Everything posted by warjort
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minVersion property??
You can ignore it. It's not a real error. It's mixin trying to tell the mod developer they should specify which versions of mixin they support. Or you can report it to the mod developer.
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Illegal Packet Error on Multiplayer Modded Minecraft
Youd didn't post the debug.logs Those are the latest.logs which doesn't show debug information. Since it looks like you are using curseforge, you need to enable the forge debug.log in curseforge's minecraft settings. Anyway, one of your logs contains this. Which looks like this create issue reported by somebody else: https://github.com/Creators-of-Create/Create/issues/3973
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can't figure out what the error is actually Please help
Your problem is you are using java 19. Mixin doesn't support that. Use java 17 instead.
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(Exception in server tick loop) Modded Minecraft 1.18.2
Refer to the optifine download page for their compatible versions of forge and optifine (including preview releases).
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can't figure out what the error is actually Please help
Post a link to your debug.log From the error, I would guess one of your mods has bad (probably empty) version information in its mod description. The error message doesn't say which one.
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Forge 1.19.2 code : 1
The launcher_log.txt is in the .minecraft folder not the log folder. Or see my footer for curseforge. It's the log for Mojang's launcher.
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Custom Animations/Particles Doubt
The details of what you are asking are off topic for this forum. This is a support forum for answering specific questions, not teaching or mod design advice. For particles, look at the section named particles here: https://forge.gemwire.uk/wiki/Main_Page How you draw them is up to you in the render() method of your Particle class. For drawing a ray of light you might want to look at how vanilla does BeaconRenderer.renderBeaconBeam() or a mod like Botania's mana animation Animations are done by changing data in the tick() method then referencing that in the render() method. The base Particle class already has code for moving particles around using "physics". see Particle.tick() The DE energy core is a BlockEntity which has a BlockEntityRenderer and client side ticking for doing custom rendering/animation. See the previous link for topics on those. If you are new to modding, I would suggest you start with simpler examples. Don't try to run until you can walk as the saying goes. ๐
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[1.19.2] Dynamic change of texture and model, item JSON
I am reluctant to get involved in this thread since I know virtually nothing about custom model loaders. ๐ I just want to suggest you look at what ForgeClientMod ClientForgeMod does. This is just another mod, the only thing special about it, is that it is preinstalled with forge. e.g. it creates the composite loader mentioned above, along with others. You might also want to look at: https://docs.minecraftforge.net/en/1.19.x/rendering/modelloaders/#custom-model-loaders
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[1.19.2] Track the change of the object in the hand
The event is fired when ItemStack.matches(from, to) == false so yes, durability changes mean the event is fired. You can do your own additional filtering in the event e.g. using ItemStack.isSameIgnoreDurability(from, to) or one of the other equality tests in the ItemStack class.
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Forge 1.19.2 code : 1
There is still no error in that log. Post the launcher_log.txt, Maybe that has logged something? To try without optifine, just remove the jar There is a message about it finding 2 copies of world edit. It looks like it selected to use the most recent version correctly.
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[1.19.2] Track the change of the object in the hand
https://forums.minecraftforge.net/topic/117960-1192-trying-to-give-player-creative-flight-in-survival-mode
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Forge 1.19 keeps crashing
You are trying to use the 1.18 version of twilightforest with minecraft 1.19 download the correct version for your minecraft: https://www.curseforge.com/minecraft/mc-mods/the-twilight-forest/files/all?filter-game-version=1738749986%3a73407
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[Solved]Custom stem block with black background.
You need to show the relevant code. Obviously, there is something wrong with your model or texture. Guessing: Your texture actually contains black pixels in the parts you select? Others would be you are not setting the RenderType correctly or you have cullface wrong in your model (although it doesn't look like you can see through the world in that image?)
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[1.19.2] Trying to give player creative flight in survival mode
That way of doing it is very inefficient. The PlayerTick event is called on the client and server at both the start and end of each tick. You should be checking event.side and event.phase to limit when you do things. The onUpdateAbilities() sends a network packet to the other side. So, your code would be sending 4 network packets per player per tick. Here's a more efficient way: @Mod.EventBusSubscriber(modid = MODID) public class Events { @SubscribeEvent public static void equipmentChange(LivingEquipmentChangeEvent event) { if (event.getEntity() instanceof Player player && event.getSlot() == EquipmentSlot.OFFHAND) { // WARNING: Proof of concept code not the correct logic player.getAbilities().mayfly = event.getTo().is(Items.DIAMOND); player.onUpdateAbilities(); } } } That event only happens on the server and only when the equipment actually changes. The above works for me, using diamonds in the shield slot as my trigger. WARNING. The above logic is not complete. One example is, it would remove flight from creative mode players when they remove the diamond. Another is it doesn't set flying=false when the diamonds are removed.
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[1.19.2] preInit & postInit
I can confirm the EntityAttributeCreationEvent is fired during registration before the configs are loaded. But you don't have to code it that way. You can set a default max health in that code. Then in your entity constructor you can apply a permanent attribute modifier from your configuration. I am the wrong person to talk about this stuff. I generally avoid config files like the plague. They are just a way for users to break things. ๐ And only multiply the amount of testing you have to do with different combinations of config options.
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Sorry for the inconvenience
Issue with the oculus mod. Check you have the latest version then contact the mod author.
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World keeps crashing/not responding whenever I click on it to play (W/ LOG)
The error says there is a problem with your corail_woodcutter-server.toml configuration file It should be in your saves/<SAVE-NAME>/serverconfig/ directory If you don't have a backup of this file, you can delete it and it should recreate it with default values.
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Forge 1.19.2 code : 1
You need to show the logs/debug.log, crash report or the launcher_log.txt There is no error in what you posted. Also try it without optifine.
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Detect which direction the player is strafing
Maybe you want LivingEntity.xxa and zza? There is also LocalPlayer.input.hasForwardImpulse() and LocalPlayer.input.leftImpulse The second set is copied into the first in serverAiStep()
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[1.19.2] preInit & postInit
https://forge.gemwire.uk/wiki/Stages_of_Modloading You can't use configurations at registration time. You couldn't really do it in previous versions either. If you tried, it would just give the default value not the value in the config file. Now it gives an error so you know you are doing it incorrectly. The usual pattern is to pass a java.util.Supplier of the configuration to your registered objects instead of the value directly. Then the object does supplier.get() when it needs the value at runtime. This also means the data updates dynamically, e.g. if the config changes when it comes from the server you are logged into. e.g. new MyObject(myConfig::getValue) short for new MyObject(() -> myConfig.getValue()) instead of new MyObject(myConfig.getValue()) Or you can just have the objects reference the config directly when they actually need it. There are many questions about different use cases in this forum. Although a lot are about the "anti-pattern" of injecting config file data into datapack data.
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World keeps crashing/not responding whenever I click on it to play
Somehow you managed to post a crash report without an error message? ๐ You need to post a link to the logs/debug.log
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[1.19.2] Generation of tree not working as expected
For Tags, just look at the source code, e.g. vanilla's BiomeTags or forge's Tags.Biomes The default contents are in the datagen classes BiomeTagsProvider and ForgeBiomesTagProvider For your issue, I don't know. If it were me, I would copy the TreeFeature class and register my own Feature. Then use that in my ConfiguredFeature(s). That way I could debug it (break points or logging) without vanilla tree generation making a lot of noise.
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How to add external jar?
The libraries you adding in the first example are not mods. So forge won't load them. You could of course change them into mods by adding a META-INF/mods.toml to them. JarJar is not something I know a lot about, but I do know you have to enable it in your build.gradle https://forge.gemwire.uk/wiki/Jar-in-Jar#Using_ForgeGradle_to_generate_a_Jar-In-Jar Shading is another option mentioned on that wiki link, e.g. https://imperceptiblethoughts.com/shadow/introduction/
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I am getting Error code 1 in forge 1.19.2
One of your mods wants a different version of minecraft and another mod wants a different flywheel. I guess both of these are caused by you trying to use flywheel for 1.18.2 with minecraft 1.19.2?
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Help me with this one please
Optifine issue: https://github.com/sp614x/optifine/issues/7136
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