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warjort

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Everything posted by warjort

  1. 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.
  2. BlockState.setValue() does not mutate the state. It returns you a new BlockState with the property you modified. BlockState newState = oldState.setValue(...)
  3. Issue with the modelfix mod, check you have the latest version then contact the mod author.
  4. 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).
  5. 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
  6. warjort replied to DGK's topic in Support & Bug Reports
    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.
  7. warjort replied to DGK's topic in Support & Bug Reports
    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
  8. warjort replied to DGK's topic in Support & Bug Reports
    Post a link to the logs/debug.log so we can see the error.
  9. warjort replied to Sodz1aX's topic in Support & Bug Reports
    You need to post your logs/debug.log if you want help.
  10. 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.
  11. 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.
  12. 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?
  13. 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?
  14. 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();
  15. You need to give it more memory. It is configured in your launcher/installations.
  16. 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.
  17. https://forge.gemwire.uk/wiki/BlockEntityWithoutLevelRenderer
  18. 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.
  19. 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.
  20. Click it. If it doesn't run: https://johann.loefflmann.net/en/software/jarfix/index.html
  21. You know the 1.19 create code is not on the main branch? https://github.com/Creators-of-Create/Create/tree/mc1.19/dev
  22. 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.
  23. 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?
  24. 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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