Everything posted by warjort
-
Hello, I need help please : main / ERROR]: Failed to build unique mod list after mod discovery. net.minecraftforge.fml.loading.
The error says you are trying to use a 1.19.1 mod (forge 42) with 1.19 (forge 41) Download the 1.19 version of that mod (if it has one).
-
[SOLVED] [1.19] glint rendering
Not my area of expertise, but this thread has some code for doing it with a block https://forums.minecraftforge.net/topic/117560-solved-blockentity-rendering-too-dark/?do=findComment&comment=517765 I don't know enough about model rendering to say if it is correct, or it will work with what you are doing?
-
In minecraft 1.18.2, when I put in mods and start it, it crashes.
* Pease don't post logs directly in the forum. They are difficult to search when you have multiple logs in the same thread. Post a link to a file sharing site. * The thing you are posting is not the forge logs/debug.log. it contains no debug information so we don't have all the information The root cause of your crash is this A compatibility issue between agricraft and create. Check you have the latest versions of theses mods then contact the mod author. But I can also see from your log you have other issues. * Your version of optifine is still incompatible with the forge version you are using * You have many fabric mods in your mod list. Some advice. You are building your modpack incorrectly. What you should NOT do is install a lot of random mods and expect it to work. You should add mods individually and test them. That way you know which mods are causing problems. This forum exists to help people having problems with forge. It is not intended to be used for you to proxy the work of building your modpack to us.
-
In minecraft 1.18.2, when I put in mods and start it, it crashes.
Post a link to the logs/debug.log
-
Is it possible to override vanilla entity models and replacing them using geckolib models?
For questions about geckolib you need to contact the mod authors. But replacing vanilla models will most likely lead to incompatibility with other mods. You should use RenderLayers instead to add your stuff to the entity. See EntityRenderersEvent.AddLayers
-
In minecraft 1.18.2, when I put in mods and start it, it crashes.
This is a fabric mod. Install the forge version. Although I believe that mod doesn't work with optifine? And you have a separate issue with the voidscape mod Check you have the latest version of that mod then contact the mod author. Finally, your version of optifine is not compatible with the version of forge you are using. Refer to the optifine download page for compatible versions (including previews).
-
Hello, I need help please : main / ERROR]: Failed to build unique mod list after mod discovery. net.minecraftforge.fml.loading.
You can't have both jei and roughly enough items (rei).
-
[Solved]Custom stem block with black background.
https://forge.gemwire.uk/wiki/Tinted_Textures
-
Starting my MC Server resets my inventory
Looks like an issue with jrhc mod. It is trying to load a client class while the player data is being saved. Client classes don't exist on the server. Check you have the latest version then contact the mod author.
-
Starting my MC Server resets my inventory
You need to post your logs/debug.log from the server. From what you describe, it sounds like the player data is not getting saved for some reason? There is probably an error in the log explaining why.
-
Minecraft Forge 1.19.2 getting stuck on Mojang screen
I can't see any error in the log. The last thing there is stitching textures. This can be memory intensive, especially when you have a lot of mods. If you are running out of memory this can cause the java garbage collector to work hard and sometimes go to 100% cpu if it is having a hard time finding memory. Sometimes you can have the opposite problem. If you allocate more memory than is physically available, the operating system will start paging memory to the swap file which slows things down. Start task manager and see if there is there is a problem with the java process running minecraft, it's cpu, paging and memory usage. Of course, servers don't load textures, they have no screen/gui. ๐
-
[SOLVED] [1.19.2] My method call is not changing my entity's texture
You should just remove the normal isPetrified field. Then make your isPetrified()/setPetrified() access the entityData. Just doing isPetrifed = false isn't going to call setPetrified() and so it won't sync to the client. Similarly doing if (isPetrified) on the client isn't going reference the entityData which has the value sent from the server.
-
Tooltip depth
This looks like a flaw in the way AbstractContainerScreen works. Or at least it didn't anticipate you doing this. I wrote this simple test which reproduces your problem. @Mod.EventBusSubscriber(modid = MODID, value = Dist.CLIENT) public class TestScreenToolTip { static List<Component> LIST = Collections.nCopies(10, Component.literal("xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx")); @SubscribeEvent public static void testInit(ScreenEvent.Init.Post event) { if (event.getScreen() instanceof InventoryScreen screen) { event.addListener(new MyButton(screen)); } } static class MyButton extends Button { public MyButton(Screen screen) { super(screen.width / 2 - 100, 140, 200, 20, CommonComponents.GUI_CANCEL, (button) -> { // nothing }, (button, poseStack, mouseX, mouseY) -> { screen.renderTooltip(poseStack, LIST, Optional.empty(), mouseX, mouseY); }); } } } If you look at AbstractContainerScreen.render() the widgets get rendered before everything else, the super.render() call. Then when it comes to drawing the item decoration's damage bar (which is after) it does RenderSystem.disableDepthTest() so it ignores the z co-ord and just draws it. Normally if you were the writing the screen yourself, you could just change the render method to draw the buttons last or at least after the slots. But you don't control the order of things for this screen. I can confirm that fixes the problem by adding an additional event listener. @SubscribeEvent public static void testRender(ScreenEvent.Render.Post event) { if (event.getScreen() instanceof InventoryScreen screen) { screen.renderables.forEach(widget -> { if (widget instanceof MyButton) { widget.render(event.getPoseStack(), event.getMouseX(), event.getMouseY(), event.getPartialTick()); } }); } } The issue with the above fix is I am drawing my button twice. Once normally and then again at the end of the screen rendering. There must be a better solution to this problem? ๐
-
Use for x seconds
As I explained on the other thread, minecraft has no support for this when right clicking a block. You need to code this yourself. I already suggested adding a "progress" counter to your block by making it a BlockEntity. Another way would be to use a player capability. Where you record for each player which block they have been right clicking and for how long. That is effectively how the normal item use like eating works. That code is pretty complicated though. It starts with Item.onUse() calling Player.startingUsingItem() with all sorts of policy callbacks between the Item and player as it progresses. Some of the code is in the LivingEntity class where the tick() is handled. You could probably write it simpler if you are not trying to make something so generic (i.e. you don't need all those callbacks).
-
I made a little modpack but it crashing please help me
Issue with create crafts and additions. Check you have the latest version then contact the mod author.
-
Tooltip depth
You need to show what you are actually doing. I already guessed (wrongly) once on this thread that you were doing custom rendering. I shouldn't have to guess. From that small snippet of code out of context it looks like you are calling Screen's renderTooltip() which should do it for you. There is something else you are doing wrong.
-
My custom blocks are not dropping anything when mined??? HELP!!!
Posting random contents of files out-of-context is useless. You don't even give file paths. We can't tell if you have them in the correct place. Anyway, compare your loot table with the vanilla obsidian block: https://github.com/misode/mcmeta/blob/data/data/minecraft/loot_tables/blocks/obsidian.json e.g. minecraft:block is not a valid LootPoolEntryType (see LootPoolEntries for vanilla types) - you probably have an error in run/logs/debug.log for this You can also confirm what tags your block has if you put your crosshair on it then press F3 and look in the bottom right corner.
-
the game does not turn on at all
It still shows jei and roughly enough items. jei rei You may have other plugins for these mods. Please don't post logs in the forum. It is difficult/impossible to use search when you have mutliple logs in the same thread. Post a link to file sharing site. And post the debug.log not the latest.log so we have all the information.
-
Use for x seconds
Reposting the same question in a new thread is pointless. The answer is still the same and you are just wasting people's time. https://forums.minecraftforge.net/topic/117609-check-event-time/
-
Tooltip depth
GUI screens are actually 3d in minecraft. The z direction is the distance out of the screen. Look at how the class Screen handles tool tips by both translating the z co-ord of the PoseStack and changing ItemRenderer.blitOffset which controls the same thing for the drawing items. Note how it uses +400 in renderTooltipInternal() and +200 in ItemRender.renderGuiItemDecorations() - the latter being things like the damage bar.
-
Game crash on startup 1.18.2 forge 4.1.60
Please don't hijack other people's threads. Create your own. https://files.minecraftforge.net/net/minecraftforge/forge/index_1.18.2.html
-
the game does not turn on at all
You can't have both jei and roughly enough items.
-
Exception in server tick loop
Your plane-server.toml config file is invalid/corrupted. Since you are running a server, it should be in world/serverconfig If you don't have a backup of this file and don't know how to fix it, you can delete it and it should recreate it with default values.
-
1.18.2 -- Seeing a lot of "FATAL" errors in my logs?
Looks like an issue with Kubejs/Rhino trying to load client classes on the server. The only one that shows a stracktrace is: I would guess it is just a lot of noise. With Rhino catching and ignoring the errors. It looks like it loaded the game properly. You can report the log spam to the mod author if you want.
-
Porting from TileEntityRenderer 1.16 to BlockEntityRenderer 1.19
Not really my area of expertise, but... Look at what EnchantmentTableRenderer EnchantTableRenderer does and adapt it to your needs. NOTE: how it sets up the model in the constructor not on every render call. The last four parameters of model.render() are rgba. I don't know what it actually does with Block models? Like I said not an expert.๐
IPS spam blocked by CleanTalk.