Everything posted by warjort
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duplicate mod
You can't have jade and wthit. They are both forks of waila.
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Forge 1.19.2 Exit Code 1
This is a crash in your graphics driver. The user on this thread had the same problem and said they were able to fix it by a using a previous version of the driver. https://forums.minecraftforge.net/topic/114940-jvm-access-violation-exception-119/ Unfortunately, they didn't say which version they got to work.
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[1.18.2] [SOLVED] Hide shield model while item is in use
RenderHandEvent, you cancel the event to stop the rendering. e.g. @Mod.EventBusSubscriber(modid = MODID, value = Dist.CLIENT) public class ClientEvents { @SubscribeEvent public static void renderHand(RenderHandEvent event) { if (event.getHand() == InteractionHand.OFF_HAND) { if (Minecraft.getInstance().player.getItemInHand(InteractionHand.MAIN_HAND).is(Items.DIAMOND)) { event.setCanceled(true); } } } }
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Mods that work for me are causing errors for my friend
Problem with chimes, try the latest version then contact the mod author. https://www.curseforge.com/minecraft/mc-mods/chimes/files
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How to get progress of attack indicator
If you are really interested in what that means: https://www.gnu.org/software/diffutils/manual/html_node/Detailed-Unified.html#Detailed-Unified
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How to get progress of attack indicator
https://docs.minecraftforge.net/en/latest/forgedev/#getting-started and https://docs.minecraftforge.net/en/latest/forgedev/prguidelines/
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1.18.2 Sever Startup Crash
[04Sep2022 18:46:40.558] [main/DEBUG] [mixin/]: Preparing mixins.dynamicregistries.json (1) [04Sep2022 18:46:40.563] [main/FATAL] [mixin/]: Mixin prepare failed preparing MixinRegistryAccess in mixins.dynamicregistries.json: org.spongepowered.asm.mixin.transformer.throwables.InvalidMixinException @Mixin target type mismatch: net.minecraft.core.RegistryAccess is an interface in org.spongepowered.asm.mixin.transformer.MixinInfo$SubType$Standard@2e3cd732 dynamicregistries is not needed with 1.18.2 https://www.curseforge.com/minecraft/mc-mods/dynamicregistries
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How to get progress of attack indicator
The change has not been applied to 1.18.2, it was only added to 1.19.2 yesterday. 🙂 https://github.com/MinecraftForge/MinecraftForge/commit/2a4230868ffaf5c364cfbea8c66e6c12176bd1c4 If you want to speed up the process, you can submit a PR for 1.18.2. This change was regarded as a feature so it's not guaranteed to get backported to earlier versions unless somebody steps to do it.
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Blockstate not updating
You never actually update the state to powered. This code does not mutate the updatedState, it creates a new BlockState which you discard. The name setValue() is misleading. updatedState.setValue(BlockStateProperties.POWERED,true); So this later code at the end just sets the BlockState back to what it was when you called getBlockState(worldPosition), i.e. the original value. level.setBlockAndUpdate(worldPosition,updatedState); All your other supposed changes to the updatedState will also be discarded/overwritten. I don't understand why you are continually calling setBlockState(). Shouldn't you just be calculating the new BlockState then calling setBlockState() once at the end? BTW. You don't need to call that level.getBlockState(worldPosition); Your BlockEntity already knows its own BlockState. You can get it using this.getBlockState()
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[1.18.2] [SOLVED] Hide shield model while item is in use
It's hardcoded in ItemInHandRenderer.evaluateWhichHandsToRender()
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Got a "The game crashed whilst rendering overlay Error"
Issue with propeller hats. Check you have the latest version then contact the mod author. java.lang.NoClassDefFoundError: net/minecraftforge/client/IItemRenderProperties at java.base/java.lang.ClassLoader.defineClass1(Native Method) at java.base/java.lang.ClassLoader.defineClass(ClassLoader.java:1012) at cpw.mods.securejarhandler/cpw.mods.cl.ModuleClassLoader.readerToClass(ModuleClassLoader.java:119) at cpw.mods.securejarhandler/cpw.mods.cl.ModuleClassLoader.lambda$findClass$15(ModuleClassLoader.java:219) at cpw.mods.securejarhandler/cpw.mods.cl.ModuleClassLoader.loadFromModule(ModuleClassLoader.java:229) at cpw.mods.securejarhandler/cpw.mods.cl.ModuleClassLoader.findClass(ModuleClassLoader.java:219) at cpw.mods.securejarhandler/cpw.mods.cl.ModuleClassLoader.loadClass(ModuleClassLoader.java:135) at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:520) at TRANSFORMER/[email protected]/xyz.przemyk.propellerhats.items.PropellerHatItem.initializeClient(PropellerHatItem.java:43)
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Forge Client crashes with no mods
This is a crash in the graphics driver from amd. The user on this thread had the same problem and said they were able to fix it by a using a previous version of the driver. https://forums.minecraftforge.net/topic/114940-jvm-access-violation-exception-119/ Unfortunately, they didn't say which version they got to work.
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Forge Client crashes with no mods
Your log ends in the opengl (graphics library) initialisation, so it is probably an error with that. You do seem to have a problem with "maxFps:0" in your options.txt? If that's doesn't fix it, then it could be a crash in native code. See if you have a file beginning with "hs_err_pid" in your .minecraft folder from the time of the crash. If you do, don't post the whole thing - the file does not obfuscate your access token/"password" in the dump. Just post the top 30 lines or so that contains the error. You can also post your C:\Users\Commissar.DESKTOP-19TOGG8\AppData\Roaming\.minecraft\launcher_log.txt to see if that has a useful error message.
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How do I store data in a folder within a save
That's the .minecraft folder. 🙂 The original poster wants the world save folder (or a subfolder within it): Path mySubfolder = serverLevel.getServer().getWorldPath(LevelResource.ROOT).normalise().toAbsolutePath().resolve("mysubfolder");
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[1.19.2] Spawn a particle at this exact position not visible ?
Try this: warudo.addAlwaysVisibleParticle(ParticleTypes.FLAME, vh.x, vh.y, vh.z + 0.5f , 0.0D, 0.0D, 0.0D); warudo.addParticle(ParticleTypes.SMOKE, vh.x + 0.5f, vh.y, vh.z , 0.0D, 0.0D, 0.0D); Then see if you can figure it out why my code works (and yours does as well). 🙂
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How to get progress of attack indicator
Yes, you have the same problem as the other post (assuming you don't have a recent version of forge). This is something that was very recently changed: https://maven.minecraftforge.net/net/minecraftforge/forge/1.19.2-43.1.15/forge-1.19.2-43.1.15-changelog.txt - 43.1.6 [1.19.x] Moved Player.resetAttackStrengthTicker() to the end of Player.attack() (#9000) https://github.com/MinecraftForge/MinecraftForge/pull/9000 You can try the latest version of forge to see if your code now works. Being able to answer this question (rather than guessing) required knowing; * where you are using the method * which version of forge you are using These are just part of the https://en.wikipedia.org/wiki/Five_Ws used to give a complete description of a problem.
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Multi World Borders per Dimension for 1.18.2
Did you try searching curseforge? https://www.curseforge.com/minecraft/mc-mods/search?search=worldborder
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Is it possible to use authenticate with microsoft acc during runClient?
You can use this mod to login in a development environment. https://www.curseforge.com/minecraft/mc-mods/reauth If you don't trust it (you should be careful about where you enter your credentials), you can copy its code.
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(1.18.2) force chunk reloading in block entity
Another solution would be to just not tick your block on the client. Looking at your code, I don't see a reason why you need to do this? Only ticking on the server would simplify your code and you wouldn't have to worry about sides. See AbstractFurnaceBlock.createFurnaceTicker() for how to create a block entity ticker that only ticks on the server.
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(1.18.2) force chunk reloading in block entity
@Override public void onDataPacket(Connection net, ClientboundBlockEntityDataPacket pkt) { super.onDataPacket(net, pkt); } This is still redundant. Did you change the other code? You know your level.getBlockEntity(BlockPos) code is running on both the client and server? Doing it on the client is unsafe unless you check Level.isLoaded(BlockPos) first. But as I said, you shouldn't need to call that method since you already have the block entity as a parameter.
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(1.18.2) force chunk reloading in block entity
public static void tick(Level level, BlockPos pPos, BlockState pState, TeleporterBlockEntity blockEntity) { -- snip -- if(level.getBlockEntity(pPos) != null && level.getBlockEntity(pPos) instanceof TeleporterBlockEntity) { ItemStack stack = ((TeleporterBlockEntity) level.getBlockEntity(pPos)).itemHandler.getStackInSlot(0); Why are you doing all this extra work? You are told the TeleporterBlockEntity as a parameter to this method. You still have this "broken" code, which I told you about on your previous thread but you obviously didn't fix it. @Override public CompoundTag getUpdateTag() { CompoundTag tag = saveWithoutMetadata(); // Why are you loading during the save? load(tag); return tag; } @Override public void onDataPacket(Connection net, ClientboundBlockEntityDataPacket pkt) { super.onDataPacket(net, pkt); // This calls load() load(pkt.getTag()); // so this is duplicate work - in fact the whole onDataPacket() method is redundant, you can remove it and use the default implementation } // This is redundant too, overriding a method and just calling super is pointless @Override public void handleUpdateTag(CompoundTag tag) { super.handleUpdateTag(tag); } When you've fixed your block entity load/save code and are sure it is working properly, either; * create a new test world * break all your BlockEntity blocks and replace them that way you will know there aren't blocks lying around with broken nbt data from your previous buggy code
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Forge server crashes
[03Sep2022 19:49:42.740] [main/FATAL] [mixin/]: Mixin apply failed hexplat.mixins.json:accessor.AccessorEntity -> net.minecraft.world.entity.Entity: org.spongepowered.asm.mixin.gen.throwables.InvalidAccessorException No candidates were found matching markHurt()V in net/minecraft/world/entity/Entity for hexplat.mixins.json:accessor.AccessorEntity->@Invoker[METHOD_PROXY]::hex$markHurt()V [INJECT Applicator Phase -> hexplat.mixins.json:accessor.AccessorEntity -> Apply Accessors -> -> Locate -> hexplat.mixins.json:accessor.AccessorEntity->@Invoker[METHOD_PROXY]::hex$markHurt()V] org.spongepowered.asm.mixin.gen.throwables.InvalidAccessorException: No candidates were found matching markHurt()V in net/minecraft/world/entity/Entity for hexplat.mixins.json:accessor.AccessorEntity->@Invoker[METHOD_PROXY]::hex$markHurt()V [INJECT Applicator Phase -> hexplat.mixins.json:accessor.AccessorEntity -> Apply Accessors -> -> Locate -> hexplat.mixins.json:accessor.AccessorEntity->@Invoker[METHOD_PROXY]::hex$markHurt()V] Looks like an issue with hexcasting. It might be conflicting with another mod. Contact the mod author.
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(1.18.2) force chunk reloading in block entity
You can start by making your question answerable. A one line NPE completely out of context is useless. You don't even show the stacktrace - it needs more than that. I wonder if you even know where in your code this error happens?
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(1.18.2) force chunk reloading in block entity
What/where is that tick() method? You are just showing some random code without any context. From the error message it looks like it is getting called on the client, since Level.getServer() is returning null. I would guess your other error (for which you don't even grace us with code) has the same problem. Forcing chunk loading is not necessary to solve your problem. Your problem is you can't reference chunks outside the render distance on the client. You shouldn't be doing this processing there.
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Render Layer Explanation
RenderLayers are just a way to break up rendering into more bitesize chunks. RenderLayer -> Renderer is as Widget -> Screen For the rest of your question, you can use your IDE to find all the vanilla implementations of RenderLayer and look at what they do. Many of these are for rendering carried items.
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