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warjort

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Everything posted by warjort

  1. Datapacks are not loaded during datagen. Datagen is where you generate them. ๐Ÿ™‚
  2. https://johann.loefflmann.net/en/software/jarfix/index.html
  3. Forge added support for this in 1.19 (search for rendering) - https://github.com/MinecraftForge/MinecraftForge/issues/8608 I don't think there is anything for this in 1.18.2, but somebody might correct me?
  4. I tried creating a modpack with your versions of forge, create, flywheel and jei. It worked fine for me. I then started adding your mods with create in the name which is how I spotted you were using a beta release. With their latest versions this also worked fine.
  5. None of your links to pastebin are working. Use a different fle upload site. e.g. http://gist.github.com
  6. You are trying to use mods for 1.18.2 with 1.18.1
  7. https://www.curseforge.com/minecraft/mc-mods/createaddition/files That is a beta release and not the latest version. If its not that, you should go through your mods to check you have the latest versions. The problem is likely one of these mods has a dependency on a specific (older) version of create.
  8. Like I said, you create one for each player.addEffect()
  9. public class CopperizedDiamondSword extends SwordItem{ MobEffectInstance m = new MobEffectInstance(ModEffects.DAMAGE_BOOST_EFFECT.get(),10,3 ); You can't do this. This will try to create the MobEffectInstance when the sword is created. The effect won't be registered yet, they are registered after items. You also want a new MobEffectInstance for every addEffect(). It is this object that keeps track of the time left. You can't share them between players or even different applications of the effect on the same player.
  10. Yes you do: Although the I think the latest version of flywheel is 0.6.4? Try redownloading the files. If that doesn't fix it, post the full logs/debug.log. Maybe that will have a clue?
  11. Doesn't this work? https://www.curseforge.com/minecraft/mc-mods/architectury-api/files/3855244 If it doesn't, contact the mod author to find out which version of forge is supported.
  12. Missing the architectury mod.
  13. https://github.com/sp614x/optifine/issues/6974
  14. The following is the basics (it probably contains typos so double check names and values with the Minecraft/Forge source). You create and register the MobEffect like anything else using DeferredRegistry. There is a ForgeRegistries.MOB_EFFECTS. See net.minecraft.world.effect.MobEffects for how it constructs vanilla effects with attribute modifiers. I would guess yours would be very similar to MobEffects.STRENGTH and AttackDamageMobEffect? You will also need a src/main/resources/assets/modid/textures/mob_effect/yourid.png for displaying the status icon to the user and give it a translation in your language file "effect.modid.yourid": "Blah" See the MobEffect class for the callbacks on what behaviour you can override. What you actually add to the entity is a MobEffectInstance, which I suppose most importantly for you defines the duration of the effect.
  15. First: That use of Integer.MAX_VALUE is going to cause an overflow. Use 100 or something for testing. Integer.MAX_VALUE + 1 = negative value But I think the correct way to do what you are doing is via a MobEffect, see LivingEntity.addEffect() Your right click would apply the effect and then the effect would add the modifier. It would also mean the effect is saved with the player so it would survive reloads of the game. You certainly can't change data in your Item. There is only ever 1 instance of that. Stored mutable data for an Item should be in the ItemStack nbt.
  16. If you don't figure it for yourself and understand it, how will you know the code is correct? How will you fix bugs when it breaks? We are here to answer questions about forge, not teach you java or fix your code. Here is what you asked for, but how do you know I am correct? ๐Ÿ™‚ // First navigate to the class you were told to use PlayerList players = chatEvent.getPlayer().server.getPlayerList(); // Now send use the method you were told about players.broadcastSystemMessage(Component.literal("Hello"), ChatType.SYSTEM);
  17. https://www.baeldung.com/java-method-in-javadoc#referencing-a-method-in-another-class ClassName#method is the javadoc name for the method ClassName.method() @diesieben07 told you it confuses people who don't write java professionally ๐Ÿ™‚
  18. You don't have X11 available so it can't display the GUI. Start the server with the nogui option. It goes after where you have "java -jar forge-xxx.jar"
  19. We can let the original poster clarify what they really want, then continue this "tangent" if it is still relevant.
  20. My understanding is they want to apply a bonus based on which slot the item is in? There's no way for somebody to replicate this logic if they are using say a loot table function to do the override.
  21. This isn't curseforge, it's a server installation. Looks like the installation didn't complete properly because this file is missing Reinstalling should fix it. Make sure it tells you the installation completed successfully.
  22. My bad, I read that as a cache when it is as you say an override. The original poster should still use the ItemAttributeModifierEvent, otherwise if somebody does define an override their logic won't be invoked.

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