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warjort

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Everything posted by warjort

  1. Look at the warnings on your console or in the log. It should tell you what is "missing". One problem I can see is "model": "shrine_torii_title_model_0" Should probably be something like: "model": "touhoucraft:block/shrine_torii_title_model_0" But only you know the correct names.
  2. There is something wrong with your network connection or the server is not responding properly. From the message, it is one of Mojang's servers.
  3. No current released mods have the constraint that they stop working after forge 1.19.063 and there is now way to express that on curseforge. This is why you don't make breaking changes in minor releases. I think I will just ignore 1.19 support requests for now. It will just be too much of a time sync.
  4. But now no mods work until mod authors have time to update. Until they do, people will have to use 1.19.063 How do you explain to users which mod/versions have been updated and which will only work with 1.19.063 and before? Its a mess.
  5. See https://forums.minecraftforge.net/topic/113464-119064-dont-use/
  6. Problem with JEI, report it to the author.
  7. See https://forums.minecraftforge.net/topic/113464-119064-dont-use/
  8. I am creating this post so I can reference it. Use Forge 1.19.063 for now. On the download page there is a "Show all versions". The 1.19.064 release contains this major breaking change: https://github.com/MinecraftForge/MinecraftForge/pull/8786 I am pretty sure this was meant for the minecraft 1.19.1 release not 1.19 As it stands, nothing but very trivial mods will load with 1.19.064
  9. Or there are helper methods on GamesRules that lets you do getBoolean(Key) instead of getRule(Key).get().
  10. 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.
  11. Your config/forge-common.toml file is broken. Try deleting it, this will recreate it with default values.
  12. Another option would be a game rule. These are stored per world.
  13. 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. 😞
  14. 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.
  15. 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
  16. 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?
  17. 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.
  18. Click on "description" in that link I posted above to go to the mod's main page.
  19. report it to curseforge : https://support.curseforge.com/en/support/home
  20. 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
  21. 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.
  22. 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
  23. 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?
  24. Use forge's ColorHandlerEvent(s), it is a client event. For the logic used by vanilla see the BlockColors class.

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