warjort
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Everything posted by warjort
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help finding duplicates in modlist
warjort replied to Frostthund3r992's topic in Support & Bug Reports
You can't have both jei and rei Also please don't post logs in the forum, use a file upload site. Also, also this question has been asked and answered hundreds of times before. Use the search function in future. -
If what you are drawing is relatively static, i.e. doesn't depend upon dynamic data beyond things like the block properties in the BlockState, then you can create your own model loader: https://docs.minecraftforge.net/en/1.20.x/rendering/modelloaders/ This basically lets you setup most things at resourcepack loading time during the model bake. At runtime it will ask you for your quads (you should have prebaked these for each BlockState of your block): https://docs.minecraftforge.net/en/1.20.x/rendering/modelloaders/bakedmodel/#getquads https://github.com/MinecraftForge/MinecraftForge/blob/1.20.x/src/main/java/net/minecraftforge/client/model/IDynamicBakedModel.java#L35 This is not something I have ever done myself. I just know it exists. So I can't really help you with the details. Forge has a builtin OBJ model loader: https://github.com/MinecraftForge/MinecraftForge/tree/1.20.x/src/main/java/net/minecraftforge/client/model/obj and I know immersive engineering uses some custom models: https://github.com/BluSunrize/ImmersiveEngineering/tree/1.19.2/src/main/java/blusunrize/immersiveengineering/client/models
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Please use the search function in future. These playsound FAQs have been asked and answered sooo many times before. https://forge.gemwire.uk/wiki/Sounds#Level You are doing 2.2 which assumes the sound has already been played by the client for any player passed in the first parameter. i.e. the player for ServerLevel.playsound is an "exclude this player".
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Broken config file. If you don't have a backup of the file, delete it and it will be recreated with default values.
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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.
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Duplicate post: https://forums.minecraftforge.net/topic/125675-crashreport-modpack-help-plz/#comment-541851
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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.
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Mod conflict. Check you have the latest versions then contact the mod authors.
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Started a new server but keeps crashing
warjort replied to xPOTATOx's topic in Support & Bug Reports
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. -
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?
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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.
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1.20.1 Server keeps crashing when going into villages.
warjort replied to ImNotNord's topic in Support & Bug Reports
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. -
Started a new server but keeps crashing
warjort replied to xPOTATOx's topic in Support & Bug Reports
oculus and skinlayers3d are broken client side mods you don't want or need on the server. -
Render an image in front of inventory (1.19.4)?
warjort replied to JooseMann's topic in Modder Support
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(); } -
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.
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Looks like you have the wrong version of kambrik for the bountiful mod. Check you have the latest versions then contact the mod author.
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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.
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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.
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RenderSystem.setShaderTexture doesn't bind texture
warjort replied to Laipel's topic in Modder Support
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 -
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.