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warjort

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Everything posted by warjort

  1. I just tried loading this modpack and it works fine for me. Split up the file. It is the bottom part that is likely the most interesting. Find where it says "Preparing spawn area" and copy from there.
  2. No that's the latest.log it has no DEBUG information.
  3. This shows integrated dynamics trying to load a class that has a mixin defined for it (the problem is NOT integrated dynamics) The error message is not very informative, but it basically says there is something wrong with some java bytecode somewhere. Unfortunately, it doesn't say which class is being changed or which mixin is trying to change the class. The debug.log may have more information?
  4. You know this modpack is a beta/pre-release? You should report problems to the modpack author. But maybe this workaround is relevant to you? https://www.curseforge.com/minecraft/modpacks/encrypted_?comment=19
  5. Recipes: https://forge.gemwire.uk/wiki/Recipes Tags: https://forge.gemwire.uk/wiki/Tags So if you follow the convention, your ingot should be in forge:ingots/steel or data/forge/tags/items/ingots/steel.json e.g. https://github.com/BluSunrize/ImmersiveEngineering/blob/1.18.2/src/generated/resources/data/forge/tags/items/ingots/steel.json as used in https://github.com/BluSunrize/ImmersiveEngineering/blob/86211504ad15b866e6df4685eb16c239cd6f16bb/src/generated/resources/data/immersiveengineering/recipes/crafting/gunpart_hammer.json
  6. Speak to the mod author. They are likely not properly resetting their rendering context properly after drawing stuff, so it is leaking things into other people's drawing operations.
  7. Your issue is that Mojang changed the format for saving world gen structures within world saves in 1.18.2 This was to make structures more configurable in datapacks. While they have a way of updating vanilla structures, it can't fix modded structures - before 1.18.2 there was no standard format for this data. The only thing I can suggest is to talk the mod authors for the world gen mods that you have. They may know a way to fix the data?
  8. This is usually caused by having a very old version of java installed. Try updating it, or downloading a more recent release: https://adoptium.net/ It can also be caused by wrong configuration in your hosts file. c:\Windows\System32\drivers\etc\hosts or /etc/hosts on other OSes.
  9. See ServerPlayer.drop()
  10. Follow the logic from NaturalSpawner.spawnForChunk() then think about what happens with your configuration in that code, e.g. the MobCategory, SpawnState, LocalMobCapCalculator and the Biome's MobSpawnSettings. You can always use a debugger to see what is really happening.
  11. Can't this be done with a StructureProcessor? https://minecraft.fandom.com/wiki/Custom_world_generation/processor_list https://minecraft.fandom.com/wiki/Processor_list It's not something I have ever done, I just know it exists. 🙂
  12. yes supplementaries not subsidiaries. 🙂
  13. Looks like a bug in the moonlight and subsidiaries mods. They are trying to load client specific (graphics) classes on the server. You have their latest versions, so you will need to contact the mod author.
  14. No you wouldn't reference the config at registration time, you would do it at runtime inside the Feature.place() The only reason I can see to do such a thing is if you want to change the values after the world is created.
  15. BiomeLoadingEvent is replaced with BiomeModifiers. https://forge.gemwire.uk/wiki/Biome_Modifiers If you really wanted to implement it the way you used to do it, you could make your own OreConfiguration/Feature implementation that gets its value from your config instead of being passed a number.
  16. This makes no sense. Event handlers are consumers of events (in their parameters), they don't create/supply them.
  17. Forge and fabric are 2 different incompatible mod loaders. There is no way a fabric client can run a forge mod and similarly a forge server cannot run fabric mods. Whatever you think you are seeing in your description above is not what is happening. You either need to use a forge client and server with forge mods or the same for fabric, there is no mixing the two.
  18. I can tell from the file names that a lot (maybe all?) are fabric mods not forge mods.
  19. Your log shows it finding no mods. Make sure the mods are in: E:\Users\david\Downloads\1.19 Server\mods and that the file names of the mods end with .jar NOT .jar.zip which sometimes happens with broken browser plugins.
  20. You really need to teach yourself how java works. This is very basic stuff. You need to be able to understand what the compiler is telling you. You can't just post the error message here and expect others to fix it for you. Especially when you don't even show the java code. Anyway (untested pseudo code): Entity entity = // from wherever if (entity instanceof ItemEntity itemEntity) { ItemStack itemStack = itemEntity.getItem(); if (itemStack.getItem() == Items.IRON_INGOT) { // Do stuff } } Usually it is better to define an item tag rather than hard wiring items in your code. Also note an ItemEntity contains an ItemStack of items, not just 1 item.
  21. The vanilla Items.MILK_BUCKET is an Item already, its not a Suppler<Item> like a RegistryObject.
  22. There is an issue with a configuration file for BYG, ask the mod author how to fix it.
  23. https://johann.loefflmann.net/en/software/jarfix/index.html
  24. warjort

    GUI Help

    Look at the signature of the BlockEntityType.Builder.of() method. The 2nd parameter is a Block, but you are trying to pass it a RegistryObject<Block> You get the block by using: ModBlocks.MAGICAL_WORKBENCH.get()
  25. I don't get it. Why do you keep asking here for help when you know which mod is the problem? There is nothing we can do to fix the problem, you need to contact the mod author.
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