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warjort

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Everything posted by warjort

  1. If that really is your full log, post your launcher_log.txt Things like mixin can crash the game without logging an error, but Mojang's launcher will usually log the error that caused the crash.
  2. Unfortunately not. The errors seem to be different each time but all network related. This is why I want you test using a different network/device. And Mojang's logging for networking (including errors) is mostly at DEBUG level so unless you change that system property mentioned above, I can't see it.
  3. You have the wrong version of journeymap for 1.19.2 https://www.curseforge.com/minecraft/mc-mods/journeymap/files/all?filter-game-version=1738749986%3a73407
  4. Post the debug.log
  5. You have a different error in the server log now. It just says disconnected instead of timeout. The randomness of these different networking errors suggests there could be something wrong with your network card or internet connection. Do you have a way to test using a different connection method? e.g. tethering to your phone or using a friend's internet. I still don't see any vanilla debug messages? Here's some more information: For the client it depends which launcher you are using. For the vanilla launcher: Launcher -> Installations -> Edit the Forge Profile you are using -> More Options -> Add the Argument to the JVM Arguments For curseforge there is an "Additional Arguments" in the minecraft settings. For the server you put it in the user_jvm_args.txt
  6. There's no error in that log. If it is the full log, post the launcher_log.txt
  7. There's no error in that log, post the debug.log or the launcher_log.txt
  8. Don't hijack other people's threads. You have a completely different problem. You are missing cloth-config which contains autoconfig. https://github.com/shedaniel/cloth-config If that doesn't fix it contact the ClimbLaddersFast mod author.
  9. https://forums.minecraftforge.net/topic/117469-error-when-trying-to-run-runclient
  10. You can have a look at IForgeItem.canApplyAtEnchantingTable() and related methods and implement them on your Item. But I don't think you can use that to do what books do where it changes the Item from BookItem to EnchantedBookItem? You can also propose a patch to forge. I would take your discussion to forge's discord first.
  11. Ah ok. I saw you say rendering and thought this was the usual FAQ. 🙂 Look at forge's NetworkHooks.openScreen() and IContainerFactory extension to the vanilla MenuSupplier that lets you pass additional data to the client. You can see an example of immersive engineering using openScreen() here to pass the BlockEntity's BlockPos https://github.com/BluSunrize/ImmersiveEngineering/blob/4bd8d08d6362a19ed51372b6a3933b6a15853a14/src/main/java/blusunrize/immersiveengineering/common/blocks/IEEntityBlock.java#L303 and retrieving the BlockEntity on the client from the BlockPos by registering the MenuType using the IContainerFactory that gets the additional data https://github.com/BluSunrize/ImmersiveEngineering/blob/4bd8d08d6362a19ed51372b6a3933b6a15853a14/src/main/java/blusunrize/immersiveengineering/common/register/IEMenuTypes.java#L137 Obviously you can just use Minecraft.getInstance().level but you should also check level.isLoaded(BlockPos) if you want to avoid potential crashes.
  12. See "synchronizing data to the client" here: https://forge.gemwire.uk/wiki/Block_Entities or https://forums.minecraftforge.net/topic/115679-1182-block-entity-renderer-disappears-after-leaving-the-world/#comment-511734
  13. Those new logs don't show the same problem. There are no errors during the login. Server side says you are logged in. Client side also says connected. But then there is a network timeout 1 minute later on the server. This seems to be from the keep alive ping not getting a response from the client. I don't see any DEBUG messages for the mojang/minecraft code on either the client or server. Did you set that property I mentioned above? I also think you should try it with a fresh world on the server. Besides the errors you deleted from the server log, there are messages saying the world cannot be loaded properly. Removing worldgen mods like biomesoplenty from a world that uses them generally doesn't work well.
  14. The debug.log is enabled by default unless your launcher turns it off. See my footer.
  15. It looks like one of your mods has broken networking. But it is impossible to tell which one. * You don't show the debug.log for the client so there is minimal information * The client log you do show is for 12 minutes after the server log * It is not even the full log You can try adding the following system property to your java/jvm parameters to see if it gives more information but it will only be useful if you post the debug.log -Dforge.logging.mojang.level=debug Otherwise you will have to experiment with removing mods or search your mod's issues pages for known issues.
  16. https://forge.gemwire.uk/wiki/Item_Properties/1.18 for the animation. https://minecraft.fandom.com/wiki/Loot_table for the block drops. e.g. using minecraft:match_tool to alter drops based on the tool used (minecraft:shears in this vanilla example): https://github.com/misode/mcmeta/blob/data/data/minecraft/loot_tables/blocks/birch_leaves.json
  17. Your question is unanswerable without more information, e.g. the logs/debug.log from the client and server
  18. https://docs.minecraftforge.net/en/latest/gettingstarted/
  19. Looks a like a conflict between these two mods: Check you have the latest versions then contact the mod authors.
  20. This is a crash in your graphics driver: I have seen people report at least 2 different ways to fix it https://forums.minecraftforge.net/topic/114940-jvm-access-violation-exception-119/ https://forums.minecraftforge.net/topic/115371-forge-1192-exit-code-1/#comment-514404 Ultimately, you will need to report it to AMD if you can't get it to work.
  21. From what I can tell, you won't be able to use onLoad() for this. The issue is the block placement is done in 2 steps, see BlockItem.place() (1) BlockItem.placeBlock() which sets the block in the world using normal logic, (2) then it does updateBlockStateFromTag() and updateCustomBlockEntityTag() to change the state/blockentity to what is in the ItemStack. Your problem is step (1) ends up in LevelChunk.setBlockState() where it creates a default BlockEntity and then calls addAndRegisterBlockEntity() which calls onLoad() This is before it has loaded the custom data from the ItemStack in updateCustomBlockEntityTag(). You either need to come up with different logic for your processing or add some code to your BlockEntity.load() to detect this happening. For alternative logic, you should look at how mods like AE2, refined storage or one of the mods with pipes manage their (pipe) networks. They probably don't store important keys/identifiers the way you are doing it?
  22. Issue with valhelsia_core, other people have reported it is a conflict with optifine.
  23. You won't get many responses if you don't show the code (preferably by posting it to github). Just providing a description of what you think is happening vs what your code actually does is not very useful. But, you know onLoad() gets called on both the client and the server? While the drops (if you are really doing it like it the shulker box) only happens on the server.
  24. Just look at one of the vanilla container screens (those that extend AbstractContainerScreen) and find ones that have slots and buttons that are similar to your requirements.
  25. I would guess you have the wrong BlockEntityType? Unrelated: You should never be referencing client specific classes from com.mojang.blaze3d.* or net.minecraft.client.* in common classes (i.e. classes that get loaded on the dedicated server). https://forge.gemwire.uk/wiki/Sides

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