Everything posted by warjort
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Server crashing: Exception in thread "main" java.lang.module.ResolutionException
RAD is a 1.12 modpack, so not supported here.
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Storing constant data in a json file
Or there are helper methods on GamesRules that lets you do getBoolean(Key) instead of getRule(Key).get().
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Storing constant data in a json file
I have never done this either, but it looks pretty simple. Look at net.minecraft.world.level.GameRules which has vanilla examples. You just register() to set the default game rule, which will give you a GameRule.Key Then use Level.getGameRules().getRule(Key) at runtime.
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I got a "The game crashed whilst rendering overlay"
Your config/forge-common.toml file is broken. Try deleting it, this will recreate it with default values.
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Storing constant data in a json file
Another option would be a game rule. These are stored per world.
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How to turn blocks into sand?
See this thread for a recent discussion: https://forums.minecraftforge.net/topic/113123-1182-change-vanilla-minecraft-blocks-that-have-a-custom-tag-to-my-custom-block/ But you are seriously going to break worlds if you do this indiscriminately. What if you replace end portal blocks? No more access to the end. 😞
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Storing constant data in a json file
Could be? If this is the case, it would be another reason not to use datapacks. Only the worldgen is stored per world using the datapack values when you create it.
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Storing constant data in a json file
It depends where you need to access the config and who should control it. Usually common is used, even if the client never references it. https://forge.gemwire.uk/wiki/Configs
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Storing constant data in a json file
I am just wondering if all the extra effort is appropriate? To do it, you need a PreparableReloadListener implementation. Then you register it using an AddReloadListenerEvent. The listener works in 2 stages prepare - which is run in parallel with other listeners apply - where the listeners are done one-by-one but only if all other listeners don't error in the prepare - this is where you modify your state You can only look at data loaded by other listeners in the apply, and then only if it runs before yours If you look at the vanilla ones, you can find some helpers that do common tasks - these will remove some of the complications. I don't think you will find one that does exactly what you are doing?
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Can anyone help me find this mod its buggy
One thing to try is to use the "locate" command in game. Open a chat window by pressing T then type /locate followed by a space. It will give you a list of all structures. The format is #mod_id:structure_name. From that you can see all mods that create structures, e.g. #betterstrongholds:stronghold - betterstrongholds is the mod name You could also use the command and see if one of those names points at the structure you have a problem with. You can click on the coordinates to teleport. NOTE: You will need cheat mode enabled to do this stuff or be an op on a server.
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Sudden Error code 1 and no crash log
Click on "description" in that link I posted above to go to the mod's main page.
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Curse Forge Installer
report it to curseforge : https://support.curseforge.com/en/support/home
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Server error: Missing mandatory dependencies: minecraft
The log you posted shows you trying to start a 1.19 server. It also shows you trying to use optifine for 1.18 which probably breaks things. Optifine does nothing on the server, you don't need it. Try downloading the 1.18.2 server: https://files.minecraftforge.net/net/minecraftforge/forge/index_1.18.2.html If you have problems with that please post the logs/debug.log
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Storing constant data in a json file
Why wouldn't you do this with a config option? Datapacks are normally used to load registries and then let users override the individual entries.
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Storing constant data in a json file
What do you mean by manipulated by datapacks? To answer your question directly: To include any file in your mod, just put it in your src/main/resources
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Can anyone help me find this mod its buggy
The images you posted look like they are spawners created as part of modded structures. If you know which mod creates those structures, you will have your candidate. Look through your mod list. If it looks like a worldgen or structures mod, have a look on the mod's curseforge page. You might find images or videos that match what you see?
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[1.16.5] grass slab color based on GrassBlock
Use forge's ColorHandlerEvent(s), it is a client event. For the logic used by vanilla see the BlockColors class.
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Crash after entity creation [1.16.5]
Have you registered your renderer? Something like the following in your FMLClientSetupEvent
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Forge crash
I think the real problem is that you have a fabric mod installed. Download the forge version and remove the fabric one. The one without -fabric https://www.curseforge.com/minecraft/mc-mods/connectivity/files
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Forge crash
This is a volunteer forum, we are not paid, you shouldn't expect your questions to be answered quickly. 🙂 Anyway, you missed one
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Forge crash
You are missing a lot of dependency mods:
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Forge crash
You also have duplicate jar files for the above mods. One is of the form mod-version.jar the other is mod-version(1).jar
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Why aren't config files force synced to disk?
I create this issue: https://github.com/TheElectronWill/night-config/issues/111
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[1.16.5] How could I display HP at living entity head?
Use EntityRenderersEvent.AddLayers to add a RenderLayer to the renderer of the entity type(s) you want to change. Then in your RenderLayer.render() draw your stuff. You get passed a reference to the entity so you can access whatever data you want.
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Why aren't config files force synced to disk?
I am not saying it is a silver bullet, but it does decrease the time the config files are held in the buffer rather than on disk, making it less likely to happen. People with large amounts of free memory can have large buffer caches that are not flushed for a while.
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