/main/src/main/resources/forge/loot_modifiers/global_loot_modifiers.json which means it should be in src/main/resources/data/cobblestonedrops/loot_modifiers/cobblestone.json see step (2) in the link I posted above.
  9. You are calling setScreen() on the server thread. mobInteract() is called on both the client and server. https://forge.gemwire.uk/wiki/Sides You shouldn't even be referencing client classes directly, like your QuestScreen, in common classes like an Entity that exists on dedicated servers. The vanilla villager's mobInteract() uses Player.openMenu() which opens a container menu. i.e. a screen that is managed on the server with a "proxy" on the client. In particular MerchantMenu with its gui MerchantScreen.
  10. When you are in the game, look at the block and press F3. On the right hand side you can see what tags it has. You should also look at run/logs/debug.log because you have lots of errors in your datapack. The one stopping your blocks being mined is because this deepslate ore block does not exist. So it fails to load that file. https://github.com/Nexeran/Mundane_Chronicles_Mod/blob/505bfda1db4d6d761309dad63b787ea3d1731d68/src/main/resources/data/minecraft/tags/blocks/mineable/pickaxe.json#L6
  11. Issue with the illuminations mod. Check you have the latest version then contact then contact the mod author.
  12. https://forums.minecraftforge.net/topic/118333-1192-hitboxes/
  13. Use the 1.19.2 version of journeymap https://www.curseforge.com/minecraft/mc-mods/journeymap/files/all?filter-game-version=1738749986%3A73407
  14. I don't answer "what does this parameter do" questions unless it is non-trivial. You can read the code just as well as I can. Or you can install parchment to get more meaningful parameter names and some javadoc. https://parchmentmc.org/ There is no multi line button in vanilla minecraft AFAIK. If you want one, you will have to write it yourself, see the other MultiLine* widgets. Or you can you use a library mod that somebody else has written that has this feature.
  15. For the background look at something like the ErrorScreen which uses fillGradient() Looks like there is also a plain fill() method in GuiComponent For the image look at something like the AdvancementScreen which uses blit() to put this image on screen https://github.com/misode/mcmeta/blob/assets/assets/minecraft/textures/gui/advancements/window.png Your button is broken because you made it too tall. If you look at AbstractWidgets.renderButton() and the widgets image, the button is 20 "pixels". See Button.DEFAULT_HEIGHT Above that are different variants of the button meant for animating the press. You are using 50 so you are drawing more of this image than you want. https://github.com/misode/mcmeta/blob/assets/assets/minecraft/textures/gui/widgets.png
  16. I have to admit I've never used an access transformer for a constructor So, I went to the source code and found this example from the AT testsuite. Basically, Constructors have the Void (V) return type which is not very intuitive. 🙂 https://github.com/MinecraftForge/AccessTransformers/blob/16c1bdbaf5abdde424a9cc31675beed5b9167e36/src/test/resources/forge_at.cfg#L5 But those examples look very old. Pre 1.17
  17. You are not using the default constructor. new Type() The constructor you are using has parameters so you need to make that one public. I don't know if you can use wildcards for constructors to make them all public?
  18. That class was added in forge 40.1.84 (you have 40.1.80) so you will need at least that version to run your version of cyclic.
  19. You need to rebuild the project using gradle so ForgeGradle has a chance to apply the access transformers to the minecraft code. Trying running the clean then the build tasks You might also have to run any "refresh gradle project" your ide has. e.g. for eclipse this can be accessed by right clicking the build.gradle
  20. You still haven't done this. See the underline part. These are the json files in the data folder. And we will need to see where those are located so we can confirm you have them in the correct place. I shouldn't have to keep asking for this stuff while you drip feed information. You are just wasting people's time. Either post all the information (as I said on github is the best) or I am just going to ignore this thread until you do.
  21. You can't do it like that. If you want to subclass the FallingBlockEntity you need to create your own EntityType. I am not even sure the FallingBlockEntity is even designed to be subclassed? There is a "smart constructor" where you can create a FallingBlockEntity from a BlockState see FallingBlockEntity.fall() and ScaffoldingBlock.tick() for example usage. But I thought you just wanted to render a block when drawing your entity? FallingBlockRenderer is just an example of this. The basics of what it is doing is this pseudo code: // Get the BlockState from the FallingBlockEntity BlockState blockstate = fallingBlockEntity.getBlockState(); -- snip -- // Get the model for that block state and render each render type var model = this.dispatcher.getBlockModel(blockstate); for (var renderType : model.getRenderTypes(....)) this.dispatcher.getModelRenderer().tesselateBlock(...); You would probably just hard code the blockstate with something like Blocks.GRASS_BLOCK.defaultState() ?
  22. You need to look at the stacktrace of the thread that is deadlocked or looping. You can do that either with a debugger or if you are running from the command line, the jdk tool jstack will give you a thread dump. https://www.baeldung.com/java-thread-dump But I would guess your problem is in the finalise spawn/biome access. Here you are accessing the level directly: https://github.com/NightKosh/Sophisticated-wolves/blob/fb176ace6d9c25ec13ffccd7003d926405601f06/src/main/java/sophisticated_wolves/entity/SophisticatedWolf.java#L410 But it is called indirectly from world generation here: https://github.com/NightKosh/Sophisticated-wolves/blob/fb176ace6d9c25ec13ffccd7003d926405601f06/src/main/java/sophisticated_wolves/entity/SophisticatedWolf.java#L160 You should be using the LevelAccessor not the Level so you get the data from the ProtoChunk (the chunk while it is being generated) Otherwise it will go something like this: 1) Minecraft needs to generate a chunk 2) Chunk decides to spawn your entity 3) You ask for the biome of the chunk from the real level data, but the chunk is not loaded yet, it still being generated 4) Minecraft puts the thread in a wait state until the chunk has finished generating, but it never will be because the thread doing the generation is now waiting on itself.
  23. https://forge.gemwire.uk/wiki/Dynamic_Loot_Modification

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