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warjort

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Everything posted by warjort

  1. The versions of those 3 mods are for the beta. If you downgrade to a beta version of forge (not recommended) you will have to find versions of all your other mods that were also made for the beta (assuming that they even exist).
  2. The versions of mining gadgets, whisperwoods and baubly heart canisters that you have, have not been updated to work with the forge 1.19 recommended release. Check you have the latest version, otherwise you will have to wait for the mod authors to update them.
  3. Looking at your other view it seems to be spending most of its time ticking entities I don't see anything standing out within that. Though 5% of it is from a mixin to the ServerPlayer where it is searching for something on the map. The author of that mixin has not been very helpful. Its name "injectMethod" does not identify the mod.
  4. e.g. when I look at your profile summary it shows this: With the top one being: So it is spending 10% of its time handling aiimprovement modifiers on entity spawns.
  5. Your link is showing is an average of 10 ticks/sec when it should be 20. Since you already have spark: https://spark.lucko.me/docs/guides/Finding-lag-spikes
  6. Doesn't BlockEvent.BreakEvent let you do this? It seems weird to have an unbreakable block in creative. ๐Ÿ™‚
  7. You can look at the static method Block.pushEntitiesUp() that is to avoid entities getting stuck inside blocks. Maybe you can adapt the logic to your usecase?
  8. It's never going to be fully charged *after* an attack. Look at Player.attack() in particular where resetAttackStrengthTicker() is used compared with EnchanmentHelper.doPostDamageEffects()
  9. public static final RecipeBookType MY_RECIPE_BOOK_TYPE = RecipeBookType.create("MyRecipeType"); The above is how to use an extensible enum. The init() method is used by the person who wrote the enum to implement the create(). Read the javadoc. "It does not work" style questions will likely mean you get no help. Unless somebody feels like playing "20 questions" with you to find out what "a problem" means. ๐Ÿ™‚
  10. You are missing the architectury mod. And the slashblade mod is trying to load client classes on the server. Check you have the latest version then contact the mod author.
  11. Your problem is that BYG is using a method that wasn't added until forge 40.0.41, you have 40.0.24 https://maven.minecraftforge.net/net/minecraftforge/forge/1.18.2-40.1.68/forge-1.18.2-40.1.68-changelog.txt You will need to upgrade forge. The latest is 40.1.68 for 1.18.2
  12. I quoted the error message. I only added the comment with the question mark because it is strange you are getting broken files after a fresh install. It suggests something else is going on, e.g. your computer keeps crashing or your disk might be faulty.
  13. The title says 1.18.2, but all the logs say 1.16.5? I think you installed the wrong version of forge. ๐Ÿ™‚
  14. Here is an example. It is last item in your log: This is this mod: https://www.curseforge.com/minecraft/mc-mods/quick_sand/files which says it is for 1.18.1 - there is no version that says it is compatible with 1.18.2, so it probably doesn't work with your version of minecraft/forge. You need to do the same checks for your other mods. To make sure it says 1.18.2 in the "Game Version" for the file you have. Start with the ones that have 1.18.1 in the file name and see if that fixes your problem.
  15. I can't speak to that, I can only say what the crash log says. I know the vanilla launcher uses a Microsoft java runtime environment by default instead of Oracle, the rest should be the same? The lwjgl stuff is not something forge modifies, that's more the realm of graphics mods. ๐Ÿ™‚
  16. You have another broken config file?
  17. Its an issue with your (opengl) graphics driver. Make sure it is updated and/or contact AMD. You can also see if you can fix the issue by playing around with your monitor or minecraft video settings (use options.txt if you can't get in the game). e.g. not starting in full screen can sometimes fix problems.
  18. See: https://forums.minecraftforge.net/topic/114475-1182-registry-object-not-present/#comment-507782 Basically you can't directly reference other registered objects at registration time from blocks and items. They are created/registered *after* the blocks and items. You need to change your SpellItem to use a Supplier<Spell> and defer the get() to when you need the Spell at runtime.
  19. This forum is not so you can randomly install mods then get us to fix the problem for you. You should add mods one-by-one and check that each works. That way you know which mod is causing the problem and which mod author to ask for help. You should also post the debug.log not the latest.log The log file you have posted doesn't contain any hard error. It does point to you having a lot of 1.18.1 mods installed that won't work with 1.18.2 because of the way Mojang changed how tags work. e.g. Look at the mods with 1.18.1 in their file name and check for a newer version. There maybe other mods you have that are for 1.18.1 or earlier but don't contain the minecraft version in their file names.
  20. This looks like you didn't shut down your computer properly so your files were not saved correctly. You have a number of corrupted configurations. See your error message for the mods concerned. If you don't have a backup, you can delete the mods' config files and it will recreate them with default values.
  21. See RegistryObject.get()
  22. https://github.com/Nyfaria/DynamicSurroundingsResurrected/issues/14
  23. Right, so I was reading it wrong. ๐Ÿ™‚ It was just your dependency wasn't specified "correctly".
  24. Personally, I am against mods automatically altering vanilla stuff like this. It just leads to mod conflicts and confusion. Mods should let the end user or modpack developer decide, e.g. by providing an optional datapack. Anyway, you can see your issue if you click on datapacks in the create new world screen. The forge mod which contains the vanilla recipe is above your mod in the list. So it won't use your recipe. If you switch the order it will use your recipe. The way this works looks backwards to me - but I might be reading it wrong?. I haven't looked at this code before. See ServerLifecycleHooks.serverPackFinder() It takes a list (really a LinkedHashMap) of mods in dependency order and adds them one by one to the datapack list at the "BOTTOM". This means the datapacks will be in reverse order of the dependencies? I would expect it the other way around so a mod that depends upon another mod can override the dependee's resources. In your case, that would mean your mod would appear above forge since it depends upon it. But doesn't look like this is how it works currently.
  25. Unfortunately not. There were major changes during the forge betas which means any 1.19 mod released before about mid July will probably not work. Propellerhats was released back in June.
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