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warjort

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Everything posted by warjort

  1. Delete it. It should redownload. If it does not, there is something wrong with the download process. The file at the location above downloads fine for me.
  2. It should be the same as this file, which is 32388 bytes long. https://piston-meta.mojang.com/v1/packages/bce21f96530d9b66a8bf81a4187e31e12cde099f/1.19.json
  3. Can you look at mcp_repo/versions/1.19/version.json Does it look like it ends too early like the error message says?
  4. I am not sure I understand, but you mentioned ray trace Maybe you want entity.pick() which uses level.clip()? e.g. Forge's debug overlay determining which block/fluid is being looked at. https://github.com/MinecraftForge/MinecraftForge/blob/c2225ab1da58cf8eb3ac3aab1aab73f2d7a696fa/src/main/java/net/minecraftforge/client/gui/ForgeIngameGui.java#L895
  5. You know you can use datagen to generate your jsons programmatically using builders? https://forge.gemwire.uk/wiki/Datageneration that is how minecraft actually creates its files. See net.minecraft.data.models.BlockGenerators If you know the forumula, you could generate your "when"s in a for loop.
  6. The 1.19 optifine preview does not work with forge. See https://optifine.net/changelog?f=preview_OptiFine_1.19_HD_U_H8_pre1.jar
  7. You have three different errors. All saying you have corrupted configuration files. "falling trees", "enlightened/nourished end" and "additional additions" The errors dont say what the files are called. they will be in the config folder of your minecraft folder. If you can't find them, contact the mod authors to ask what they are called. Usually if you delete a configuration file it will be regenerated by the mod with default values. Copy the files somewhere else before deleting, just in case you need to refer to them later.
  8. I don't really know what the acceptable limit is. I would try to be conservative so people don't shout at you. 🙂 100 players = 2000 packets/s the server has to send, on top of normal game packets.
  9. Its not just 1 packet every tick. Its potentially 1 packet to the server, then 1 packet to every other player.
  10. Actually I think your problem is that you should be doing You are looking for minecraft/textures/sky/earth.png if you don't specify your MOD_ID.
  11. Is your sun texture really called earth.png? A black and purple square is minecraft's way of saying "missing texture". Try doing the following in that method: System.out.println(Minecraft.getInstance().getResourceManager().getResource(SUN_TEXTURES));
  12. Spit balling: If it is just for a player, you could just do the calculation on the client. Then send a network packet to the server when your "out of breath" happens so it can do whatever processing you need it to do. This will be more efficient and won't swamp the network with your position packets. The only additional network traffic is your out of breath packet. There is nothing wrong with doing stuff on the client if it is more optimal. But any state changes that need saving or sending to other players need to be done on the server. Of course this assumes you trust the client. Somebody could hack a client that removes your processing. 🙂
  13. I don't know if you can really answer your question on this one. I can't say I have ever properly understood how this works. 🙂 This is kind of an exception to the sides rule (every rule has an exception, including this one!) Mostly the client calculates the movement for a player and then sends positions to the server, while for everything else it is the server. But there exceptions to this, e.g. if an entity is being riding by a player, but not for a pig without a carrot on a stick. There are couple of methods Entity/Mob.isControlledByLocalInstance() and LivingEntity.isEffectiveAi() that get used for some of this logic. The takeaway for you is, I don't think Entity.getDeltaMovement() is very reliable on the server for a player, I don't think the client ever sends its value to the server either. But it shouldn't really matter to you either? Because the place where it is doing the real calculation you should have a good value. But maybe I am wrong about that?
  14. The 1.19 optifine previews are not compatible with forge, see the release notes: https://optifine.net/changelog?f=preview_OptiFine_1.19_HD_U_H8_pre2.jar
  15. The error message says your fairlylights config file is corrupted config/fairylights-client.toml One thing you can try is to delete it (copy it to somewhere else first). Usually if you delete a configuration file, the mod will recreate it with default values. I hope this is your only problem file.
  16. Looks like it could be this known issue: https://github.com/TheCyberBrick/Spiders-2.0/issues/52? A server tick is taking more than 60 seconds. The server thread is currently doing entity pathfinding in that mod.
  17. You probably want to use AbstractHorse instead of TamableAnimal? Horses also have a taming mechanic. If you don't like that method, you can always try to copy the taming code from TamableAnimal into your new entity. Doing it the other way around would probably be a lot more work.
  18. Show the output from You are probably using 32 bit java which doesn't support that amount of memory? Download the 64 bit version.
  19. I have heard of people using this mod in dev environments: https://www.curseforge.com/minecraft/mc-mods/reauth For the feature:
  20. Minecraft does process the movement every tick. It just doesn't send the player position to the server unless it "changes". It does send it if 20 ticks pass without a change. See LocalPlayer.sendPosition() called from LocalPlayer.tick() for the logic. This is pretty much the same place in the code as where sendPosition() is used. However, you should really regard the server's values as authoritative and the client's values as tentative/speculative (still to be accepted by the server). Yes the values may differ because of latency, but any significant processing like combat always uses the server's values. What the server sees is also what other players see (with some network delay). Also, if the server thinks the player is moving wrongly it will send a packet to the client telling it to teleport the player to the correct place. Spamming your position packets may lead to performance degradation? There is even code in ServerGamePacketListenerImpl to ignore packets if the client sends too many position packets too quickly. I assume this is to stop hacking?
  21. its to tell minecraft its not a simple full block - RenderType.solid() which is the default. It goes in your FMLClientSetupEvent. You don't need the enqueueWork for this, the setRenderLayer() is threadsafe.
  22. Your server is running bukkit not minecraftforge.
  23. The only thing I can find on this is a bug report: https://github.com/MinecraftForge/MinecraftForge/issues/7178 This bug looks like it was fixed back in 1.16.x, but it seems to have resurfaced for you? I would suggest you raise a new bug report: https://github.com/MinecraftForge/MinecraftForge/issues Unfortunately, the error message doesn't say which mod has registered the custom model loader.
  24. You can't pass parameters to models from the block states. You only select (and rotate) them based on the properties. Maybe a MultiPart block states? https://minecraft.fandom.com/wiki/Model#Example:_Redstone_Wire The "when" sounds like what you are asking for?

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