Everything posted by warjort
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Failed to build unique mod list after mod discovery. net.minecraftforge.fml.loading.EarlyLoadingException: Duplicate mods found
You cant have both JEI and RoughlyEnougItems. You need to choose one of them.
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1.18.2 crashes on startup, Exit Code: -1
https://github.com/sp614x/optifine/issues/6974
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[1.19] Custom needs_diamond_tool.json?
https://forge.gemwire.uk/wiki/Making_Tools
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I'm Having Modded Mincraft Troubles with 1.19 Forge
That error looks to be caused by the infernal expansion mod not keeping up-to-date with changes in forge? This is a guess based on it having this relevant mixin and you having it installed. https://github.com/infernalstudios/Infernal-Expansion/blob/9a050fb69a357f27da5e7c600fba1992b8a45f5f/src/main/java/org/infernalstudios/infernalexp/mixin/client/MixinPaintingSpriteUploader.java It's last release was 1st July which is before the major changes to client side code, which is where this error occurs.
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I don't understand why mekanism generators gives an error, before that it worked fine
I raised this bug report: https://github.com/MinecraftForge/MinecraftForge/issues/8911 In case the forge developers don't accept it as bug, you may want to make the Mekanism authors aware of the issue. They can wrap the registration in an enqueueWork() to solve the problem. Since this looks like a concurrency issue. You might find that if you keep retrying it will let you load the game?
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1.18.2 crashes on startup, Exit Code: -1
You are missing AutoRegLib https://www.curseforge.com/minecraft/mc-mods/autoreglib
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Raytrace Block Method
Your pastebin doesn't exist. Anyway, look at Entity.pick() - the entity would be whatever is relevant for the player - e.g. Minecraft.getInstance().cameraEntity if you are client side.
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[SOLVED] [1.19] Make custom entities unable to trigger sculk sensors [CODES]
You seem to have a habit of asking questions then doing something completely different to what we tell you. 🙂 I don't understand why doing the above would solve your requirement? I don't see why it would do anything at all, since all you have done is implement the configuration policy, but you don't have a listener to configure?
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I'm Having Modded Mincraft Troubles with 1.19 Forge
I would start with looking at the version numbers in the file names. Most mods include the minecraft version (but not all). So something that says 1.18 would be a likely cause. Also since this is 1.19 anything released before July would likely be incompatible.
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Error in currently selected datapacks
There are quite a few errors relating to broken datapack files. But I don't think this is your real problem. Your real error is This indicates a misconfiguration/conflict of the modded tool tiers somewhere, e.g. something says diamond is stronger than iron, but somewhere else says the opposite. It won't actually be diamond and iron it will be some other modded tool tiers and the conflict might not be so direct/simple. I would say report this problem to the modpack author, but since you have modified it, you will need to figure out which of the modifications you made causes the problem. The error message does not say which tools are involved, only that there is a problem.
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Help with ore generation and crashes
It's never a good idea to just blindly follow tutorials. You need to make sure you understand each step so you can correct errors.
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Help with ore generation and crashes
Compare your biome modifier with the one from the tutorial https://github.com/Tucky143/Crystal-Minecraft-Mod-for-1.19/blob/main/src/main/resources/data/examplemod/forge/biome_modifier/add_example_ore.json https://github.com/Tutorials-By-Kaupenjoe/Forge-Tutorial-1.19/blob/main/src/main/resources/data/tutorialmod/forge/biome_modifier/add_zircon_ore.json
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[SOLVED] [1.19] Make custom entities unable to trigger sculk sensors [CODES]
This is not something I have ever looked at before, but; Both Wardens and Sculk Sensors implement VibrationListener.VibrationListenerConfig. This class by default listens for GameEvents with the tag GameEventTags.VIBRATIONS. Entities emit vibrations in that tag, see callers of Entity.gameEvent() so you can always override that method to suppress events you don't want to emit. This may have unwanted side-effects if the event is used for other behaviours, e.g. playing sounds However, if you look at VibrationListenerConfig.isValidVibration(), it checks Entity.dampensVibrations() so I guess you can override that method in your entity to return true?
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I'm Having Modded Mincraft Troubles with 1.19 Forge
This suggests you have mods that are incompatible with this version of forge. The error does not say which ones.
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"Error: java.lang.NoClassDefFoundError: Could not initialize class net.minecraft.client.renderer.RenderType" modded forge
Conflict between apoli and flickerfix Make sure you have the latest versions then contact the authors.
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org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error was encountered(pls help)
https://github.com/TeamDeusVult/MagnesiumExtras/issues/26
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Sv not starting (Forge 1.18.2 40.1.68)
In the run.bat replace java with the full path to the java 17 java.exe (wrap it in quotes if it contains spaces).
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Forge not detecting mods
My guess is it's another instance of this: https://forums.minecraftforge.net/topic/113483-mods-not-showing-up-in-game-119 But you can't see the .zip ending because you have file extensions turned off in windows explorer?
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Minecraft mixin crash upon joining world
https://github.com/TeamDeusVult/MagnesiumExtras/issues/26 The mod name is rubidium-extras
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Server is crashing
Remove rubidium and its related mods. These broken client side only mods are not needed on the server.
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1.18.2 Forge version above 40.1.57 crashing while world is loading if OptiFine is installed.
https://github.com/sp614x/optifine/issues/6974
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[1.19] How to spawn an entity when the initial entity dies (Slime reference)
See Slime.remove()
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1.18.2 modpack not working, unsure as to why
https://github.com/sp614x/optifine/issues/6974
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[1.18.2] Registry Object not present
Basic objects like Blocks and Items are always registered first. This is to avoid circular references in the loading/registration. You should change your item constructor to accept a Supplier<MobEffect> or RegistryObject<MobEffect> as the parameter and then use the get() when you need the real object later at runtime.
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[1.19] Stop sound
Yes you need to store the instance somewhere. If you create new ones they are different shouts. Think about if another player starts/stops shouting. They will send messages to the server which will send messages to your client. You need to keep track of which players are linked to which sound instances to handle this properly. As I said above, a player capability would be a good way to store this data. WARNING: You would need to be careful that any server side code of the capability doesn't try to load the SoundInstance class, e.g. by wrapping the sound instance in a holder class that only gets used on the client.
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