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warjort

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Everything posted by warjort

  1. Don't paraphrase errors. Show the full error and debug.log
  2. A lot of the methods on Block(Behaviour) are marked as deprecated. I think this was done to by the Mojang developers to remind themselves that they shouldn't be called directly and instead the BlockState versions (which delegate to them) should be used. There is no problem with overriding the methods.
  3. Don't paraphrase error messages, show the full debug.log
  4. You don't show the name/location of your json file. For 1.18.2 it should be something like: src/main/resources/data/yourmodid/tags/worldgen/configured_structure_feature/on_abandoned_bottling_plant.json I don't believe you need to create TagKey unless you want to reference it code?
  5. Download the 1.19.2 version of journeymap: https://www.curseforge.com/minecraft/mc-mods/journeymap/files/all?filter-game-version=1738749986%3a73407
  6. The book is hardcoded by Mojang. See for example EnchantmentHelper's use of ItemStack.is(Items.BOOK) i.e. the exact item not a subclass or copy.
  7. You still have the duplicate registration I linked to above. Let me copy it into the forums since you seem to be incapable of reading your own logs: And you also still have that reflection call to a method that doesn't exist that I told you about a week ago. https://forums.minecraftforge.net/topic/117192-poi-trouble/#comment-516418 I don't see the point to answering your questions if you just keep reposting the same errors without correcting them.
  8. Forge is not curseforge. https://support.curseforge.com/en/support/home
  9. Why not VanillaGameEvent and GameEvent.EAT?
  10. You don't want to store data in your Block like that. The whole point of the BlockEntity is to store data. What you are missing is networking code to send the server's block entity state to the client. e.g. when the game reloads the data https://forge.gemwire.uk/wiki/Block_Entities https://forums.minecraftforge.net/topic/115679-1182-block-entity-renderer-disappears-after-leaving-the-world/#comment-511734
  11. You should also check you have the latest versions of all your mods, since the problem may have already been fixed?
  12. The error is usually caused by a mod with broken network serialization. Unfortunately, this error message does not include the name of the broken mod. The only way to find it is to check the issues (bug report) pages for the mods you have or experiment with removing mods.
  13. Try the sticky post at the top of the forum: https://forums.minecraftforge.net/topic/89239-excessively-asked-questions-eaq/#comment-415820
  14. It was added in 40.1.21 https://maven.minecraftforge.net/net/minecraftforge/forge/1.18.2-40.1.80/forge-1.18.2-40.1.80-changelog.txt
  15. https://github.com/Tucky143/Buzz/blob/0898e1ae91d9df28fd74193113abd74bdab6efa7/run/logs/latest.log#L25 Your actual crash is different, something to do with a Bee that has a null attribute.
  16. If you look at the code for the clock, it tries to use the LivingEntity's level if the passed level is null. You are also missing value = Dist.CLIENT for your subscription to client events.
  17. Mixin questions are not answered here. You might be able to get an answer on the #non-api-modding Channel of the forge discord. But you will need to post more information than that stacktrace to get an answer.
  18. https://johann.loefflmann.net/en/software/jarfix/index.html
  19. Not something I know anything about. But I guess you want to use ForgeMod.ATTACK_RANGE (attack distance) instead of REACH_DISTANCE (block interactions)?
  20. You can't do it like that. Other registrations are not registered yet when the items get registered (blocks and items get registered first). https://forge.gemwire.uk/wiki/Registration You need to defer your default attributes construction until after the attributes are registered. e.g. using com.google.common.base.Suppliers to memoise it something like this (untested) code: private Supplier<Multimap<Attribute, AttributeModifier>> toolAttributes = Suppliers.memoize(this::createDefaultAttributes); private Multimap<Attribute, AttributeModifier> createDefaultAttributes() { ImmutableMultimap.Builder<Attribute, AttributeModifier> builder = ImmutableMultimap.builder(); builder.put(Attributes.ATTACK_DAMAGE, new AttributeModifier(BASE_ATTACK_DAMAGE_UUID, "Weapon modifier", this.attackDamage, AttributeModifier.Operation.ADDITION)); builder.put(Attributes.ATTACK_SPEED, new AttributeModifier(BASE_ATTACK_SPEED_UUID, "Weapon modifier", speed, AttributeModifier.Operation.ADDITION)); builder.put(ForgeMod.REACH_DISTANCE.get(), new AttributeModifier(ATTACK_REACH_MODIFIER, "Weapon modifier", reach, AttributeModifier.Operation.ADDITION)); return builder.build(); } then use this.toolAttributes.get() which will create it the first time you use it.
  21. Why don't you experiment and find out? Entity.save() net.minecraft.nbt.NbtIo
  22. You don't have an answerable question. All you say is something about your code doesn't work. The code you do show references other code you don't show and lacks context, so we can't even reverse engineer (guess) what your problem is. For a question about capabilities, you don't even show yours. One way to get people not to ignore your question is to put your code on github where they can run it for themselves (and see all the relevant code). But if you don't clearly define what the problem is, nobody can help you. "Please find the bug somewhere in this random code I wrote", is question that won't attract many answers.
  23. Now you have an issue with what I would guess is the immersive fx mod? Probably conflicting with optifine?

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