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warjort

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Everything posted by warjort

  1. I found this mod on curseforge: https://www.curseforge.com/minecraft/mc-mods/longer-login-times Its not that popular (about 5000 downloads) and I have never used it so I don't know how good it is. It lets you change the login timeout using a server configuration. You could give it a try to see if it helps.
  2. I can't give you concrete details without knowing more about your modpack before and after. I can tell you it currently takes your client about 1 minute to process all the registry information sent by the server This is not doing network stuff during this process.
  3. Thanks, I was actually able to access your google drive version after waiting a few minutes.
  4. This shows the client has received all the packets and responded to them, including processing the entity type and all the registries. But then it disconnects. On the other login in this log, it doesn't process all the packets, it stops at packet 22 which happens to be that ensorcellation-server.toml packet I mentioned eariler, this is probably a coincidence. What I think is happening, is that you have a login connection timeout of 60 seconds. Your client is still processing packets at 60 seconds. 26 packet login: 18.24.23.101 to 18:25:24:880 22 packet login: 18:21:22.668 to 18:22:27.957 So it is disconnecting before the login can complete.
  5. That link is broken? Can you use a different upload site like https://pastebin.com/ or https://gist.github.com/
  6. These packets are relevant as well, they have no reply/acknowlegement? So the first unreplied message could be for the entity types packet.
  7. One other thing to try is to uninstall optifine. It can be a regular source of weird errors due to mod incompatibilities.
  8. These look to be the relevant messages on the server. You are connecting to the server and it proceeds normally until it gets to packet 22 for the ensorcellation-server.toml, it doesn't receive any acknowlegement from the client for this and later packets. Then it stalls and times out. Can you post the debug.log from the client. The latest.log is not showing what the client is doing with those network packets.
  9. I am not good at rendering, but it looks like you have depth test issues, probably caused by the blending used by the item render? If you can't use ItemRenderer.renderGuiItemDecorations() for some reason, have it look at what it does. You might also want to look at AbstractContainerScreen.renderSlot()
  10. Make sure the server log is from a time where you tried to connect. If you try to make a connection just before they give a copy that should be ok.
  11. BTW: Your log was full of spam messages from croptopia. This seems to be this issue: https://github.com/ExcessiveAmountsOfZombies/Croptopia/issues/46 It claims to be fixed, but you still have the problem. So you probably want to ask on their discord how to fix it. This won't be the cause of your connection problem.
  12. It's strange, I can't see your linked client latest.log anymore. I did just look at it. Did you delete it? When I looked it the log, the bottom looked something like: This means you are trying to connect to the server, but the server is not responding. Can you look at your log and find that message and confirm the ip address is correct. Otherwise, the problem is with the server. You need to ask bisecthosting for the logs/debug.log from the server and post a link to it. We need to see if the server actually got your connection request and what happened if it did.
  13. Your BiomesOPlenty mod jar is corrupted (probably an incomplete download?). Redownload it and replace it in your mods folder.
  14. I've seen this before. The issue is movement changes normally start from the client (the user pressing keys) which sends a message to the server. The server then broadcasts the change to all nearby players. However, it doesn't send the message to the player itself, it kind of assumes it already knows. If you want the gory details look at the ChunkMap.TrackedEntity and how the seenBy set works. There's a couple of places in the code where minecraft does use setDeltaMovement() on the server. In those cases it checks if the entity is a player and sends the player a ClientBoundSetEntityMotionPacket without going through the TrackedEntity stuff, so the player knows what is happening. if (entity instanceof ServerPlayer) { ((ServerPlayer) entity).connection.send(new ClientboundSetEntityMotionPacket(entity)); }
  15. Sorry, you mentioned "skylight=false". So I assumed you were looking for the flags that control the the always bright nether and no daytime end.
  16. So they are all just warnings. Your other error is: I found this using an internet search: https://www.minecraftforum.net/forums/support/java-edition-support/3100518-process-crashed-with-exit-code-1073740791#c6 If it is not this exact problem, it could be some other problem with your graphics driver (check it is up-to-date) or your monitor configuration.
  17. Doesn't that have the same problem as instanceof? If the modded tool doesn't extend PickaxeItem and doesn't provide an implementation of the canPerformAction?
  18. Another option would be to use an ItemTag that would contain the items that give reduced explosion chances. You would have the vanilla picks by default, but users could add other tools.
  19. Older versions of minecraft used tool types, but this was all reworked. The new logic uses: If you look at the PickaxeItem/DiggerItem this checks the tier of the tool then checks if the block is in BlockTags.MINEABLE_WITH_PICKAXE So you could just use that method passing your block state. Alternatively If the tool is vanilla, or a modded pick that reuses vanilla code, you could do if (player.getItemInHand(InteractionHand.MAIN_HAND).getItem() instanceof PickaxeItem) but not all modded picks are PickaxeItems. And other non-picks might use the BlockTags.MINEABLE_WITH_PICKAXE, e.g. drills or hammers.
  20. Errors in currently selected datapacks prevented the world from loading. What is the actual error in your run/logs/latest.log? Probably a parsing error or something not found.
  21. Sorry, the code I posted is the getter. There isn't a setter, so you would have to use an access transformer to modify the private field.
  22. RenderLevelLastEvent is just an event like you used EntityViewRenderEvent. The event is fired after all the other renderering has been done, use it to draw what you like. BlockEntityRenderer is used to manually render block entities, like drawing a chest opening and closing. I don't know how it could be used for this?
  23. Each dimension type is meant to represent a new dimension.
  24. It still exists it just moved. It is in DimensionSpecialEffects. I have never used it myself, but the navigation is something like. ClientLevel level = ...; DimensionSpecialEffects dse = DimensionSpecialEffects.forType(level.dimensionType()); dse.forceBrightLightmap();
  25. this says you are not It thinks you want to run with a main class called forge-1.16.5-36.2.34.jar while you actually want to execute the jar.

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