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warjort

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Everything posted by warjort

  1. Ask on their discord, I have no idea.
  2. Looks like one of your mod files is corrupted/incomplete - it probably didn't download properly. The error doesn't say which mod file causes the problem.
  3. https://github.com/AllTheMods/ATM-8/issues/9
  4. It's not json. See BlockBehaviour.Properties.noOcclusion() or Blocks.GLASS
  5. Can you access that url? Maybe you have some dodgy mojang addresses in your hosts file?
  6. Or maybe it is because support has ended for 1.16.5 https://github.com/Jetug/PowerArmorMod/blob/a5b8089b7db5768af646f9776890aa1ce694b936/build.gradle#L37
  7. mod ids need to be lowercase.
  8. https://forge.gemwire.uk/wiki/Components
  9. As was said above. If you are using non-api classes at compile time you are doing it wrong. The curios discord is the place to ask.
  10. If this is the full log and there is no crash report, show your launcher_log.txt
  11. You don't even show the error. You truncated it. All I can tell you is it is one of these mods with a broken/conflicting mixin Check you have the latest version of these mods.
  12. The ones that were added by the dodgy software you downloaded that redirect your network requests away from mojang's site to who knows where? There are no other entries in your hosts file.
  13. It's in the comment of that *deprecated* method.
  14. There are many different ways to do this. The simplest would be entity.setCustomName() see NameTagItem. Another would be to override renderNameTag() in your EntityRenderer if you want to keep the stats separate from the custom name.
  15. Looks like you don't have forge's maven in your plugin repositories? example from the mdk: https://github.com/MinecraftForge/MinecraftForge/blob/1.19.x/mdk/settings.gradle
  16. Looks like an issue with DynamicSurroundings, check you have the latest version then contact the mod author.
  17. Remove those invalid entries from your hosts file then restart windows and try again.
  18. ItemBlockRenderTypes.setRenderLayer() but as it says there, you should put it in your block model json instead.
  19. It uses it for the particles and determining the texture to use. You can use it for the actual entity rendering. I was just pointing out the pattern for setting the color at entity creation time and getting that data to the client.
  20. Looks like an issue with the graveyard mod, check you have the latest version then contact the mod author.
  21. Click "show all versions" then next the installer you want to download is an "i". Hover over that for the direct download link. The real fix is to uninstall your broken browser plugin(s) and/or clear your browser cache.
  22. I know virtually nothing about fluid rendering, but why wouldn't you retrieve the fluid color "lazily" either when you create the projectile or less efficiently during the rendering? e.g. see how the arrow handles the potion color for tipped arrows (ID_EFFECT_COLOR).
  23. The code for the bow is hardcoded, see AbstractClientPlayer.getFieldOfViewModifer() But you can do your own similar logic by subscribing to ComputeFovModifierEvent
  24. The same code. Those ItemProperties.registers needs to be called within an enqueueWork() so they run on the main render thread instead of concurrently with other mods doing the same thing.
  25. Please start your own thread.
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