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warjort

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Everything posted by warjort

  1. https://github.com/illusivesoulworks/comforts/issues/96
  2. Look at user_jvm_args.txt in your server folder.
  3. Then it is likely one of the mods you added. For your conflict question, you would have to ask the mod authors or look at the mod documentation to see if there are known issues. Optifine has lots of issues with mod conflicts. Users love it, other mod developers hate it. ๐Ÿ™‚ For spark, look at the wiki: https://spark.lucko.me/docs
  4. You also seem to have optifine installed on the server? Optifine is a client side mod, it does nothing on the server - except maybe break things. ๐Ÿ™‚
  5. The error says you have a server tick that is longer than 60 seconds. A tick is meant to last 0.05 seconds. Mojang crash the server when this happens assuming something is very broken, they expect you to restart it. The reason for the long tick may or may not be related to the stacktrace shown. It shows brutalbosses loading data for an entity while doing this cyclic is asked if a potion effect is applicable, which it is handling by searching for a block for some reason? You should check you have the latest versions of these mods then contact the mod authors to see if these might be a problem. If these mods are not the problem, I can see you have spark installed. So you should see what it can tell you in its reports in terms of problematic code running on the server tick.
  6. minecraft:shooter is bedrock not java: https://docs.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponents/minecraft_shooter For java you create and spawn an entity. Search for addFreshEntity in GhastShootFireballGoal.
  7. For BlockEntitys there is a section here: https://forge.gemwire.uk/wiki/Main_Page For the actual rendering code, you will need to look at what vanilla or modded blocks do (each is different and often there are supporting libraries). If you know of one similar to yours it would be a good starting point, I can't think of one that does what you want, otherwise I would have suggested it already. ๐Ÿ™‚
  8. The thing is there are 2 different things. The first is the occlusion shape which is mainly used to determine the light level of each block. i.e. whether the block can pass light through it. The second is the rendering code (the json model) that uses those calculated light levels, the model and shapes to determine the light level for each face. The following is my conjecture based more on experimentation rather than a real understanding of the lighting calculations: What the json model seems to do is check if the collision shape is a full block, if it is then it uses the light level of the block opposite of the face (this is probably an optimisation because it assumes the face must be on the outside?). Actually I think it really looks at each face and checks the "overlap" with the neighbouring block is the full face? But that's not really relevant to your case. Why it seems to use the collision shape instead of the occlusion shape for this, I don't know. In your case the relevant block is the one beneath yours. This has light level 0 because your block is on top it. And the two blocks have shapes that occupy the totality of that face. Like I suggested above, if you take over the rendering yourself, you can do whatever lighting calculations you want for the faces.
  9. How tools interact with tags is explained here: https://forge.gemwire.uk/wiki/Making_Tools
  10. Press F3 to display the debug window. Then look at a vanilla stone block. On the right you will see the block tags that minecraft:stone belongs to. For your issue you want the minecraft:mineable/pickaxe tag, but you probably want most of the other too if you want your block to behave like the vanilla block. See: https://forge.gemwire.uk/wiki/Tags or https://forge.gemwire.uk/wiki/Datageneration/Tags You can see where Mojang generate their block tag files in BlockTagsProvider
  11. Look at the javadoc for the getSkins() and getSkin() methods of the AddLayers event.
  12. You ran out of *memory* not disk space. Use the -Xmx parameter to give java more heap space.
  13. Don't unpack it, you click on the jar file. If your jar file doesn't execute when you click on it, use this: https://johann.loefflmann.net/en/software/jarfix/index.html
  14. Issue with sophisticatedbackpacks/shophisticatedcore Make sure you have the latest versions of these mods then contact the mod author.
  15. The error message says one of your mods has not created/registered its fluid blocks properly. The error doesn't say which mod is broken, but the error occurs when the "Pollution of the Realms" mod is trying to spread polluted water. You should check you have the latest version of this mod then contact the mod author.
  16. Those tag files aren't going to work unless you match the exact name of the minecraft tag, e.g. it has to be arrows.json
  17. There are 3 errors for CreateWorldScreen all are invalid file names in e.g. I guess appliecraft-1.0.5.jar is your mod and it contains the tag file with the invalid space in the name "pickaxe 2" The others are
  18. There is little point asking here. The biomesoplenty mod authors are the people to ask for problems with that mod. The version you have is a *beta* that says it is compatible with 1.19.1 (look at the "Game Version") so it may or may not work with 1.19.2, the mod author hasn't confirmed it works. https://www.curseforge.com/minecraft/mc-mods/biomes-o-plenty/files/3912143
  19. Looks like an issue with prototypedungeons. Check you have the latest version then contact the mod author.
  20. https://github.com/sp614x/optifine/issues/6974
  21. It looks like you are just copy/pasting code without understanding what it does. Don't do this. Try to work out what you are doing at each step. Otherwise you will never get to the point where you can fix problems for yourself. You have created and tried to registered your own biome modifier - but you don't show where you are BIOME_MODIFIER_SERIALIZERS.register() to the mod event bus? You are not even using that modifier anyway, instead you are using the forge:addspawns biome modifier. The name of the biome modifier json only has to be meaningful to you, but its location is important. https://forge.gemwire.uk/wiki/Biome_Modifiers#Biome_Modifier_JSONs Unless you have created a biome tag with this name, I think you want #minecraft:is_overworld You probably have an error message about this in your run/logs/debug.log Always check your log to look for errors before asking why things don't work. You can always post the log here if you can't work out what an error means. But do try to figure it out for yourself first.
  22. You configure server resource packs in the server.properties See the 4 parameters beginning with resource-pack here: https://minecraft.fandom.com/wiki/Server.properties#Java_Edition_3 and note the limitation on size. You need to upload your resource pack to somewhere accessible on the internet, you specify this address in the "resource-pack" property
  23. See: https://github.com/MinecraftForge/MinecraftForge/blob/7b97c181b972afb54098a838ed73b5695dc65cd9/mdk/build.gradle#L135

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