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warjort

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Everything posted by warjort

  1. Use an excludes in your jar task configuration to ignore .DS_Store files. https://docs.gradle.org/current/dsl/org.gradle.api.tasks.bundling.Jar.html#org.gradle.api.tasks.bundling.Jar:excludes I am surprised gradle doesn't automatically exclude them?
  2. err... ๐Ÿ™‚ ServerPlayer.getRespawnPosition() but you will also need ServerPlayer.getRespawnDimension()
  3. Didn't exist in 1.18.2 it was hardcoded. See the 1.19 release notes for the change: https://feedback.minecraft.net/hc/en-us/articles/6731464524941-Minecraft-Java-Edition-1-19
  4. NOTE: I wrote "? extends ProjectileCopy" in case you want a subclass in future, otherwise it can just be ProjectileCopy.
  5. The other constructor that takes a Llama as a parameter, you obviously don't need. Unless you want to do something similar to Llama.spit() but then it won't be a Llama for your projectile.
  6. First, please don't post code in images. Either paste the code snippets using the <> option or put your code on github if it is large. Your question is a misunderstanding of lambdas again, like with the BlockEntity problem you had. But this time with generics. Your constructor needs to mention the actual entity class as the generic parameter, not Entity. public class ProjectileCopy extends Projectile { public ProjectileCopy(EntityType<? extends ProjectileCopy> entityType, Level level) {
  7. This change is documented here (search for paintings): https://feedback.minecraft.net/hc/en-us/articles/6731464524941-Minecraft-Java-Edition-1-19
  8. You need to add your painting(s) to the painting_variant placeable tag Add the following tag file to your mod: src/main/resources/data/minecraft/tags/painting_variant/placeable.json with the contents (check I have this correct). { "values": [ "mass_effects_mod:bcs_painting", "mass_effects_mod:bcs" ] } You can also create this file using datagen if you want. https://forge.gemwire.uk/wiki/Datageneration
  9. There are some "hidden" limits which you might hit. e.g. StringTag.write() uses DataOutput.writeUTF() which has this in its javadoc
  10. Projectiles are just special Entities that extend the Projectile class or one of its subclasses like AbstractArrow. So tutorials for creating entities will get you a lot of the way there. e.g. registering your EntityType and EntityRenderer For the actual implementation, look at one of the vanilla projectiles or a mod that does something close to what you want.
  11. The SoundOptionsScreen will show you how to code the Slider. To actually modify the screen you will need to register for forge's ScreenEvent(s) in your FMLClientSetup. For example, you can respond to the Init.Post event by checking if it is the PauseScreen then adding your slider. Your problems are probably going to be: * Some other mod does the same thing and you end up drawing over each other * Somebody runs the game in large gui mode and your slider doesn't fit on the screen So you may want to be intelligent about where you add your slider, based on for example what widgets are actually on the screen.
  12. Your actual error is This is a Mojang DataFix that looks to be related to changes made in 1.18.2 to support the new feature: https://www.minecraft.net/en-us/article/minecraft-java-edition-1-18-2 So there is probably something about the modded structures in your world save from 1.18.1 that does not follow the vanilla format and so can't be fixed. There would have been no standard format for this before the feature was added in 1.18.2 There is also these warnings: The only thing I can suggest is to identify your worldgen mods that add structures and talk to the mod authors. They may have a solution to this problem?
  13. I am not sure what you are describing? There are particle effects produced while the fire is burning. I don't see any when the block is destroyed? There is a Level.levelEvent() for event 1009 in BaseFireBlock.playerWillDestroy() which ends up in LevelRenderer.levelEvent() that plays the fire extinguish sound(s). A word of warning. You should be careful with this kind of thing. Not everything is OOP. e.g. search the codebase for references to (Base)FireBlock or Material.FIRE and you will find old legacy hardcoding. There is also the more modern BlockTags.FIRE, which I guess you want to add your block to.
  14. You can find many mods that do this on curseforge, an example search: https://www.curseforge.com/minecraft/mc-mods/search?search=loading+screen "loading screen" can mean loading a world or loading the game, so make sure you have one that does what you want.
  15. Nope sorry, I a think I am confusing two different things. The code to draw the hitbox is in LevelRenderer.renderHitOutline.
  16. Doesn't that only get used to custom draw the "hitbox" of the block the player is looking at? @diesieben07 Now I know why you didn't want people using the old gui overlay event, it's all changed in the latest version. ๐Ÿ™‚ I would say you want to register for RenderGuiEvent.Pre to make sure you are drawing before the HUD gets displayed. Then do something similar to the vanilla hitbox code in ScreenEffectRenderer.renderScreenEffect(), the renderTex() code. Except instead of using getOverlayBlock(Player), you use your block's BlockState and BlockPos.
  17. I am not really following what you are asking? Let me "guess". You have a custom recipe, but you also want to reference "standard patterns". By standard patterns do you mean ShapelessRecipe and ShapedRecipe used by the vanilla crafting station? If you want to understand how the vanilla crafting table works look at vanilla's CraftingMenu, CraftingScreen and their related classes. In particular CraftingMenu.slotChangedCraftingGrid() is where it uses the RecipeManager to locate recipes of RecipeType.CRAFTING
  18. Correct, you have the latest ellemes (2.0.2) but it is that mod that has an error: Report it to the author
  19. This might not fix it, but your java version is old - Oracle 1.8.0_51, even the latest java 8 from Oracle is 1.8.0_331 But you are going to need java 17 to run minecraft anyway, so might as well update.
  20. That should work according the user on the other thread, but you better asking curseforge. Only they know how their software works.
  21. Are you going to pay for the extra people to do this? If not, do you think it is fair to divert effort from the more recent versions to support your version? forge-1.16.x has been supported for about 22 months, which is nearly twice as long as Mojang supported the vanilla version. Try getting Mojang to fix a bug in 1.16.5 that isn't a security issue. ๐Ÿ™‚ NOTE: I am not associated with forge and played no part in this decision. The above is just my opinion based on my experience with how limited resources get deployed in software projects.
  22. This is a curseforge bug. See: https://forums.minecraftforge.net/topic/113178-better-minecraft-forge-125-exit-code-1/
  23. One thing you can try is to add your mods one-by-one to the mods folder to locate which mod is causing the problem.
  24. It is finding your mods, e.g. You have an error, but that log you posted doesn't show any errors. Are you sure it is complete? Compare the bottom of your actual log file with what is at the bottom of what you posted.

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