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warjort

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Everything posted by warjort

  1. Looks like you already have minecraft/forge running using that file. Or it might be you are editing the file using something like notepad that locks the file. If you don't think this is true, It could be a previous game of minecraft didn't end properly and is still running in the background. You can use Windows Task Manager to see if there are any java processes running.
  2. Define "spawn blocks". You can spawn a FallingBlockEntity? Or maybe you mean an ItemEntity? Or maybe you just want to Level.setBlock()? Spawning blocks is something you could do with the old "wand of animation". But I don't think anybody has ported the erebus mod to recent versions of minecraft. ๐Ÿ™‚
  3. You have a lot of mods that want a different version of forge. As well as 2 mods that want a different version of blockui and structurize. I know at least the latest version of "create" needs forge 40.1.60 while you have 40.1.0 https://github.com/Creators-of-Create/Create/blob/efdcbb4154e95cb95144cc0306930b461d81f048/src/main/resources/META-INF/mods.toml#L22 Try using the latest version of forge for 1.18.2 which is 40.1.73 Since it looks like you are using curseforge, you can change this in the "Advanced Settings" of the "profile options" of your profile. Click the 3 vertical dots on your profile's page.
  4. Looks like an issue with UnionLib. But since this is a library mod, it could be one of the mods that uses it. https://www.curseforge.com/minecraft/mc-mods/unionlib/relations/dependents?filter-related-dependents=3 Make sure you have the latest version(s) then contact the mod author(s).
  5. Not to the vanilla overworld. Things you can do include; * override/replace the vanilla overworld using the datapack mechanism - not recommended for a mod to do by default * use a WorldPreset to create a new "world type" that appears in the "create new world screen" and has a copy of the vanilla overworld with your biome included * use an existing library mod like: https://www.curseforge.com/minecraft/mc-mods/terrablender There are probably other options along similar lines.
  6. Exactly what I said, a biome is useless by itself, you need to have a dimension that uses it.
  7. If you just want to modify a biome, you can use: https://forge.gemwire.uk/wiki/Biome_Modifiers
  8. You can make a biome using the datapack mechanism: https://minecraft.fandom.com/wiki/Biome/JSON_format Your mod is automatically a datapack, you place the files in src/main/resources/data Or you can create them in code using the DeferredRegister mechanism. But having a biome won't do you much good unless you have dimension with a ChunkGenerator/BiomeSource that uses it. e.g. your own custom dimension
  9. I don't really understand all the details of this, it is based on random numbers and a weird algorithm. ๐Ÿ™‚ I think most people just choose a vanilla enchantment they want to be similar to and tweak its cost calculation? If you really want to understand it: The basic idea is that it calculates an enchantment cost for each slot in EnchantmentHelper.getEnchantmentCost() - uses some random numbers. p_220289_ is the slot number (0 to 2) and p_220290_ is the enchanting power of the "bookshelves". Then it runs selectEnchantment() for each slot p_220300_ is the cost(s) from above, but it gets modified using some more random numbers. This then uses getAvailableEnchanmentResults() with the modified p_220300_ to compare against your min/max costs. That wiki has a link to a table that has values from 1.14 https://minecraft.fandom.com/wiki/Enchanting/Levels
  10. Incompatiblity between supplementaries and create. You don't have the latest of version of supplementaries: https://www.curseforge.com/minecraft/mc-mods/supplementaries/files/all?filter-game-version=1738749986%3a73250 If that doesn't fix it, contact the mod author.
  11. Issue with byg (or one of your resource packs) This is not the latest version: https://www.curseforge.com/minecraft/mc-mods/oh-the-biomes-youll-go/files/all?filter-game-version=1738749986%3a73250 If that doesn't fix it, contact the mod author.
  12. Actually, I think I misread the code. This stuff can be quite difficult to read. ๐Ÿ™‚ I think it is looking for a dimension without a type? It is definitely looking for something within the world generation settings/dimensions that is missing a type.
  13. The thing that DFU actually checks for is a "generator" without a "type". https://minecraft.fandom.com/wiki/Custom#Generator_types
  14. You are trying to use 1.19 version of journeymap in 1.19.2: https://github.com/TeamJM/journeymap/issues/488 The only versions currently compatible with 1.19.2 are betas: https://www.curseforge.com/minecraft/mc-mods/journeymap/files/all?filter-game-version=1738749986%3a73407 If that doesn't work, contact the mod author.
  15. See your previous question: https://forums.minecraftforge.net/topic/115137-1192-translating-classesmethods-from-1165/ Translating from fabric isn't going to help you with old forge mods. Fabric uses a completely different mapping called "yarn".
  16. Look at the code in GhastShootFireballGoal. You need to create the fireball, configure it, then level.addFreshEntity() to spawn it.
  17. The inventory is only sent when you right click a block as part of showing the screen. If you want data to always be available you need to tell minecraft how to do this. BlockEntity already has some infrastructure for this, but its default logic does nothing - as will overriding the methods and just calling super() like you have. For reference look at something like BeaconBlockEntity which sends data to the client so it can for example draw the beam correctly. 1) getUpdatePacket() says how to create your network packet, by default this returns null so nothing happens. You need to change this to actually do something, e.g. the beacon does @Override public ClientboundBlockEntityDataPacket getUpdatePacket() { return ClientboundBlockEntityDataPacket.create(this); } 2) The above logic calls back to your getUpdateTag() to actually get the data. By default this just returns an empty CompundTag. The beacon changes it to use the same logic as the data saved to disk. @Override public CompoundTag getUpdateTag() { return this.saveWithoutMetadata(); } 3) When the data arrives on the client it will call onDataPacket() - the default behaviour for this is to call load() NOTE: After your block entity is initially loaded and sent to the client, additional packets will only be sent when the block is marked as "dirty". This is the same call that needs to be made to make sure your changed data is saved to disk. You can do this by either by calling setChanged on your BlockEntity or by calling Level.blockEntityChanged(). You can see BeaconMenu uses the second method in updateEffects().
  18. There are other considerations, it depends what you are actually trying to achieve? e.g. if the player has haste or mining fatigue.
  19. They just sent a generic packet to the minecraft port which immediately disconnected them because their "hello" was garbage, so no problem there. You might have a problem if they actually found a vulnerability on a different port. But this is getting off topic for this forum.
  20. You can pretty much always mine a block. You just don't get any items/drops. Try punching obsidian for long enough. There are exceptions like * Command Blocks which is hardcoded, * Bedrock which has a destroy speed of -1 * or if somebody uses one of the forge events to cancel() the block break. But I don't think there is any generic way to test for this? They are "ad hoc" logic.
  21. Player.hasCorrectToolForDrops()
  22. This looks like a "script kiddie" running a penetration test on your machine. The ip address is probably a bot machine they have already hacked - unless they are very dumb. ๐Ÿ™‚
  23. No, this is the old buffet worlds or its precursor. Mojang added a specific check to DFU (DataFixerUpper) that stops these worlds from being updated in the 1.18 snapshots.

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