Everything posted by warjort
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Better MC [Forge] 1.18.2 - FTB Backups Config Watcher error
I don't see anything strange in that log. It just seems to have to stopped. If have the java jdk installed rather than just the jre there is a tool called jstack that can be used to diagnose these kind of problems. https://docs.oracle.com/en/java/javase/17/docs/specs/man/jstack.html If you get the process id (pid) of the server process from task manager you can then type on the command line jstack -l pid which will show what all the threads of the java virtual machine are doing.
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Better MC [Forge] 1.18.2 - FTB Backups Config Watcher error
Post a link to your logs/debug.log
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Dynamically change Block State
BlockState.setValue() does not mutate the state. It returns you a new BlockState with the property you modified. BlockState newState = oldState.setValue(...)
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Crash while rendering overlay
Issue with the modelfix mod, check you have the latest version then contact the mod author.
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Minecraft Will only load with 95 or less total mods
There are no errors or warnings in your logs. So there is very little help we can give you. You should look at task manager to see if the java process running minecraft has issues, e.g. 100% cpu usage I think the only way you are going to find this, is experimenting with removing mods until find which one is causing the problem. (Backup your world first).
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Forge with mods on MC 1.18.2 randomly crashing
The error says one of your mods is modifying the skeleton's AI in an invalid way. There is nothing in that error that identifies the problem mod and there is no other mention of a problem in your log. Above, I have underlined the mods that are mentioned as modifying code in this area. You should start by checking you have the latest version of these mods (do the same for your other mods as well). Then check if any of them have known issues about this is in their bug reports and/or contact the mod authors. Failing that, the only thing you can do is to make a backup of your world and then experiment with removing mods until you find the problem mod. Since you say this is "random" this is going to be a difficult task. The most likely mods would be those that are about changing mobs or combat or new/obscure mods that have very few downloads
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Error
Upload it to a file sharing site and post a link. But make sure it actually contains information about you trying to start minecraft. If the game crashes and you then restart the launcher it will clear the file so we won't see the problem.
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Error
If it started the game at all, you will have files in the logs subfolder. If your crash begins with hs_err_pid just post the first 20 lines or so. You can also post the launcher_log.txt
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Error
Post a link to the logs/debug.log so we can see the error.
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error
You need to post your logs/debug.log if you want help.
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[1.19.2] [Geckolib] Model not loading
Look in your run/logs/debug.log You probably have an error about missing textures, models or invalid json there. Failing that, you need to ask geckolib. That mod is responsible for loading the model.
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Each time I teleport using waystone my game crashes.
Why do you keep posting this? You've already been told multiple times that 1.16.5 is no longer supported in this forum. https://forums.minecraftforge.net/topic/118043-each-time-i-teleport-using-waystone-my-game-crashes/#comment-519392 https://forums.minecraftforge.net/topic/118018-each-time-i-teleport-using-waystone-my-game-crashes/#comment-519294 I suggest you contact the waystones mod author.
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[1.19.2] Rendering "ghost" blocks
You know as much as about this as I do. It's not really my area of expertise. I do know there is some caching code in there. So maybe you are hitting that? See for example AmbientOcclusionFace.calculate() and BlockModelRenderer.Cache I've tried a couple of times to understand how minecraft's lighting code works, but it is spaghetti. 🙂 Maybe you can use your debugger to disable the cache to see if that is your problem?
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[1.19.2] Rendering "ghost" blocks
If you look at the code for the method you are using, it uses the BlockAndTintGetter (the player.level) you pass to do its calculations of light levels. If you want to alter things, you will probably need to create a wrapper/delegate implementation of that interface that changes the values returned by the real ClientLevel?
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[1.19.2] Rendering "ghost" blocks
If you look at LevelRender.renderHitOutline() it uses (pseudo code) blockPos - camera.getPosition() So, the PoseStack must be at the camera position when that event is called. You can't translate to anywhere. PoseStack.translate() is a relative operation so passing all 0 does nothing. 🙂 Try something like: var target = event.getTarget(); var cpos = event.getCamera().getPosition(); // camera var bpos = target.getBlockPos().relative(target.getDirection()); // block var poseStack = event.getPoseStack(); poseStack.pushPose(); poseStack.translate(bpos.getX() - cpos.x, bpos.getY() - cpos.y, bpos.getZ() - cpos.z); // your code here poseStack.popPose();
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Minecraft not run i need help.
You need to give it more memory. It is configured in your launcher/installations.
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Independently Bob the Camera
Forge supports altering the camera's angles and fov. See ViewportEvent and its subclasses. It has no event for moving the camera. Probably because it is tied to the entity. The camera location is calculated from the eye position of the player or entity being spectated and updated every tick as they move. The eye position is calculated from the entity's location and eye height. The eye height is calculated from the entity's pose (standing, crouching, sleeping, etc.) when it changes. You could do player.setForcePose(Pose.CROUCHING). Or another way might be to call player.refreshDimensions() while subscribing to EntityEvent.Size to alter the eye height? You probably need to do it on the server for it to work properly.
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[1.19.2] Change item texture on action
https://forge.gemwire.uk/wiki/BlockEntityWithoutLevelRenderer
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Custom Sky 1.18.2
See the javadoc for forge's ISkyRenderHandler The vanilla code can be found in LevelRenderer.renderSky() It's meant for your own custom dimensions. Doing this for the overworld is likely to lead to conflicts with other mods trying to do the same thing.
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Forge Client won't open.
This is crash within java itself. You need to contact Microsoft: Or you can try using a different java, e.g. adoptium is currently 17.0.5: https://adoptium.net/ to see if that fixes your problem. You will need to change your launcher/installation configuration to tell it which java to use.
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Has anybody else experienced this?
Click it. If it doesn't run: https://johann.loefflmann.net/en/software/jarfix/index.html
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How to probe the source code of other mods in the MDK
You know the 1.19 create code is not on the main branch? https://github.com/Creators-of-Create/Create/tree/mc1.19/dev
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Game crashes when joining world (still not fixed)
This is very old. The optifine download page says it is compatible with forge 40.0.24 If you click on the "Preview versions" for 1.18.2 you can find a version that the optifine developers tested with forge 40.1.73 The bug report I linked for you on your other thread explicitly says the latest optifine release "OptiFine HD U H9_pre1" is not compatible with forge 40.1.80 and after. https://forums.minecraftforge.net/topic/118048-game-crashes-when-joining-world/#comment-519407 I don't know why you started a new thread for the same issue? Anyway, these are not the optifine support forums. Issues with optifine should be asked wherever optifine provides support.
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[Java] Mod failing to load properly
Your actual error is you have a 1.16.5 mod called ebodyguards You should check if there is a version for 1.19.2 The mod with the name "modone" is: It's could be the error you saw for that mod is caused by the other error?
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Game crashes when joining world
Refer to the optifine download page for compatible versions of forge and optifine (including preview versions). There is currently no version of optifine compatible with forge 40.1.84 https://github.com/sp614x/optifine/issues/7136
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