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warjort

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Everything posted by warjort

  1. This is some issue with your network connection. This recent thread (for a related error) rehearses some of the likely causes. https://forums.minecraftforge.net/topic/117671-forge-1181-mdk-error-building-the-project-could-not-find-netminecraftclient1181/#comment-518295 But we don't in general provide PC support in this forum.
  2. As I said above. Delete this file it is corrupt. Forge will recreate it with default values. The new log you posted doesn't even show you starting minecraft.
  3. Look at how the FenceBlock works. Note how the getStateForPlacement() and updateShape() uses connectsTo() to change the BlockState based on which blocks are around it. And how it uses a multipart blockstates to include multiple models depending upon the BlockState's properties (which sides it connects). https://github.com/misode/mcmeta/blob/assets/assets/minecraft/blockstates/acacia_fence.json
  4. Depending upon what you are doing there is more you need to do with this. You should really be using SpawnPlacements.checkSpawnRules(). That way you will include the rules defined by vanilla and mods for their blocks and entities. As part of it, it uses BlockStateBase.isValidSpawn(), which by default uses BlockStateBase.isFaceSturdy(). That is essentially what you asked for but not the complete answer. You can also look at NaturalSpawner and BaseSpawner if you are interested in the full logic for mob spawning. e.g. firing the forge events canEntitySpawn() and doSpecialSpawn() to allow other "3rd party" mods to apply their policies to spawns for entities they didn't write (such as vanilla mobs).
  5. https://forge.gemwire.uk/wiki/Custom_Item_Animations
  6. I don't really have much to add unless you post a link to your debug.log You don't show any new information, e.g. if other errors occur before these message that might explain what is happening or at least which entity(s) has the problem But did you try restoring your world from a recent backup before you started getting this problem?
  7. There is an option in world/serverconfig/forge-server.toml that will remove broken entities instead of crashing the game. NOTE: The big warning about how this might itself cause problems.
  8. The error you currently have is with an entity that doesn't have a valid position There is nothing in the information you show that identifies which entity is causing the problem. You don't post the debug.log Your previous error shows the server tick timing out because it was taking more than 1 minute. It seems to be either stuck in some logging or possibly repeatedly logging in a loop. This too is for an entity, a throwable projectile (maybe a potion, a snowball, or something from a mod? it does not say). So it might be this is the same entity already having that problem. It could also have been that your terminal buffer filled up or the terminal "broke" in someway, e.g. it is a remote terminal and it hasn't spotted the network connection broke. If these kind of things happened, minecraft would pause waiting the terminal to respond. You can avoid these kind of problems by running forge as a background job with the terminal redirected to a file or /dev/null
  9. Why don't you just do something simple like each tick in a PlayerTickEvent add to the deltaMovement in the direction of where the grappling hook is attached? https://en.wikipedia.org/wiki/Centripetal_force Maybe with an amount varying by distance to represent tension? Like I said above, you will probably need to do this on the client. There are some cases where the server calculates player movement, e.g. riding a pig without a carrot on a stick. See Entity.isControlledByLocalInstance() and LivingEntity.isEffectiveAi() But you probably don't want your grappling hook to work in those cases?
  10. The shader namespace was fixed in forge 43.1.18 https://maven.minecraftforge.net/net/minecraftforge/forge/1.19.2-43.1.47/forge-1.19.2-43.1.47-changelog.txt
  11. You can probably do something with PlayerTickEvent (to restrict the player's movement and check for leash breaking), a player capability (to store who owns the leash) and a subclass of PlayerInteractEvent (to do the leash attachment) With code that emulates what the Mob class does. But the actual main leashing code is part of the mob's AI and obviously players don't have those. ๐Ÿ™‚ I would guess whatever leashing code you do add to restrict the player's movement needs to be done on the client since that is where player movement is (usually) calculated. I imagine there are all sorts of edge cases you need to consider, e.g. what happens if a player switches dimension, rides an entity, dies, logs out, teleports with an ender pearl, etc. Mixins are not supported in this forum.
  12. They were added in forge 43.0.21 https://maven.minecraftforge.net/net/minecraftforge/forge/1.19.2-43.1.47/forge-1.19.2-43.1.47-changelog.txt https://github.com/MinecraftForge/MinecraftForge/pull/8932
  13. There is no real error in that log, except maybe this one: Which is a very generic error described here: https://www.glfw.org/docs/3.3/group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1 It just says it could be a bug, a configuration error, an operating system problem or a graphics driver problem. The log continues after that, so it is not the direct cause of your crash. The last thing in the log is: Which is just a warning about a wasteful animation texture file. Post your launcher_log.txt, maybe that shows an error? Also, what macos architecture are you using? It does not say in the log. For the vanilla launcher I think there is an option you have to tick to use the correct java version for arm64? see https://bugs.mojang.com/secure/attachment/506698/prefrences.png
  14. No experience at all. ๐Ÿ™‚ But I do know forge has a RegisterShadersEvent and a RegisterStageEvent. And there is also a RegisterNamedRenderTypesEvent. Beyond that I don't know how they tie together or what else you need to do. What tests exist in the testsuite just look to be standup tests?
  15. Post a link to the logs/debug.log For both the client and server since it is not clear from the little information you provide where the error happens.
  16. It's not a good idea to replace vanilla recipes or other vanilla datapack data by default in mods. What do you think happens when 2 different mods try to do this. Anyway, make sure you specify a dependecy on the forge mod in your mods.toml and that it says it should be loaded AFTER it. That way your mod will be placed above forge in the datapacks when creating new worlds. Where obviously you need to replace the $x bits with the real values.
  17. Looks like an issue with the blue_skies mod. Check you have the latest version then contact the mod author.
  18. You need to post a link to your logs/debug.log
  19. Where exactly did you create your mods folder? And post a link to your logs/debug.log which will say where it is looking for mods somewhere near the top.
  20. You shouldn't expect that vanilla classes are designed to be reused by modders. There can be lots of hardcoding done by Mojang that makes this difficult or sometimes impossible. You can just set it to OAK like you are doing and then just ignore it. You are going to need to override those the methods that use that enum anyway such as BoatRenderer.getModelLocation() and Boat.getDropItem() But I don't think you can reuse BoatItem as is anyway. It has a private method getBoat() that hard codes the entity creation as either Boat or ChestBoat. You might be able to use access transformers to make that method protected and override it in a subclass? https://forge.gemwire.uk/wiki/Access_Transformers You should also be aware that Mojang are probably changing this code when they add bamboo rafts in 1.19.3?
  21. Not something I know a lot about. But maybe look at Item.getUseAnimation() and IClientItemExtensions.getArmPose() The latter uses an IExtensibleEnum so you can define your own HumanoidModel.ArmPose (if you need) by implementing IArmPoseTransformer and passing it to the create() method. See the javadocs of the mentioned and related classes for more info. From what I understand of that thread you linked, the modern version would be to subscribe to RenderLivingEvent.Pre and then manually modifying the arm pose of the model. I don't think that works, because the animations are setup after that event fires. So any changes you make would be overwritten? But I could be wrong about that. Like I said, not an expert on this stuff. ๐Ÿ™‚
  22. Use the correct version of journeymap for 1.19.2 https://www.curseforge.com/minecraft/mc-mods/journeymap/files/all?filter-game-version=1738749986%3A73407
  23. You don't set the BoundingBox directly. It is recalculated from the dimensions and position whenever the entity moves. See Entity.setPos() You can see how it calculates the dimensions in refreshDimensions(). It kind of defaults to the entity type dimensions. See Entity.getDimensions(Pose) and the overrides made by specific entities. For your main issue, I suggest you look at how other projectiles do their collisions. e.g. given your code, those that use AbstractHurtingProjectile like the fireballs.

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