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warjort

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Everything posted by warjort

  1. Define how it should determine which "world" to use. Once you know that mechanism, code it into your loot table.
  2. Because if every mod tried to do their own thing on this, they would all conflict and none would work when used together.
  3. Do don't explain what you are trying to do. Try ItemAttributeModifierEvent
  4. The debug.log doesn't contain any other information about the error except to confirm that is a java heap issue and the save is "Bing Bong" [30Sep2022 12:58:48.011] [Worker-Main-15/ERROR] [net.minecraft.world.level.storage.LevelStorageSource/FATAL]: Ran out of memory trying to read summary of Bing Bong You can try to add more memory, but I suspect the problem is caused by corrupt data in the save.
  5. https://forums.minecraftforge.net/topic/91712-supported-version-directory/
  6. This looks dubious. Why are you getting an unsigned payload from what is supposed to be the mojang servers?
  7. Probably: https://github.com/sp614x/optifine/issues/7103 try without optifine.
  8. Your question is unanswerable.
  9. Your question is unanswerable. It contains no useful information. But if you already know which mod is causing the problem, you should check you have the latest version then contact the mod author.
  10. You should also try without optifine. When strange things happen, that is the first candidate as the cause. Usually because it conflicts with other mods.
  11. The actual error says you ran out of heap memory. But the real issue is why it should want to allocate so much memory here? The game is trying to read the level summaries for each of your worlds. And one of those worlds has some data that wants to allocate a lot of memory. The most likely cause of this is data corruption. Which may or may not be caused by one of your mods. Since you don't post the debug.log I can't tell you anymore. e.g. which save is causing the problem.
  12. Looks like your issue is because you are in a container screen. If you look at "normal" processing ContainerEventHandler.mouseDragged() It sends the mouse dragged event to the focused widget (if there is one). However, AbstractContainerScreen overrides this method and only considers slots. You are going to have to override it again to put back the processing for your sliders and then call super() if there is no focused slider.
  13. You have invtweaks which is a mod for minecraft 1.16 and you have the version of jade for minecraft 1.18. Neither of these mods will work with minecraft 1.19 The 1.19 version of jade can be found here: https://www.curseforge.com/minecraft/mc-mods/jade/files/all?filter-game-version=1738749986%3a73407
  14. warjort replied to Tucky143's topic in Modder Support
    You don't show the error, or minecraft version or any other useful information. "It keeps on crashing and I can't get it to load" is useless. The github project you posted is incomplete. It has no build.gradle, etc. so we can't build it ourselves to find out the problem you have. GUESSING: I can see a number of obvious problems with your code: 1) https://github.com/Tucky143/Buzz/blob/a03ffc801f439a095e9c272dff6510970543f0e2/src/main/java/com/example/examplemod/villager/ModVillagers.java#L29 Here you are doing instance equality tests for a Holder<PoiType> with a PoiType. This will never be true. 2) https://github.com/Tucky143/Buzz/blob/a03ffc801f439a095e9c272dff6510970543f0e2/src/main/java/com/example/examplemod/villager/ModVillagers.java#L36 That reflection code does nothing. Look at the method you are calling. Although I suspect you can't find it. The signature of the method you are using is for 1.18.x while the above methods you are using in (1) above are the signatures of methods in 1.19.x
  15. Ok I understand the question now, but you don't still show nearly enough information to give you a definitive answer. I can tell you the slab's loot tables doesn't drop different items. It drops different amounts of the same item based on the block state. Here's a simple example where I have changed the redstone lamp to drop either a diamond or an emerald depending upon whether it is lit. Note; * the use of multiple (mutually exclusive) pools * the use of minecraft:inverted to do a kind of else/not logic. data/minecraft/loot_tables/blocks/redstone_lamp.json { "type": "minecraft:block", "pools": [ { "bonus_rolls": 0.0, "rolls": 1.0, "conditions": [ { "block": "minecraft:redstone_lamp", "condition": "minecraft:block_state_property", "properties": { "lit": "true" } } ], "entries": [ { "type": "minecraft:item", "name": "minecraft:diamond" } ] }, { "bonus_rolls": 0.0, "rolls": 1.0, "conditions": [ { "condition": "minecraft:inverted", "term": { "block": "minecraft:redstone_lamp", "condition": "minecraft:block_state_property", "properties": { "lit": "true" } } } ], "entries": [ { "type": "minecraft:item", "name": "minecraft:emerald" } ] } ] }
  16. I don't understand. These are the forge support forums. If you have a problem with the EpicFight mod you need to ask them. We can't fix their mod.
  17. Your link is broken. And this isn't really a forge support question. If you want to know how byg does it, you should ask them, or look at their code. https://github.com/AOCAWOL/BYG/tree/1.19.X/Common/src/main/java/potionstudios/byg/common/world/feature/gen/overworld/trees
  18. You shouldn't try to reinvent this. You should use an existing mod that provides an api for this that encourages mod compatibility, e.g. https://www.curseforge.com/minecraft/mc-mods/curios
  19. Yet another question of yours that lacks the full (any) context of what you are doing, not even the error message. Guess: fg.deobf https://github.com/MinecraftForge/MinecraftForge/blob/515c6082e07abbc5a42580509ab4cfef18968dcc/mdk/build.gradle#L134
  20. Your question is pretty much unanswerable. You don't show all the relevant code and the description of what are doing is very confused/contradictory. I can suggest the following previously asked question since you seem to want to save block properties in your dropped loot? https://forums.minecraftforge.net/topic/116437-1192-saving-blockstate-properties-in-itemstack-and-other-way-around/#comment-514095 https://github.com/misode/mcmeta/blob/data/data/minecraft/loot_tables/blocks/bee_nest.json If you want to do something more complicated than what is provided by vanilla minecraft, you can always write your own LootItem(Conditional)Function and/or LootItemCondition
  21. You are using the forge:is_cave biome tag https://github.com/MinecraftForge/MinecraftForge/blob/1.19.x/src/generated/resources/data/forge/tags/worldgen/biome/is_cave.json You probably want a different tag like minecraft:is_overworld https://github.com/misode/mcmeta/blob/data/data/minecraft/tags/worldgen/biome/is_overworld.json
  22. You need to make 2 different enchantments. Like fire_aspect (weapons) vs flame (bow) or sharpness (weapons) vs power (bow)
  23. The same way you added a configured feature. You can find docs on this wiki: https://minecraft.fandom.com/wiki/Custom_feature That site contains information about most things in resource packs or datapacks. And here's a website that has generated the vanilla builtin datapacks into json files: https://github.com/misode/mcmeta/tree/data/data/minecraft/worldgen/placed_feature
  24. Features have 3 levels of abstraction Feature: the thing that does the generation ConfiguredFeature: Feature + Configuration, e.g. how big it is or which BlockStates, etc. PlacedFeature: ConfiguredFeature + placement options, e.g. diamonds go at the bottom of the world

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