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warjort

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Everything posted by warjort

  1. 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
  2. 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
  3. Looks like an issue with prototypedungeons. Check you have the latest version then contact the mod author.
  4. https://github.com/sp614x/optifine/issues/6974
  5. 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.
  6. 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
  7. See: https://github.com/MinecraftForge/MinecraftForge/blob/7b97c181b972afb54098a838ed73b5695dc65cd9/mdk/build.gradle#L135
  8. 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. ๐Ÿ™‚ 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)
  9. 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. ๐Ÿ™‚ 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?
  10. 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.
  11. 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
  12. see: https://forums.minecraftforge.net/topic/113874-119-trigerrable-animation/#comment-505772 and the comments about using a BlockEntity(Renderer)
  13. subscribe to AddPackFindersEvent on the MOD event bus.
  14. 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?
  15. No, here's the one used by the MDK: https://github.com/MinecraftForge/MinecraftForge/blob/1.19.x/mdk/src/main/resources/pack.mcmeta
  16. 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.
  17. 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.
  18. 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.
  19. Issue with sophisticatedbackpacks - looks like it thinks a creeper is wearing a backpack? ๐Ÿ™‚ Make sure you have the latest version then contact the mod author.
  20. You can find similar code in Bee.doesHiveHaveSpace() except you would use getOccupantCount() instead of isFull()
  21. You can't have uppercase characters in mod ids. See ResourceLocation for the acceptable characters.
  22. If it says it is out of memory, you should trust it. ๐Ÿ™‚ 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.
  23. Your farmers delight mod jar is corrupted/incomplete, probably because its download didn't complete properly. Redownload it.
  24. 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.
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