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warjort

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Everything posted by warjort

  1. Show the relevant code, preferably on github, we have no psychic powers.
  2. https://forge.gemwire.uk/wiki/Biome_Modifiers
  3. Attacks are always with the main hand. I think you will find the event is called twice because it is called on both the client and the server. You need to check event.getEntity().level.isClientSide to make sure you are on the correct logical side for what you are trying to do.
  4. As you already know it's a problem with Industrial Agriculture. We can't fix that mod, you need to contact the mod author. If you want more help from us, you will need to provide the logs/debug.log so we can see all the information. My guess is you are missing botany pots since that is listed as a mandatory dependency on curseforge and you don't have it? https://www.curseforge.com/minecraft/mc-mods/industrial-agriculture/relations/dependencies?filter-related-dependencies=3
  5. Why are you only subscribing to the event in single player?
  6. The error messages I quoted above from the log file
  7. yes and when you do, check to see if these new mods have other dependencies by looking at their mod page on curseforge. Mod authors usually list their dependencies in prominent text because they get tired of answering the same questions about why their mod won't work. 🙂
  8. You have mods that have not been updated to work forge/minecraft 1.19.2, they look like they are very old - from the 1.19 beta version? biomemakeover and propellerhats Make sure you have the latest versions of these mods then contact the mod author(s).
  9. The error says, one of the blocks isn't registered properly. But doesn't say which one. You will need to post your logs/debug.log so we can see what the real problem is. You should always post this file when reporting an error and please put it on a file sharing site like https://gist.github.com Logs are very difficult to search when posted to the forums especially when there is more than one on a thread.
  10. The user on the other thread reported using citadel 1.12.7 worked for them if you want to try that version.
  11. Citadel is a library mod used by other mods. You have 2 of these. https://www.curseforge.com/minecraft/mc-mods/citadel/relations/dependents?filter-related-dependents=3
  12. You need java 17 to run forge/minecraft 1.19
  13. java.lang.ClassNotFoundException: vazkii.arl.item.BasicItem The error you reported in the title is because you are missing the AutoRegLib mod. But you also have But I think you have a lot of these kinds of errors: e.g. trying to run a mod for 1.19 with 1.18 And this large list of missing mods, the reference to "forge" in this list is the mod that wants forge for minecraft 1.19:
  14. See: https://forums.minecraftforge.net/topic/116824-minecraft-won´t-launch-game-crashed-exit-code-1-forge-43125/#comment-515120 since it looks like you are using the broken version of citadel?
  15. Optifine issue, make sure you have the version that is compatible with whatever version of forge you are using.
  16. The simple answer is you don't do like that. Modifying the default world generation in random ways will likely just cause conflicts with other mods that are using the proper mechanisms to change the data. If you want a custom overworld you either use a DataPack to redefine the world gen https://minecraft.fandom.com/wiki/Custom or you can create your own world type (called WorldPresets in the code, similar to how superflat or large biomes are chosen at world creation), you can also do this with datapacks: https://misode.github.io/worldgen/world-preset/
  17. As usual with this stuff, what you need to do depends upon the use case. People get very confused about this mainly because they don't fully understand what they need to do. That people try to blindly copy tutorials for this doesn't help them. If this really is your own entity then a "simple" way is to use an EntityDataAccessor with EntityDataSerializers.COMPOUND_TAG (the CompoundTag will be used to store the serialized form of your inventory over the network). See: https://forge.gemwire.uk/wiki/Networking_with_Entities An example of the pattern is how ItemEntity handles its ItemStack: ItemEntity.DATA_ITEM On the client you override onSynchedDataUpdated() to process the data. But the important part is the call to getEntityData().set() which needs to be called when your entity is created or reloaded from disk and when the data changes. Since you are probably using an ItemStackHandler you can make your own custom subclass to override load() and onContentsChanged() to forward these events to that set(). However, if this is a capability you are adding to other people's entities then you do need to do your own network handling and you need to be somewhat careful about who you send the packets to. https://forge.gemwire.uk/wiki/SimpleChannel Your network packet will need to contain the inventory and the entityId so you can find the entity and update the capability when it gets to the client. You need to trap the change of the inventory as before and broadcasting to all players that are tracking the entity using PacketDistributor.TRACKING_ENTITY. But for the create/load of entities you will instead need to subscribe to PlayerEvent.StartTracking and just send the packet to that player. The StartTracking event tells you when an entity comes into range of player and the PacketDistributor.TRACKING_ENTITY knows which players are still in range of the entity. NOTE: For your own entity it is still an option to do custom network handling instead of the EntityDataAccessor. This would be case for example if you have a large inventory and only want to send changed items instead of the whole inventory every time.
  18. We are not going to write your mod for you. This is a support forum not a teaching forum. You need to look at that code I suggested above. It's part of the entity AI code which has builtin entity PathNavigation and MoveControl you can use. It depends what you mean by "facing". There is an entity.getViewVector() that tells you which direction the entity is looking or there is also the LivingEntity's body rotation, see Panda.afterSneeze() for an example usage of this. You can also do "ray tracing" to see what an entity is looking at, e.g. Entity.pick() This part of your question has been asked and answered in many posts of this forum, so search is your friend if you want a longer answer to this FAQ.
  19. [Info: 2022-09-12 19:37:52.7561548: GameCallbacks.cpp(177)] Game/game () Info Caused by: java.lang.NoSuchFieldError: COMPOUND_TAG [Info: 2022-09-12 19:37:52.7561699: GameCallbacks.cpp(177)] Game/game () Info at TRANSFORMER/[email protected]/net.minecraft.world.entity.LivingEntity.<clinit>(LivingEntity.java:155) [Info: 2022-09-12 19:37:52.7561874: GameCallbacks.cpp(177)] Game/game () Info at TRANSFORMER/[email protected]/net.minecraft.world.entity.EntityType.<clinit>(EntityType.java:252) Issue with citadel: https://github.com/AlexModGuy/Citadel/issues/81
  20. You are currently using BonusLevelItemCondition (minecraft:table_bonus) which gets the floats from the json. You can write and register your own LootItemCondition and make your implementation get its values from anywhere you like. But as was said above, If you just moving values from the datapack to the config file it's kind of pointless extra complications.
  21. Translatable components only support String substitutions/formatting and minecraft uses the java.util.Formatter format. https://forge.gemwire.uk/wiki/Internationalization https://docs.oracle.com/javase/7/docs/api/java/util/Formatter.html Your lang file should look something like: Test percent sign %s%%
  22. That error message I quoted, but you should give them all the information you can, e.g. your debug.log
  23. Conflict between betteranimalsplus and whisperwoods use of architectury's IMDlib_common where it is trying to provide duplicate classes to glassential This is at the java module/classloading level not forge's mod abstraction. You really do need to contact the mod authors about this.
  24. It looks like commonality is distributed as part of apex-core which is mentioned as problematic on your other thread. https://github.com/ApexStudios-Dev/ApexCore/blob/3404bfdc826fd5463b67b7cfb46956d489683f9b/build.gradle#L179
  25. This is a duplicate thread. The commonality mod is a jar_in_jar mod inside a different mod:

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