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warjort

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Everything posted by warjort

  1. It's not JEI, it's (magnesium) rubidium extras https://github.com/TeamDeusVult/MagnesiumExtras/issues/26
  2. You are trying to use the RegistryObject instead of the EntityType ModEntities.STEAM_ENGINE.get() You should also really be registering your EntityRenderers by subscribing to the EntityRenderersEvent.RegisterRenderers on the MOD event bus. https://forge.gemwire.uk/wiki/Events/1.18
  3. You will need to do more than playing the sound from the key press, otherwise it will only work in single player. ๐Ÿ™‚ You are going to need to tell the server to broadcast your shout/stop to other players. Looking at ClientBoundSoundPacket - the normal way to do this from one of the ServerLevel.playSound() methods, it does not have a parameter for looping so it looks like you will need your own custom packet handling for that as well? And you do need the tick event. Look at EntityBoundSoundInstance that has code so the sound moves with the entity/player.
  4. The error says something is trying to change how chunk loading works but has not updated for the changes in forge 40.1.58 This gets reported like twice a day for optifine. ๐Ÿ™‚ Even though the download page and change log says they only support forge 40.0.24 https://optifine.net/changelog?f=OptiFine_1.18.2_HD_U_H7.jar But it sounds like you have some other mod that has the same problem. It's Impossible to say which one since you haven't posted your logs/debug.log (and even then it might not be clear?) For curseforge you will need to enable this in the minecraft advanced settings using the button in the bottom left of the screen.
  5. https://github.com/sp614x/optifine/issues/6974
  6. Minecraft.getInstance().getSoundManager()
  7. SoundManager.stop() SoundInstance.isLooping() - see SoundEngine.shouldLoopAutomatically() for the full logic.
  8. I don't know. Talk to the mod author. Or remove the mod. The file name begins rubidium-extras.
  9. Use the latest versions of flywheel (0.6.4) and create (0.5.0c).
  10. You don't put mods in the mod folder in development unless you know they are already deobfuscated and use your choice of deobfuscation mapping. You do it here: https://github.com/lynnpye/waymaker/blob/7a8cd7885ec6ca37d39ee6be84ef8c156f7e479d/build.gradle#L146 either as runtime or implementation dependency.
  11. You are mixing client code in classes that get loaded on the dedicated server. If you have methods like that tooltip method that only gets used on the client and wants to use client specific classes, you should make it use a seperate helper class that does the client specific processing. Of course if you did try to use the helper class on the server it would complain again. ๐Ÿ™‚
  12. Yes. You might want to look at what FenceBlock does. That sounds close to what you are doing?
  13. There's a TagParser class if you want to explore what gets created for some SNBT. But I think what you are looking for is FloatTag?
  14. return this.defaultBlockState().setValue(SOUTH_CONNECTED, true); The why is look at Block.getStateForPlacement()
  15. As the javadoc says, this event is only ever fired on the (logical) server. So the isClientSide() check is redundant, it's always false.
  16. https://github.com/sp614x/optifine/issues/6974
  17. The log messages show the objects were registered when you used the RegisterEvent. I think you need to post your debug.log and show what is actually referencing the feature. I think there is something else going on here.
  18. That code is already in a supplier that doesn't get called until the ConfiguredFeatures are registered. Its not during classloading. I already talked above about how to do the block properly for modded blocks.
  19. Change your Max Frame Rate to be something that is more than zero in the minecraft video settings.
  20. BlockBehaviour.BlockStateBase.canBeReplaced()
  21. Entity.pick() for the relevant player. See: https://github.com/MinecraftForge/MinecraftForge/blob/bb4818630c0c6cdd7c4178b4d77dc406153c2bcb/src/main/java/net/minecraftforge/client/gui/overlay/ForgeGui.java#L680
  22. Good mod authors include the minimum required forge version information in their mod metadata. Then forge will give you an error if you try to use an earlier version.

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