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warjort

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Everything posted by warjort

  1. And when it tries to load the tag file it will look for "minecraft:border" in the registry and fail.
  2. Entity.getViewVector() tells you the direction it is looking. Entity.getPosition() or Entity.getEyePosition() tells you where they are. Then its just vector arithmetic.
  3. I don't see what the tag does for you if there is nothing in the registry. You will always have empty tags?
  4. Although that too has issues. The forge defined configuration files are loaded after registration
  5. Unless I have misunderstood your requirements, I don't think what you are trying to do is going to work. The closest things in minecraft are banner patterns or paintings. But these are registered in code (not what you want) on both the client and the server. Then when it loads resource packs on the client it looks up the texture for each one. It does it this way because the game defines what should exist, then lets the user/modpack developer give them textures (with you providing a default texture). You seem to want to populate a registry from what textures exist in a resource pack? So kind of the reverse. This isn't going to work for at least 2 reasons: * By the time resource packs are loaded, the registries are frozen - It is too late. * Servers don't even load resource packs, so there is no way it can use this mechanism You need some other mechanism to populate your registry. e.g. a configuration file holding the names of what should exist, but it doesn't sound like what you want?
  6. You have a version of oculus from the beta (1.2.5) The latest version is mc1.19-1.2.5a, if that doesn't work contact the mod author https://www.curseforge.com/minecraft/mc-mods/oculus/files
  7. The basic test is does it work. 🙂 But the stable version was released 2 weeks ago. If you have mods like the hauntedharvest mod that hasn't released since June and so hasn't kept up with changes during the beta, then it's probably not going to work.
  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 can create them in code using a similar mechanism to what your already have for your feature. But having a biome won't do you much good unless you have dimension with a ChunkGenerator/BiomeSource that uses it.
  9. You have a large number of mods that were written for the 1.19 beta, that won't work the recommended/stable release. Search for "Failed to create mod instance" in your log and look at the mod ids. Check you have the latest versions of these mods, if you do, contact the mod author(s).
  10. Its an optifine issue: https://github.com/sp614x/optifine/issues/6974
  11. This error message means you have mods that are conflicting in the way they are changing world gen. Unfortunately, your error message only identifies one of the mods - byg. This issue for byg: https://github.com/AOCAWOL/BYG/issues/801 suggests the other problem mod might be terrablender?
  12. Click on your link. See where it says "all" - click on it and it will change to "flat". Now click the arrow next to "Server Thread 100%" at the bottom. You will get something like the following: This says your server thread is spending ~84% of its time ticking entities. Now click where it says "flat" and it should change to "sources". You should see something like the following: So at least 34% is in alexmobs and dungeonmobs. It will be more than this, since it is only counting where it is actually inside their code. It does not include time spent by Minecraft handling the entity before it calls their code. Things you can do include: * Look at the mods documentation and talk to the mod author about optimisation these mods, e.g. changing mob caps to spawn less mobs * Change the "simulation-distance" in server.properties so that the server can stop ticking mobs when they are closer to the player, the default is 10 chunks
  13. Just continue this one, unless it is for a different install. You also need to post your logs/debug.log - just posting the crash report will not always give all the information needed to identify the problem (usually it does not). It is likely your new problem is the same as the original one, but for a different mod? Make sure the mods you downloaded have been confirmed to work on 1.19 by the mod author and are not for some other version. Look at the "Game Version" for your mod files on curseforge.
  14. You are trying to use security craft for 1.19.1/1.19.2 with minecraft 1.19 There are different files for these versions (See Game Version or the prefix in the file name): https://www.curseforge.com/minecraft/mc-mods/security-craft/files
  15. I don't see any problem with JEI. I do see you trying to use JEI for 1.18.2 and trying to use 1.18.2 minecraft methods while you have specified minecraft 1.18.1 in your build. Changing it to use 1.18.2 and net.minecraftforge:forge:1.18.2-40.1.0 allows me to compile and run the game with JEI available. You do have errors in your assets/data json files.
  16. Mob.getMeleeAttackRangeSqr()
  17. It looks like it is trying to run 41.1.0 from the 43.0.2 loader. My guess is you haven't run the gradle task to update the intellj run configs?
  18. Maybe you have a class called ResourceLocation that is not the minecraft class?
  19. The only recommended build is for 1.19 https://files.minecraftforge.net/net/minecraftforge/forge/index_1.19.html The builds for 1.19.1 and 1.19.2 are still beta - they don't have a recommended/stable build (yet). The "experimental settings" warning means you have a mod that is using the datapack mechanism to change world generation. Mojang regard this feature as experimental (even in vanilla).
  20. The code you posted is the not the code getting used. With the code you posted, you would get "genesis:textures/gui/inventory.png"
  21. Issue with "roots classic" contact the mod author.
  22. Issue with valhelsia_core check you have the latest version the contact the mod author.
  23. The "minecraft comes alive" mod is attempting to load client classes on the server. Check you have the latest version then contact the mod author.
  24. Your problem is the electrified mod using an invalid ResourceLocation Check you have the latest version then contact the mod author.
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