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warjort

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Everything posted by warjort

  1. Please don't post logs in the forum. Use a file upload site. The only error in what you posted is: Which suggests one of your mods might be trying to load client only classes on the server? The error does not say which mod. It also doesn't look like that is a hard error though. The real error is likely in the client log.
  2. Duplicate post: https://forums.minecraftforge.net/topic/125675-crashreport-modpack-help-plz/#comment-541851
  3. Please don't post logs in the forum. Use a file upload site. And what you posted is not the complete log. It does not contain the original error you reported. Probably because the log was truncated by the forums? If you already know which mods are causing problems, you are in the wrong place. These are the forge support forums. You want wherever the enderio or create mods provide support.
  4. Mod conflict. Check you have the latest versions then contact the mod authors.
  5. Contact the mod authors of those mods to ask them what is wrong. But they will need more than the abridged error message you posted here. You will need to show them the error log.
  6. If you mean the AttributeModifier.Operation, then no. It's not an extensible enum: https://github.com/MinecraftForge/MinecraftForge/blob/1.20.x/src/main/java/net/minecraftforge/common/IExtensibleEnum.java Given the actual logic is not inside in the enum class (it's inside AttributeInstance.calculateValue), making it extensible lwouldn't help much anyway?
  7. Read the FAQ. Particularly the part about broken graphics drivers.
  8. A mod has broken the shader loading. The error doesn't say which one. The debug.log might have more information? Otherwise you will have to experiment with removing mods to find the problem mod. Backup your world before removing mods.
  9. The error says "advanced periperals" wants a method from computercraft which does not exist. So you have mismatched versions. Check the versions you have are compatible then contact the mod authors.
  10. oculus and skinlayers3d are broken client side mods you don't want or need on the server.
  11. These are all the different IN GAME overlays. Which doesn't sound like what you want anyway? https://github.com/MinecraftForge/MinecraftForge/blob/1.20.x/src/main/java/net/minecraftforge/client/gui/overlay/VanillaGuiOverlay.java Since you are not checking the overlay field in the event, https://github.com/MinecraftForge/MinecraftForge/blob/ab70bde1d648125acee073a93a25d4b8f08985c9/src/main/java/net/minecraftforge/client/event/RenderGuiOverlayEvent.java#L31 you will actually be drawing multiple times after everyone of them. The event you probably want is one for rendering after a UI/Screen is drawn? i.e. The Post version of this. https://github.com/MinecraftForge/MinecraftForge/blob/ab70bde1d648125acee073a93a25d4b8f08985c9/src/main/java/net/minecraftforge/client/event/ScreenEvent.java#L153 Where you would check the screen field of the event to make sure it is the Inventory screen. https://github.com/MinecraftForge/MinecraftForge/blob/ab70bde1d648125acee073a93a25d4b8f08985c9/src/main/java/net/minecraftforge/client/event/ScreenEvent.java#L52 if (event.getScreen() instanceof InventoryScreen) { doStuff(); }
  12. Some issue with the config for the betterflight mod. The error does not say what the file is called or where it is located. Probably it is in either the config/ or world/serverconfig subfolder? Usually if a config file is broken, you can delete the file and the mod will recreate it with default values. Contact the mod author to ask for further help.
  13. Looks like you have the wrong version of kambrik for the bountiful mod. Check you have the latest versions then contact the mod author.
  14. Go here and search for "metaspace". https://docs.oracle.com/en/java/javase/17/troubleshoot/troubleshooting-memory-leaks.html#GUID-65438DBF-D415-4558-A223-20BA52688EA3 Where it says "can be configured on the command line", that means the user_jvm_args.txt for the server. If you have trouble configuring your java runtime you should contact whoever makes it or use a java help forum. This forum is really for modding issues, not system admin or java support. For mod related issues. If this really is a bad mod causing it as suggested above, the only way you will find the problem mod for this kind of error is by experimenting with removing mods until the problem goes away. Backup your world before removing mods.
  15. Your "north" is a boolean property, so why not just? "when": { "north":"false" }, If your block really is just 2 models overlayed then using a Direction would be more efficient. 2 DirectionPropertys are 6^2=36 block states and 2 "bytes" per block over the network and on disk. The 6 BooleanPropertys that you currently have are 2^6=64 block states and 6 bytes per block.
  16. That's not how it works. The RenderSystem calls you are using are for direct drawing, e.g. when drawing in the UI or when minecraft itself wants to send the completed buffers to the graphics card. You should be drawing by adding vertices to the shared buffers from the MultiBufferSource based on the RenderType you want to use and let minecraft do the rest. The textures are normally setup as the uv/uv2 coords for the relevant texture atlas during model loading, but you can select a particular texture using a RenderType if you are manually creating vertices. e.g. see how the ArrowRenderer class changes the texture (selects the buffer) using the entityCutout RenderType. Or itemEntityTranslucentCull is what the xp orb uses. See ExperienceOrbRenderer. What should really be happening is (pseudo code): // You do VertextConsumer consumer = multiBufferSource.getBuffer(RenderType.itemEntityTranslucentCull(textureName)); consumer.addVertices(color, normals, etc.); // Other people do the same things to fill the buffers //Then at the end minecraft sends all the buffers doing those direct draw render state changes pnly once for each buffer/render type for (buffer : multiBufferSource) { RenderType renderType = buffer.getRenderType() RenderSystem.setupState(renderType); e.g. blendnig, depth test, textures etc. buffer.updloadToGraphicsCard(); RenderSystem.resetState(); } For the real code see RenderType/RenderStateShard/TextureStateShard With your original code you are trying to drawi every entity directly which is very slow for lots of entities - e.g. continuous graphic card state changes. With the buffered code, you just accumulate vertices in the relevant buffer and then all of them are sent at the end using a single common state change and render call
  17. Honestly I give up on this forum. I can't remember the last time I answered a question that wasn't somebody posting a stupid question 10 minutes after being given a link to the documentation. i.e. they didn't read it or didn't spend anytime trying to understand it or work out the problem for themselves. And most are the just same questions over and over again, like this one, that I have already answered multiple times just this month. People never use search. I didn't say don't post code, I said the opposite. i.e. post all the relevant code in a format that reproduces your problem. To (partly) answer your question: minecraft:pig means your entity type is not registered. It is the fallback name minecraft uses when it can't find things in the entity type registry. I don't feel like trying to debug your code after your response. And this code will still crash the server: https://github.com/LocutusV0nB0rg/TotallyNotModded/blob/3bc197514eab7fcc54982ccbdd5bc63442d3e781/src/main/java/borg/locutus/totallynotmodded/EntityRendererRegisterListener.java#L21 You cannot mix client classes into code that will run on the server. Anyway, goodbye forum. It's been fun, or at least some of it has.
  18. I have no idea why you are creating a DeferredRegister then using the RegisterEvent instead of a RegistryObject? Either way, static initialisation of an object that goes in a registry will usually fail because the registries are frozen. The exact time of classloading is almost completely random. You need to use a Supplier/RegistryObject to defer object construction until the correct time, or create the object during the RegisterEvent callback. But, this forum is a support forum for people with real problems. It is not a mod learning forum. You need to read the documentation, search the forum and look at other mods or vanilla code if you want to learn. You also need to stop posting snippets of code in the forum. You should put all the relevant code on github that reproduces your problem. If the issue is not obvious from what little information you post, you will likely just end up with your question getting ignored.
  19. Like all registered objects, use a DeferredRegister/RegistryObject and don't create things at classloading time like your FASTCART object. The registry you want is https://github.com/MinecraftForge/MinecraftForge/blob/42115d37d6a46856e3dc914b54a1ce6d33b9872a/src/main/java/net/minecraftforge/registries/ForgeRegistries.java#L75 And entity renderers should not be registered like that. Besides crashing game on a server where those classes don't exist, it is the wrong time to do it. https://github.com/MinecraftForge/MinecraftForge/blob/42115d37d6a46856e3dc914b54a1ce6d33b9872a/src/main/java/net/minecraftforge/client/event/EntityRenderersEvent.java#L103 I suggest you familiarise yourself with the wiki: https://forge.gemwire.uk/wiki/Main_Page if you want to avoid all the common mistakes.
  20. Can you please use search and do your own research. This forum is not a way for you to use us as a search engine. It is a support forum for people that have real problems. This question and others like it have been answered many times before. To repeat (for people that do use search) https://github.com/MinecraftForge/MinecraftForge/blob/1.19.x/src/main/java/net/minecraftforge/client/event/ScreenEvent.java Add your button in the Post event when the screen is the TitleScreen class. Since many other mods think they are important enough to warrant their own button on the initial screen, you will probably want to be clever about where you place it. e.g. check the "children" of the screen to see what areas are already occupied
  21. I don't see the error you refer to in that log. Are you sure it is the correct log? I do see some other errors that might be causing it. Some projecte/create error An issue with alltheores. that is the most likely cause since it is worldgen. Minecraft won't let you create/load saves with missing worldgen.
  22. That's not the way to do it. https://github.com/Leronus/mOres/blob/b4215d26b0ddb2cf5beb6f1d41c4d4189bddab14/src/main/java/mod/leronus/mores/Mores.java#L30 Loading config in your mod constructor will just mean the client and server can have different configurations/durabilities in multiplayer mode. Which will lead to all sorts of bugs and glitches. That's why you need a server config and do it dynamically, like it says on that other thread. e.g. what happens if the player joins server1 which has the copper shield with durability 100, then the player switches to server 2 which says it is 200 You have no way to handle this if you just read the client's (probably default) config at mod loading/construction time.
  23. Show what you have tried and what problems you have. With reproducable code for your problem on github. This is a support forum not a learn modding forum. We help you fix problems after you have tried to figure it out for yourself. We don't write or design your mod for you. If I was going to do something like that, I would investigate how ChestBlockEntity uses ContainerOpenersCounter to track whether it should render the lid as open. i.e. how many players have the container open. Then modify the logic for your usecase.
  24. And you should override useOn() which will tell you which block you are interacting with. What you are doing sounds very similar to the ShovelItem when creating paths.
  25. You are not changing any real blocks regardless of range. https://forums.minecraftforge.net/search/?q=sidedSuccess&quick=1&type=forums_topic&nodes=70

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