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warjort

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Everything posted by warjort

  1. https://docs.gradle.org/current/userguide/declaring_repositories.html#sub:maven_local https://docs.gradle.org/current/userguide/declaring_repositories.html#sec:case-for-maven-local
  2. Ok, you certainly get a list of possible drops if you ignore that a custom LootItemCondition can do things you can't simulate, e.g. only drop an item the first time a player kills an entity. But a modded entity is allowed to override that method, so it isn't necessarily the logic that is being used for all entities.
  3. See LivingEntity.dropFromLootTable() But I don't see how that helps you? Loot tables contain random drops/custom LootItemConditions. No 2 calls of that code will give the same items in the general case.
  4. LivingExperienceDropsEvent LivingDropsEvent The latter does NOT differentiate the source of the drops, it just gives you a collection of ItemEntitys.
  5. Caused by: java.lang.NullPointerException: Cannot invoke "com.google.common.collect.ImmutableMap.entrySet()" because "ladysnake.illuminations.client.Illuminations.OVERHEADS_DATA" is null at ladysnake.illuminations.client.render.entity.feature.OverheadFeatureRenderer.<init>(OverheadFeatureRenderer.java:26) ~[illuminations-forge-1.19.2-0.0.1.jar%23158!/:1.19.2-0.0.1] {re:mixin,re:classloading} Looks like an issue with the illuminations mod. Given the context this could be a conflict with optifine? Check you you have latest versions of these mods then contact the mod author(s).
  6. This thread has a working forge gui overlay: https://forums.minecraftforge.net/topic/116247-119-detect-if-the-player-is-looking-at-the-sun/#comment-513544 I tried to build your project but I got some error about a java module conflict when I ran forge:runclient Exception in thread "main" java.lang.module.ResolutionException: Module generated_d81a3f9 contains package com.ptsmods.morecommands.compat.client, module generated_846f3c3 exports package com.ptsmods.morecommands.compat.client to generated_d81a3f9 at java.base/java.lang.module.Resolver.resolveFail(Resolver.java:901) at java.base/java.lang.module.Resolver.failTwoSuppliers(Resolver.java:807) at java.base/java.lang.module.Resolver.checkExportSuppliers(Resolver.java:736) at java.base/java.lang.module.Resolver.finish(Resolver.java:380) at java.base/java.lang.module.Configuration.<init>(Configuration.java:140) at java.base/java.lang.module.Configuration.resolveAndBind(Configuration.java:494) at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.ModuleLayerHandler.buildLayer(ModuleLayerHandler.java:75) at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.TransformationServicesHandler.buildTransformingClassLoader(TransformationServicesHandler.java:60) at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.Launcher.run(Launcher.java:104) at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.Launcher.main(Launcher.java:77) at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26) at MC-BOOTSTRAP/[email protected]/cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23) at cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:141) at net.fabricmc.devlaunchinjector.Main.main(Main.java:86) at dev.architectury.transformer.TransformerRuntime.main(TransformerRuntime.java:217) From what I can gather you are not really using anything from forge for this. You are using architectury's loom fork instead ForgeGradle, you aren't using the forge api directly you are using the architectury api and you are using the yarn mappings. The only part where forge is used is indirectly here to fire the event: https://github.com/architectury/architectury-api/blob/64c1f05efad05a9ef056a7db857065700fe00083/forge/src/main/java/dev/architectury/event/forge/EventHandlerImplClient.java#L61
  7. Looks like an issue with oculus, make sure you have the latest version then contact the mod author.
  8. It needs more memory.
  9. Give the game more memory.
  10. Why would client setup have anything to do with this? I doubt you want to do anything on the client for this and you can't reference the world from setup anyway. This part isn't difficult to understand is it? When the chunks are loaded the blocks in that chunk are loaded. When the chunks are ticking the blocks are ticking. What is difficult to handle is when parts of your network are in different states, "loaded and ticking", "loaded but not ticking", "not loaded" and transitioning between these states. You should research the different implementations of this, e.g. beyond the obvious ae2 and refined storage: https://www.curseforge.com/minecraft/mc-mods/search?search=network Each has different trade offs. If you are trying to code this from a "tutorial" (I didn't look at the video) then good luck. 🙂 You need a much deeper understanding of how minecraft actually works to do this properly.
  11. That stops the code getting executed, it doesn't stop the classloader from loading the code where forge will check the classes referenced are for the correct side. By using a separate class for the client code you will avoid that class getting loaded until it is executed (which is never on the server). .
  12. Issue with valhelsia_core. Probably incompatible with optifine from your description? Contact the mod authors.
  13. You can't have both jei and roughlyenoughitems
  14. The short answer to your question is you shouldn't have client only classes in code that gets loaded during common setup. See the example of ClientPacketHandlerClass here: https://forge.gemwire.uk/wiki/SimpleChannel
  15. Seems pretty self explanatory to me? The # at the start of a line means it is a comment, you remove the #
  16. You don't need to write your write your own biome modifier for this. https://github.com/MinecraftForge/MinecraftForge/blob/b0caea8e204a7f026646396558d6d58a02bff9d6/src/main/java/net/minecraftforge/common/world/ForgeBiomeModifiers.java#L31 You put your "entries" in different files. Example from the testsuite: https://github.com/MinecraftForge/MinecraftForge/blob/1.19.x/src/generated_test/resources/data/biome_modifiers_test/forge/biome_modifier/add_basalt.json If you want to get yours to work with that json format, then you will need to change your codec and BiomeModifier implementation so it knows what you mean by "entries"s.
  17. Why are you asking me? You spent less than 2 minutes thinking about that code and didn't test it. The answer is obviously no.
  18. Your ClassCastException is because a MobEffect ticks on both the client and server. net.minecraft.client.player.LocalPlayer is the client side implementation of the player. You need to check pLivingEntity.level.isClientSide
  19. public class NoSleepEffect extends MobEffect { int timer = 0; boolean sleeping = false; Like I said before. You don't store state in the MobEffect. There is only ever one instance of this class. This data is player specific. So it would normally need to be stored for each player, e.g. using a capability But there is already a player.isSleeping() and player.getSleepCounter() so the data you want already exists. For exiting sleeping properly, see ServerPlayer.stopSleepInBed() But, you can see the normal automatic wake up code in Player.tick()
  20. Make sure the mods in your mod folder end with .jar and not .jar.zip Then disable/uninstall whatever broken browser plugin you have that is not recognising .jar files properly. 🙂 And also change windows explorer so it doesn't hide file extensions.
  21. https://github.com/skyjay1/GreekFantasy/issues/101
  22. Download the correct version of journey map for 1.19.2 https://www.curseforge.com/minecraft/mc-mods/journeymap/files/all?filter-game-version=1738749986%3a73407
  23. run.bat (windows) or run.sh for everything else In case you are thinking about asking more FAQs, read the comments in those files and user_jvm_args.txt
  24. Players have nothing to do with it, except in how they decide which chunks are loaded (render distance) and which are ticking (simulation distance). What you need to think about is what happens when your "parent" is not loaded into the world or not ticking while the other block is. Or vice versa. And how that will change as players move around loading and unloading (or pausing and restart ticking) chunks. Usually people side step some of these complications and just * store all the networks in Level SavedData, https://forge.gemwire.uk/wiki/Saved_Data * load all of the networks when the level is loaded but this can have scalability issues.
  25. Issue with polymorph, probably caused by the following recent change in cyclic: https://www.curseforge.com/minecraft/mc-mods/cyclic/files/3990119 Contact the mod authors.
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