warjort
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Everything posted by warjort
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[1.18.1] Errors in current datapack prevented the world from loading
warjort replied to The__YG's topic in Modder Support
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 -
[1.18.1] Errors in current datapack prevented the world from loading
warjort replied to The__YG's topic in Modder Support
This says your save is corrupted. -
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
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data pack error stuck with safe mode pls help
warjort replied to TiffyStorm's topic in Support & Bug Reports
Looks like an issue with prototypedungeons. Check you have the latest version then contact the mod author. -
https://github.com/sp614x/optifine/issues/6974
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[Forge 1.19] How to make my entities spawn naturally
warjort replied to Loris Accordino's topic in Modder Support
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. -
i cant install resourcepacks to my server
warjort replied to ItsNotAce's topic in Support & Bug Reports
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 -
See: https://github.com/MinecraftForge/MinecraftForge/blob/7b97c181b972afb54098a838ed73b5695dc65cd9/mdk/build.gradle#L135
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LightningBolts are just another entity you can spawn. The Ghast drawing is done in GhastRenderer, but that is just a simple texture change based on whether the Ghast is "charging" an attack. Its only animation is its tentacles - see GhastModel. ๐ The animation stuff is not something I know a lot about. But it involves adjusting the model parameters based on state in the Entity (e.g. whether it is attacking) and includes a "timer" of how far through the entity is within the animation. e.g. see HumanoidModel.setupAnim() or HumanoidModel.setupAttackAnimation() You should look at one of the entities that does attack animations like the Skeleton(Renderer/Model)
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Like I said above I am no expert on the lighting, but this is my understanding of why it works. What my example does is create holes in the sides of the block and I have also used this as the collision shape. This lets the lighting engine allow light from the side. I don't know if this is good for you, e.g. it would also let chickens walk through your block - at least at size of the slices I defined. ๐ Unless somebody knows a different way you will probably have to draw the block yourself by turning the block into a BlockEntity and using a BlockEntityRenderer. Your real issue I think is the json models don't really let you define one part of the block transparent like glass and other parts solid, at least not with internal faces?
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Look at what the Ghast does. In particular GhastShootFireballGoal. For the actual projectile, look at LargeFireball. You can look at other Mobs/Projectiles for different ways to implement this.
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rendering overlay issue with better mc 1.18.2
warjort replied to Salts's topic in Support & Bug Reports
The above mentioned config file is invalid/broken. If you don't have a backup of the file you can either * talk to the mod author about how to fix it * delete the file and it will be recreated with default values -
[1.18.2] Assert Starting Frame of Animated Block Texture [Solved]
warjort replied to urbanxx001's topic in Modder Support
see: https://forums.minecraftforge.net/topic/113874-119-trigerrable-animation/#comment-505772 and the comments about using a BlockEntity(Renderer) -
[1.18.2] Loading crafting recipes from external data folder
warjort replied to XPModder's topic in Modder Support
subscribe to AddPackFindersEvent on the MOD event bus. -
I know why it is not working, but I don't know enough about entity models/animations to tell you how to do it properly (if its even possible?) Doing anything in Post will do nothing since its *after* the rendering. Even if you did it in Pre: Creating your own PoseStack isn't going to affect the one used by the renderer which you can get from the event state. But since you popPose() your rescaling will be erased anyway. I doubt you will be able to change the xRot like that. These values are recalculated based on the animation state, see: HumanoidModel.setupAnim() used by LivingEntityRender.render() before drawing the model parts, but after the call to Pre. Like I said above. I don't know the correct way to do this?
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No, here's the one used by the MDK: https://github.com/MinecraftForge/MinecraftForge/blob/1.19.x/mdk/src/main/resources/pack.mcmeta
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(1.19.2) Translating classes/methods from 1.16.5
warjort replied to ElTotisPro50's topic in Modder Support
Although one problem with those documents is that they refer to the old forge mappings before 1.17. e.g. MatrixStack is called PoseStack by Mojang. They still might be helpful for understanding what changed. -
(1.19.2) Translating classes/methods from 1.16.5
warjort replied to ElTotisPro50's topic in Modder Support
There are some guides here for the incremental changes across versions: https://docs.minecraftforge.net/en/latest/legacy/porting/ e.g. your question is answered in this one https://gist.github.com/williewillus/30d7e3f775fe93c503bddf054ef3f93e This link contains a tool to automate forge api porting from 1.18.2 to 1.19, along with a list of those changes https://forums.minecraftforge.net/topic/114502-forge-411-minecraft-119/#comment-507843 Then there is the tool described in the previous post to convert from the old forge deobfuscation mappings, to Mojang's official mappings. -
Could be an issue with biomesoplenty or it could be an issue with any custom datapacks you have (including any mods) that override bop's worldgen. You have the latest version of biomesoplenty, so you should contact the mod author. Note, according to curseforge it is not marked as compatible with 1.19.2 (only 1.19) which probably means the mod author has not tested it with that version yet? https://www.curseforge.com/minecraft/mc-mods/biomes-o-plenty/files You should be careful when downloading mods for new versions of Minecraft. Check the "Game Version" on curseforge to make sure it is confirmed as working with the new release.
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Minecraft crashes on Client-side whenever I approach a chunk
warjort replied to Lethansito's topic in Support & Bug Reports
Issue with sophisticatedbackpacks - looks like it thinks a creeper is wearing a backpack? ๐ Make sure you have the latest version then contact the mod author. -
[1.18.2]Access specific blockstate of block.
warjort replied to AwesomeStickguy's topic in Modder Support
You can find similar code in Bee.doesHiveHaveSpace() except you would use getOccupantCount() instead of isFull() -
You can't have uppercase characters in mod ids. See ResourceLocation for the acceptable characters.
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Help with crashes on a modded server
warjort replied to BananaSniper's topic in Support & Bug Reports
If it says it is out of memory, you should trust it. ๐ Give it more memory. The profiler will need extra memory to hold/calculate its data. The fact that just adding the profiler means you reached max memory might be the cause of your problem? If you are trying to run java will very little free heap space, it will spend a lot of time inside the garbage collector trying to find/free up memory. -
[CRASH] Java invalid Runtime config.
warjort replied to WhiteBoi1211's topic in Support & Bug Reports
Your farmers delight mod jar is corrupted/incomplete, probably because its download didn't complete properly. Redownload it. -
Help with crashes on a modded server
warjort replied to BananaSniper's topic in Support & Bug Reports
Those are just garbage collections (java is freeing up memory). The second is a *full* garbage collection lasting 3 seconds. These might cause lag spikes/jitters but they can't cause your 60 second server thread tick. You should look at the link I posted above on how to use the reports it creates to find problem bits of code.