Jump to content

warjort

Members
  • Posts

    5420
  • Joined

  • Last visited

  • Days Won

    175

Everything posted by warjort

  1. Show the output from You are probably using 32 bit java which doesn't support that amount of memory? Download the 64 bit version.
  2. I have heard of people using this mod in dev environments: https://www.curseforge.com/minecraft/mc-mods/reauth For the feature:
  3. 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?
  4. 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.
  5. Your server is running bukkit not minecraftforge.
  6. 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.
  7. 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?
  8. That's a horrible error message. First, the "mouseClicked event handler" is misleading. That's the thread name because it is running in response to you clicking something. Its actually just a NullPointerException with no message. You can see it is actually a problem in the biome generator. In fact it is in the feature part. Somewhere along the way there is a null value and the error comes from it trying to insert it into an immutable list, which doesn't allow nulls I think this NPE is caused by you not registering your configured feature. You just create one and then use Holder.direct() on it. I posted a link to how botania does this in this thread: https://forums.minecraftforge.net/topic/113121-how-do-i-spawn-my-feature-in-the-world-1165/ but was told off because it uses a RegistryEvent<Feature> to do this instead of a DeferredRegistry. 🙂 I don't know of a good example using DeferredRegistrys given how features/placements get configured/registered and both methods ultimately do the same thing. Its just one is more declarative. I am tempted to raise that error message as a bug in forge 🙂
  9. There are already a number of different mods that do this already. For example this one https://www.curseforge.com/minecraft/mc-mods/custom-window-title It uses minecraft's Window.setTitle() which I guess is what you do? Then it stops minecraft changing it, using a mixin: https://github.com/chylex/Minecraft-Window-Title/blob/master/src/main/java/chylex/customwindowtitle/mixin/DisableVanillaTitle.java BTW: That Window class is only available on the client. You should change the title in FMLClientSetupEvent otherwise your mod will crash servers.
  10. This is the same error you reported here. https://forums.minecraftforge.net/topic/113135-forge-not-working/page/2/#comment-503335 The problem is still the same. Your /Users/bradydyson/Library/Application Support/minecraft/mods/BiomesOPlenty-1.19-17.0.0.136.jar is broken, you need to redownload it. The latest version of that mod is currently 1.19-17.0.0.141 see https://www.curseforge.com/minecraft/mc-mods/biomes-o-plenty/files/all?filter-game-version=1738749986%3a73407
  11. If you know the problem is optifine, ask them for help.
  12. Your minecraft-comes-alive configuration file is broken. Ask the mod author for help if you can't see what is wrong with it.
  13. The conflict is rubidium and chunkanimator. It appears to be a known issue: https://github.com/Harleyoc1/ChunkAnimator/issues/25 https://github.com/Asek3/Rubidium/issues/173 You have to be an alien to read these error messages. 🙂 The trick is to look for the final "Caused By" then look for mod names. rubidium is a port of sodium
  14. If you don't understand how RenderLevelLastEvent would be used, it probably means its not a good solution for your problem?
  15. BTW, this looks weird player.getCommandSenderWorld() Its not wrong, its just your processing has nothing to do with commands. Normally you would just use the public field player.level which is what that other function returns.
  16. In this code you have public void onPlayerTracking(PlayerEvent.StartTracking event) { if(event.getTarget() instanceof PlayerEntity) { PlayerEntity player = (PlayerEntity)event.getTarget(); This is meant for when you do want your capability sent to other players. i.e. other players tracking you will get a copy of the capability data. The "target" is the new player that has just come into range of you.
  17. You are using @SubscribeEvent on the methods, do you have @EventBusSubscriber(bus = Bus.FORGE) on the class?
  18. A player on the server is being tracked by other players nearby. e.g. when I jump in the air, the server sends a message to the tracking entities to tell them I jumped in the air. Using TRACKING_ENTITY_AND_SELF means it sends your message to all these players and your player. In your client code you do ClientPlayerEntity p = Minecraft.getInstance().player; p.getEntity().getCapability().etc So if the client gets a message because it is tracking another player, it will update the data from the other player into your player. Using PacketDistributor.PLAYER means it only sends to the player. You won't have to worry about getting data about other players on the client.
  19. Take a break, go for a walk. Then try again. 🙂
  20. Same out of memory error. Show the command you are you using so we can confirm you did it correctly. What does the modpack say it requires to run?
  21. This isn't a forge question. Its a can you fix my java program question. You only ever register one chest BlockEntityRenderer in that code. It references the static singleton TileEntities.CHEST_TILE_ENTITIES.
  22. Some conflict between the backpacked and backpacker mods: Make sure you have the correct versions then contact the author.
  23. The answer is, you are not registering it. You never change newChestEntitiesAdded to true and even if you did, the chests are never registered when signs are because you are using "else if" https://github.com/StijnArts/All-The-Wood/blob/85e92326aa52affba3c91ef5a81f7ff87e1e20cc/src/main/java/Net/Drai/AllTheWood/AllTheWood.java#L125
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.