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warjort

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Everything posted by warjort

  1. Give the game more memory.
  2. 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. ๐Ÿ™‚ You need a much deeper understanding of how minecraft actually works to do this properly.
  3. 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). .
  4. Issue with valhelsia_core. Probably incompatible with optifine from your description? Contact the mod authors.
  5. 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
  6. Seems pretty self explanatory to me? The # at the start of a line means it is a comment, you remove the #
  7. 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.
  8. 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.
  9. 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
  10. 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()
  11. 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. ๐Ÿ™‚ And also change windows explorer so it doesn't hide file extensions.
  12. https://github.com/skyjay1/GreekFantasy/issues/101
  13. 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
  14. 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
  15. 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.
  16. 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.
  17. Problem with valhelsia_core, contact the mod author.
  18. You are registering ItemProperties against the vanilla bow (Items.BOW) instead of the passed in item. https://github.com/liorhassin/RPG-Mod/blob/3d693c2b4c0c6fd9190bfe18c3cd4d79585556cd/src/main/java/net/LiorNadav/rpgmod/util/ModItemProperties.java#L16 And, the ItemProperties.register() is not theadsafe - it updates a HashMap. So you need to put the call inside an event.enqueueWork() like you do for your registerPOIs(). Unrelated: You are missing a value=Dist.CLIENT here: https://github.com/liorhassin/RPG-Mod/blob/3d693c2b4c0c6fd9190bfe18c3cd4d79585556cd/src/main/java/net/LiorNadav/rpgmod/RPGMod.java#L55 which means your mod will crash on a server when it tries to access client only classes. You already have somewhere where you could put this event listener that is correctly defined: https://github.com/liorhassin/RPG-Mod/blob/3d693c2b4c0c6fd9190bfe18c3cd4d79585556cd/src/main/java/net/LiorNadav/rpgmod/event/ClientEvents.java#L26
  19. The short answer to your question is Entity.blockPosition() But you are doing your MobEffect wrong. You don't store static state in the MobEffect, there is only ever one of them. You need to create a MobEffectInstance and add it to the entity. See for example WitherSkeleton.doHurtTarget() Then you check if the entity has the effect, LivingEntity.hasEffect()
  20. We need to see source code, so we can identify what you are not doing correctly.
  21. s

    warjort replied to .wow's topic in Support & Bug Reports
    Try the 1.19.2 version of twilight forest. https://www.curseforge.com/minecraft/mc-mods/the-twilight-forest/files/all?filter-game-version=1738749986%3a73407
  22. Probably one of these: https://github.com/search?q="p_130086_"+is+null&type=issues If it's none of those then you will have to experiment with removing mods until you find the problem mod. This error message does not tell you which mod has broken recipe network serialization.
  23. Caused by: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: Critical injection failure: @Redirect annotation on iris$getBrightness could not find any targets matching 'Lme/jellysquid/mods/sodium/client/model/light/flat/FlatLightPipeline;calculate(Lme/jellysquid/mods/sodium/client/model/quad/ModelQuadView;Lnet/minecraft/util/math/BlockPos;Lme/jellysquid/mods/sodium/client/model/light/data/QuadLightData;Lnet/minecraft/util/Direction;Lnet/minecraft/util/Direction;Z)V' in me.jellysquid.mods.sodium.client.model.light.flat.FlatLightPipeline. Using refmap oculus-refmap.json [PREINJECT Applicator Phase -> mixins.oculus.compat.sodium.json:directional_shading.MixinFlatLightPipeline -> Prepare Injections -> -> redirect$zgm000$iris$getBrightness(Lnet/minecraft/world/IBlockDisplayReader;Lnet/minecraft/util/Direction;Z)F -> Parse] This looks like oculus trying and failing to modify rubidium code. This has nothing to do with forge. Make sure you have the correct versions of these mods then contact the mod author(s).
  24. jeed is an addon for jei

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