Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (โ‹ฎ) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

warjort

Members
  • Joined

  • Last visited

Everything posted by warjort

  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.
  2. 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()
  3. 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.
  4. Somehow you managed to post a crash report without an error message? ๐Ÿ™‚ You need to post a link to the logs/debug.log
  5. 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.
  6. 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/
  7. 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?
  8. Optifine issue: https://github.com/sp614x/optifine/issues/7136
  9. I don't think it works that way. But I am no expert on this. The FOV can be altered dynamically during rendering, including Forge's ComputeFovModifierEvent. e.g. the zoom in when pulling a bow before firing I don't think it remembers this change after it is done with rendering. And the way blocks are drawn is done by sending their model data to opengl which computes which "pixels" should have which color by drawing the textures and doing a depth test versus what has previously been drawn there. This rendering is done in world (block) co-ordinates and only when it is complete is the buffer mapped into screen co-ordinates. See RenderTarget._blitToScreen() The culling of which blocks/entities should be drawn is done at the chunk level rather than individual blocks. Which means it is drawing some blocks that are offscreen. See LevelRenderer.applyFrustrum() You will likely get a better answer to your question if you contacted the projects that work on graphics optimisations.
  10. Never tried it, but you might be able to do something with? level.getBlockTicks().hasScheduledTicks(pos, block)
  11. I don't know much about trees, but I had a quick look at your links. I noticed you have. https://github.com/Maciej916/Industrial-Reborn/blob/260eec5ce4635c982c77eb34a5c155e62367d0af/src/main/resources/data/indreb/forge/biome_modifier/add_rubber_tree_rich.json#L3 There is no #minecraft:swamp biome tag. There is a normal biome (remove the #) or a #forge:is_swamp biome tag. I couldn't see anything else obviously wrong.
  12. One of your mods has broken networking code. This is a list of all the mods that are creating custom channels. You should check you have the latest versions of these mods. And check if any of these have known issues, You didn't post your debug.log so we can't see much else. And Mojang's networking errors are logged at DEBUG. To see them you need to add the following property to your jvm arguments (same place you change the memory) But I suspect it won't show which mod is causing the problem? Since this is a missing data issue there is probably no relevant information to log. We might be able to work it out from previous messages in the log. Failing that, you will need to experiment in a test/backup world with removing mods until you find the problem one.
  13. This a crash in your graphics driver - atio6axx.dll Other people have reported that downgrading the driver to a previous version sometimes resolves the issue. Unfortunately, when this works, I have never seen anybody report which version they got to work. https://forums.minecraftforge.net/topic/114940-jvm-access-violation-exception-119/ But you should contact AMD to get help with this issue.
  14. Interesting. So my simple test above compiles if I add a public constructor to the Inner class. What is actually happening is the compiler is "cheating". When I look at the byte code, it is making that Inner class public not protected as it says in the source. I guess forge's runtime access transformer code doesn't do the same cheat, which is why it is not working. If I change your access transformer to use public instead of protected for those inner classes then obviously there is no crash.
  15. Refer to optifine download page for compatible versions of optifine and forge (including optifine preview versions)
  16. You need to post a link to your logs/debug.log
  17. I think you need to update your project so we can see what you are really doing. I just tried simulating what you are doing with your access transformer and it doesn't even compile for me (each class below is in different packages) public class TestA { // Wolf protected class Inner {} // WolfPanicGoal } public class TestB extends TestA { // Your api class } public class TestC extends TestB { // Your implementation public Inner test() { return new Inner(); // Compiler says not visible } } If I change the Inner class to public it does compile. But you have protected in your accesstransformer.cfg
  18. I have no problem with helping you. I do have a problem with your expections. But I could see immediately that this was going to be one of those 3 pages / 30 to 100 posts thread where somebody dumps a lot of random mods in their mod folder and never gets it to work properly. Repeatedly coming back with new errors until eventually you get one that is difficult to track down and/or fix. My suggestion was for how to build your mod pack properly. Then you are not going to end up with a broken world when you do eventually get it to launch. You know that last log you posted has over 3,000 ERRORs? Most look like recipe and loot table problems which don't cause crashes and are probably just noise from developers who don't know how to code optional recipes when other mods are missing. But they might also signal problems that don't cause crashes but do mean your game doesn't work properly. If you actually tested your mods as you add them, it would be much easier to track down what is breaking things. It is the mod you just added.
  19. So instead of doing the work yourself, you throw it onto us. Wasting both your time and ours. There's a big difference between helping somebody who doesn't understand a problem and helping somebody who just creates problems expecting others to solve them. Your crash is in the planes mod's waila integration. My guess is the planes mod uses a method that is only in Jade? While you have the wthit fork. The planes mod is compiled over Jade. https://github.com/henkelmax/ultimate-plane-mod/blob/acf880c262d0d657a6fff5569fcce10dc4d6b4d6/build.gradle#L88
  20. Why are you posting the launcher_log.txt? See my previous answer for your problem.
  21. You need to post your logs/debug.log
  22. You have 1.19.2 (forge 43) mods when trying to run 1.19 (forge 41)
  23. Download the latest version of the mod https://www.curseforge.com/minecraft/mc-mods/lan-server-properties/files/all?filter-game-version=1738749986%3a73407 If it still doesn't work, contact the mod author. But it's main curseforge page says it needs forge 42 (which is 1.19.1) or above while you have 41.1.0 (1.19) https://www.curseforge.com/minecraft/mc-mods/lan-server-properties
  24. The fishing loot table only uses the treasure loot table if the entity set in the loot context is a fishing hook and the hook is in "open water" https://github.com/misode/mcmeta/blob/4efe0aaa9ee28ebe64b8c785d3382833ee7cdea1/data/minecraft/loot_tables/gameplay/fishing.json#L21 I suggest you write your own loot table that delegates to junk, treasure or fish using your own conditions/rules.
  25. The error is something to do with a time out when accessing a file to check its md5 checksum. There is very little context to the error other than it is during your "processResources" Maybe you have a file locked in your src/main/resources or something like that? Try restarting your ide. Using --stacktrace or --debug when running the build from the command line might give more information about what it is doing?

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions โ†’ Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.