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warjort

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Everything posted by warjort

  1. If this is a networking error, mojang log them at debug level Add the following property to your run configuration in your build.gradle Otherwise you can use a debugger to see the full error including its stacktrace.
  2. Why don't you post the full error so we can see where it is crashing?
  3. warjort replied to a post in a topic in Modder Support
    You are replacing the button on every screen event (including mouse clicked). There are many subclasses for specific events, you probably want ScreenEvent.Init.Post which fires after the initialisation of the screen. Also you can get the screen using event.getScreen()
  4. Looks like an issue with the physicsmod. The curseforge page says you have to download up-to-date versions from the physics mod website: https://www.curseforge.com/minecraft/mc-mods/physics-mod If the latest version doesn't fix it, contact the mod author.
  5. https://github.com/BobMowzie/MowziesMobs/issues/673
  6. Post a link to your logs/debug.log
  7. Post a link to your logs/debug.log
  8. The issue with the old school way was you get people referencing client classes in their BlockEntity for the client side ticks. Which would then cause crashes on a dedicated server.
  9. It's just an interface implement it how you like. I think you will find a lot of mods were written a while ago, when handling a block entity's ticks required different code. Instead of rewriting all their code, they probably just wrote some "glue code" that let them use the old code with the new way. Personally I liked the old school way where the BlockEntity just implemented a tick() method. You can see Immersive Engineering kind of emulating that here: https://github.com/BluSunrize/ImmersiveEngineering/blob/1.18.2/src/main/java/blusunrize/immersiveengineering/common/blocks/ticking/IEServerTickableBE.java
  10. If you are creating a new world, then removing the mod is ok. If you already have a save where that mod alters the nether, you will need that mod installed to use it.
  11. The error says the problem is with BYG Caused by: java.lang.NullPointerException: Cannot invoke "net.minecraft.world.phys.shapes.VoxelShape.m_83263_(net.minecraft.core.Direction)" because "p_49919_" is null at net.minecraft.world.level.block.Block.m_49918_(Block.java:237) ~[client-1.19.2-20220805.130853-srg.jar%23250!/:?] at potionstudios.byg.common.block.FlatVegetationBlock.m_6266_(FlatVegetationBlock.java:35) ~[Oh_The_Biomes_You'll_Go-forge-1.19.2-2.0.0.13.jar%23211!/:2.0.0.13] at net.minecraft.world.level.block.Block.canSustainPlant(Block.java:537) ~[client-1.19.2-20220805.130853-srg.jar%23250!/:?] at net.minecraftforge.common.extensions.IForgeBlockState.canSustainPlant(IForgeBlockState.java:277) ~[forge-1.19.2-43.1.43-universal.jar%23255!/:?] It is an issue with a test to see if a BYG's "FlatVegetationBlock" can have a plant on top of it. You will need to contact the BYG mod authors. It also looks like canary mod wasn't the problem. It just wasn't handling the real problem in a good way. So I guess you can reinstall that mod. Although IIRC the canary mod was crashing with something to do with trees rather than vegetation?
  12. This is the forge support. If you are not using forge you are in the wrong place. But you can't use a save created using forge with vanilla. Vanilla has no idea what the changes to the world gen mean or all the modded blocks and items, etc.
  13. You are not running forge. It looks like you are using vanilla minecraft with a save from forge?
  14. There is an error just before the one that causes the crash. Which looks like it is trying to reference a block that doesn't exist: minecraft:air is Mojang's way of saying "not registered" You will need to contact the netherdepthsupgrade mod author to figure out is happening.
  15. See MobEffect.getDisplayName()
  16. I still have no idea what you are trying to do. Or what you are currently doing and which part does not work. Your problem is not your grammar. Your problem is you jump randomly from block placement, to grass colors, to ladders, to terrain generation and finally to chunk loading. The one part I do understand is the last part. See the Level.getChunk() methods for querying and loading/generating chunks. On your "pseudo levels", I think you are referring to the ProtoChunk vs the real runtime LevelChunk? e.g. look at the difference in setBlockState() for them.
  17. Have a look at BoundTickingBlockEntity.tick() The error says your BlockEntity/Ticker has not been removed even the though the block has. It is minecraft:air As to why is anybody's guess since you don't show the code. If you just post random snippets probably nobody will look at it - we need to see all the context even if you don't think it is relevant. And probably try it for ourselves. Guess: You have network packets that are trying to manipulate the world in a non-threadsafe way off the main client/server threads? https://forge.gemwire.uk/wiki/SimpleChannel#Handling_Packets
  18. The method you are using returns an unmodifiable list in its default implementation so you can't clear it. If you want to modify the actual data, you will need to use an access transformer to make the Item.category field public https://forge.gemwire.uk/wiki/Access_Transformers But there is no guarantee the Item actually uses that field. An item can override getCreativeTags() to do something else (vanilla items don't do this). You should probably also be aware that Mojang are changing how this works in 1.19.3 https://www.minecraft.net/en-us/article/minecraft-snapshot-22w42a
  19. This isn't something I know a lot about, and you don't show your relevant code so I have no idea what you are really doing. Anyway (guessing): Blocks spawned using worldgen/structures are not "placed" so those events won't fire. e.g. floating sand or gravel created by world gen doesn't fall. Your tick event won't fire unless you also override isRandomlyTicking() or set the property in the block properties. Why is this not a block entity if it is a special block? You can use proper ticking. I believe the correct way to do what you are trying to do is using the TerrainAdjustment/Beardifier. But like I said, I don't know much about structures, except Mojang seem to change how they work with every release. ๐Ÿ™‚
  20. Post a link to your logs/debug.log, your question contains no useful information. But this is usually caused by trying to use both jei and roughly enough items or jade and wthit You cannot have these together.
  21. It's an issue with netherdepthsupdrade not registering it's worldgen correctly. As was said above, the debug.log might contain some more information about why it is isn't registered. But you should check you have the latest of this mod then contact the mod author.
  22. Optifine issue. Check you have the correct/latest version then to speak to them.

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