Everything posted by warjort
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Custom Mob Element Throwing attacks
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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[1.19.1] Unable to create a non-opaque block
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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Custom Mob Element Throwing attacks
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
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
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[1.18.2] Assert Starting Frame of Animated Block Texture [Solved]
see: https://forums.minecraftforge.net/topic/113874-119-trigerrable-animation/#comment-505772 and the comments about using a BlockEntity(Renderer)
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[1.18.2] Loading crafting recipes from external data folder
subscribe to AddPackFindersEvent on the MOD event bus.
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(1.19.2) RenderPlayerEvent
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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runClient issue
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
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.
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(1.19.2) Translating classes/methods from 1.16.5
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.
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mouse click error
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
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.
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[1.18.2]Access specific blockstate of block.
You can find similar code in Bee.doesHiveHaveSpace() except you would use getOccupantCount() instead of isFull()
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runClient task fail
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
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.
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[CRASH] Java invalid Runtime config.
Your farmers delight mod jar is corrupted/incomplete, probably because its download didn't complete properly. Redownload it.
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Help with crashes on a modded server
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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Forge crashes when making world
Remove rubidium-extras until they fix it: https://github.com/TeamDeusVult/MagnesiumExtras/issues/26
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Exception in server tick loop in my Minecraft moded server HELP
https://github.com/sp614x/optifine/issues/6974
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Custom Workbench For Custom Items
You posted this yesterday and nobody answered you. Probably because it is too much effort to to answer your question, which I can paraphrase as "Here's some random code I wrote please tell me the bugs." Your code looks something like the vanilla crafting table but with the recipe book hacked out of it. I would guess you probably removed some other important code with it? The part where it does the recipe handling is the slotChangedCraftingGrid() method. You should start debugging there. See if the method is even called. Check if the parameters and results of the method calls make sense to what you are trying to do in game. If you have specific questions about bits you don't understand feel free to ask them. But don't ask us to write/fix your whole mod for you. You will likely get no answer like your original question. ๐ You would be more likely to get an answer if you put something that compiles and runs on github for people to download. An alternative would be to look at another mod that implements crafting tables without recipe books. Then you have a starting point you know works. e.g. https://github.com/BlakeBr0/ExtendedCrafting Make sure you follow the license and credit the original author if you borrow their code.
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installing forge
https://johann.loefflmann.net/en/software/jarfix/index.html
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DecoderException kicks
You also have a number of long ticks before you got disconnected. Are you sure your computer can run both the server and your client at the same time? Look at task manager and check your memory status. It might be doing a lot of paging of memory to and from disk if you don't have enough real memory to run both.
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DecoderException kicks
These messages look suspicious. They represent network packets the server sent, but the client doesn't understand them. Check you have latest versions of those mods on the client and server and then ask the mod authors if these are a problem.
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[1.19.1] Unable to create a non-opaque block
Ah so you didn't think showing that was important? ๐ You still don't show your block model or the shapes you think should work. I assume your issue is the black part on underside of the top. Does it kind of work if you put the block on top of a transparent block like glass or even in mid-air so the block beneath is lit? Have you tried telling it the only parts of the block's shape are the top and bottom parts. i.e. pretend the glass looking parts and side bars don't exist. e.g. try something like this simple shape which is just a thin slice at the top and bottom: public static final VoxelShape SHAPE_BOTTOM = Block.box(0.0D, 0.0D, 0.0D, 16.0D, 1.0D, 16.0D); public static final VoxelShape SHAPE_TOP = Block.box(0.0D, 15.0D, 0.0D, 16.0D, 16.0D, 16.0D); public static final VoxelShape SHAPE = Shapes.or(SHAPE_BOTTOM, SHAPE_TOP); @Override public VoxelShape getShape(BlockState p_60555_, BlockGetter p_60556_, BlockPos p_60557_, CollisionContext p_60558_) { return SHAPE; } I am not saying it is the solution (if it even works), only that it might point to where your problem is. But then I am no expert on Minecraft's lighting code. It makes your average tax-code look comprehensible in comparison. ๐
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Help with crashes on a modded server
There is not much there in that stacktrace it just shows the server processing player movement packets sent by the clients. So the server thread is not stuck or looping, unless one of your mods is doing something strange to this code. I can see from your mod list you have spark installed, have you looked at its data? https://spark.lucko.me/docs/guides/Finding-lag-spikes
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