Everything posted by warjort
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[1.19] can i create a new GameRule value type?
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. ๐ https://github.com/MinecraftForge/AccessTransformers/blob/16c1bdbaf5abdde424a9cc31675beed5b9167e36/src/test/resources/forge_at.cfg#L5 But those examples look very old. Pre 1.17
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[1.19] can i create a new GameRule value type?
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?
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Error loading mod (cyclic) forge 1.18.2
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.
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[1.19] can i create a new GameRule value type?
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
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My mod is loaded but it doesn't work anyway
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.
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How to create an entity with properties and textures of a block
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() ?
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[1.19.2, SOLVED] Mob spawn at world generation \ game freezed
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.
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[1.19.2] Adding to mob drops
https://forge.gemwire.uk/wiki/Dynamic_Loot_Modification
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Mod Update
This link has some notes on the major changes between 1.12 and 1.17 including some tools to help you do some method renaming. https://docs.minecraftforge.net/en/latest/legacy/porting/ And this page has links for the changes in 1.19 https://forums.minecraftforge.net/topic/114502-forge-411-minecraft-119/#comment-507843 There is also a bot on the discord server that will let you query old class/method names to find the modern mojang endorsed names. But as was said above, Minecraft has undergone major structural changes since 1.12 You would be better off starting with a clean slate and copying what can from the old mod. Many things will need to be done in a completely different way. e.g. the new graphics library, 1.13's change of world save format which affects registration and 1.16+'s rewrite of worldgen
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Renedring Overlay crash
That isn't the debug.log, you need to enable the forge debug.log in curseforge's settings. The log you have posted does not show any error (including the one from the original crash report)? This was the error from the original crash: Without further information, I would guess there is some conflict between the illuminations mod and the entity textures features mod? You should check you have the latest version of these mods and then contact the mod authors.
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Synched Entity Model
Ok, I understand the problem now. When you said I thought you meant it was drawing the model for a completely different entity type. I was looking for where you had a miss typed a resource location. Your problem is the model is shared by all entities. So if you rotate one entity, you need to reset the model when doing the next entity. You only changing it conditionally so the entity will have the rotation from the previous entity if your condition check fails. For some reason you are double checking the condition as well? https://github.com/luccaPossamai/M.O.Hard-FORGE/blob/deabf4f1850ea3ea30f8220ed067a1709229cee6/src/main/java/net/lucca/mohard/entities/amethystBoulder/AmethystBoulderRenderer.java#L34 https://github.com/luccaPossamai/M.O.Hard-FORGE/blob/deabf4f1850ea3ea30f8220ed067a1709229cee6/src/main/java/net/lucca/mohard/entities/amethystBoulder/AmethystBoulderModel.java#L40
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Renedring Overlay crash
Post your logs/debug.log so we can see what is causing this mod to go into the error state.
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Synched Entity Model
I don't see an obvious typo or incorrect use of static methods/fields. So I tried to run your mod, but I get this error. Can you make sure the repo is up-to-date with what you are testing. Also can you give instructions on how I can reproduce the issue.
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[SOLVED][1.19.2] Hitboxes
For the calculation to be consistent on client and server, you need the data that affects the calculation to be synched from server to client.
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[SOLVED][1.19.2] Hitboxes
For your own entities you override getDimensions(Pose) then call refreshDimensions() when something happens that can affect the calculation. See for example LivingEntity.getDimensions(Pose) that rescales the dimensions according to getScale(). While AgeableMob calls refreshDimensions() when the mob changes from a baby to an adult which affects the return value of LivingEntity.getScale().
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Synched Entity Model
No the registration of entity renders. That's why I said post all the code. Otherwise, this will be another time sink of a thread trying to track down a simple typo in code we can't see.
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Synched Entity Model
Show your registration code. While you are at it show all the code, so we don't have to play a guessing game on what you might be doing wrong.
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My mod is loaded but it doesn't work anyway
Initially you showed the deferred register and nothing else. Now you show the GLM but not how it is registered?
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Wonยดt check Chestplate slot
You need to learn the different between reference == and value e.g. Object.equals() equality checks. Examples where reference equality works in Minecraft are things that go in registries, e.g. Block, Item, EntityType, etc. Examples where you need value equality are most other things, ItemStack, Entity, etc. because they have many instances. The code you want looks something like: Look at the ItemStack class for other value equality checks. NOTE how Item == Item is acceptable, but ItemStack == ItemStack is not.
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Crashes whilst loading mods
One of your config files is invalid/corrupted. 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 values. Although, I would ask the mod author why they are trying to load the config files for a different mod?
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The game crashed whilst rendering overlay Error: java.lang.NoSuchMethodError: 'void...
Yes, download the preview version with the fix that was released 3 days ago.
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Help with crash log, please.
From the error it looks like one of your mods has broken Minecraft's lighting engine? The only thing in the log (such as it is, since you don't show the full debug log) that mentions a mod is that the error happened while ftb backups was creating a backup. It got a similar error. You should add mods one-by-one instead of adding large groups of mods. And test each one. That way you will know which mod is causing a problem.
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My mod is loaded but it doesn't work anyway
Snippets are useless. Post the full code (preferably on github) so we can see everything in context. All that code shows is you created a deferred registry. Nothing was registered to it. And nothing that would use any modifier registered to it. Here's an example where I was learning the 1.19 GLMs. It makes breaking a block in the minecraft:leaves block tag drop a diamond. https://forums.minecraftforge.net/topic/113816-1182-method-for-iterating-over-blocks-belonging-to-a-tag/?do=findComment&comment=505993
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The game crashed whilst rendering overlay Error: java.lang.NoSuchMethodError: 'void...
https://github.com/sp614x/optifine/issues/7127
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Trying to play Forge 1.18.2 and crashes right when it opens the loading screen
Looks like you are missing this mod? https://www.curseforge.com/minecraft/mc-mods/framework
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