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warjort

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Everything posted by warjort

  1. I know very little about banner patterns but wouldn't this just be something like? @Mod("examplemod") public class ExampleMod { private static final DeferredRegister<BannerPattern> BANNERS = DeferredRegister.create(Registry.BANNER_PATTERN_REGISTRY, "examplemod"); public ExampleMod() { IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus(); bus.addListener(this::setup); BANNERS.register(bus); } private void setup(final FMLCommonSetupEvent event) { BANNERS.register("mybanner", () -> new BannerPattern("myb")); } } Registry is the vanilla registry, its not deprecated, there is no special forge version.
  2. I think you probably also wants the gems as texture2? The overlaying texture should be drawn after the main texture.
  3. That wiki post from earlier says: " texture: Specifies the texture in form of the texture variable prepended with a #." So you can't directly reference the texture inside an element, you need to use texture variables. Something like - you will need to change them all, I only changed the first one. { "parent": "minecraft:block/block", "textures": { "particle": "kanohicraft:block/lightstone_block_deepslate", "texture1": "kanohicraft:block/lightstone_block_deepslate_gems", "texture2": "kanohicraft:block/lightstone_block_deepslate" }, "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "texture": "#texture1", "cullface": "down" }, "up": { "texture": "kanohicraft:block/lightstone_block_deepslate_gems", "cullface": "up" }, "north": { "texture": "kanohicraft:block/lightstone_block_deepslate_gems", "cullface": "north" }, "south": { "texture": "kanohicraft:block/lightstone_block_deepslate_gems", "cullface": "south" }, "west": { "texture": "kanohicraft:block/lightstone_block_deepslate_gems", "cullface": "west" }, "east": { "texture": "kanohicraft:block/lightstone_block_deepslate_gems", "cullface": "east" } } }, { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16], "faces": { "down": { "texture": "#texture2", "cullface": "down" }, "up": { "texture": "kanohicraft:block/lightstone_block_deepslate", "cullface": "up" }, "north": { "texture": "kanohicraft:block/lightstone_block_deepslate", "cullface": "north" }, "south": { "texture": "kanohicraft:block/lightstone_block_deepslate", "cullface": "south" }, "west": { "texture": "kanohicraft:block/lightstone_block_deepslate", "cullface": "west" }, "east": { "texture": "kanohicraft:block/lightstone_block_deepslate", "cullface": "east" } } } ] }
  4. Don't you have your config as a singleton in your mod for use at runtime? You could just make your ICondition implementation reference a map like you say, except it would be a map of strings to "getters" for your config. Something like: public class MyMod { public static YourConfig configSingleton; public static final Map<String, BooleanSupplier> conditions = new HashMap<>(); static { conditions.put("option1", configSingleton::isOption1); conditions.put("option2", () -> somethingMoreComplicated()); } } Maybe I am misunderstanding the problem?
  5. https://optifine.net/changelog?f=preview_OptiFine_1.19_HD_U_H8_pre1.jar It says this preview is not compatible with forge in the change notes.
  6. There is no crash error in that log you posted. Is it the correct log? Remove all the mods you have added since yesterday when you had a working system. https://forums.minecraftforge.net/topic/113143-hi-need-help-again/ Add them back one by one until you find the problem mod. Then you can contact that mod's author to ask for help or just don't install it. You can also check if removing optifine fixes the problem.
  7. In general, the server is the correct side for non gui processing. Doing things on the client means other players and the server won't know what you have done and will disagree about the state of the world, like your "glitch". The client is only there to provide data for rendering and give the user "proxy" objects to the server to interact with. Though you can do optimisations/logic on the client, e.g. ignoring the user if they try to "strip bark" on stone. No need to ask the server for this.
  8. "textures": { "particle": "kanohicraft:block/lightstone_block_overworld" }, Texture variables need to be defined in a textures block. "cullface": "xxx" Tells minecraft it doesn't need to draw the texture if there is a full block in the xxx direction. Its an optimization. See https://minecraft.fandom.com/wiki/Model
  9. You also need to define a "particle" texture, otherwise you will get purple particles when you break your block.
  10. The from/to on the second element should probably be 0,0,0 to 16,16,16.
  11. I suggest you reinstall forge again. This time remember where you installed it.
  12. That is not the forge server folder you chose. You are looking at an operating system folder. The forge server folder should have the following contents:
  13. When you clicked "install server" you chose a folder for the server. The logs folder is inside that folder.
  14. Now I am confused, forge won't run by itself. You need a launcher. Are you using the vanilla launcher? How did you install forge?
  15. Which minecraft launcher: e.g. vanilla minecraft, curseforge, multimc The program you use to run minecraft. Safari is your web browser.
  16. Which launcher are you using?
  17. In curseforge click on your modpack. In its main screen, next to the play button you will see three vertical dots. Click it and select "open folder", you will have a logs folder in there if you have run your modpack before.
  18. On the main curseforge screen click the "gear" icon - bottom left of the screen. It should say "settings" when you hold your mouse over it. Click minecraft. Turn on the "Enable Forge debug.log" in the advanced section.
  19. layer0, layer1 are what you use when defining layers for item models block models work differently (they are sided) you need to define an elements array, look at the vanilla grass block model that uses 2 elements { "parent": "block/block", "textures": { "particle": "block/dirt", "bottom": "block/dirt", "top": "block/grass_block_top", "side": "block/grass_block_side", "overlay": "block/grass_block_side_overlay" }, "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#bottom", "cullface": "down" }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#top", "cullface": "up", "tintindex": 0 }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "north" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "south" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "west" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "east" } } }, { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "north" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "south" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "west" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "east" } } } ] } They are drawn in order. You can ignore/remove the tintindex, that is used by vanilla to change the grass colour in different biomes. It looks like you already have the rendertype defined for your blocks as cutout()
  20. The facing is one of the block properties that determine the state. e.g. something like block.defaultBlockState().setValue(BlockStateProperties.HORIZONTAL_FACING, Direction.NORTH); I guess you would copy the block properties from the block state you replaced?
  21. I think you are missing an event.setCanceled(true); Otherwise you are going to change the block in that location and then its just going to destroy it anyway.
  22. That looks weird. That method was added yesterday https://github.com/MinecraftForge/MinecraftForge/commit/bb03b1a7d19f03d79b2236716b9b4621cf344b87 and it is in the version of forge 41.0.62 that I have. I was able to run this version (both client and server) with a mod a few hours ago. How did you install forge? Try redownloading and reinstalling it. You can also try removing optifine, I don't know why that would fix this problem, but optifine does some broken things. 🙂 Use the previous version 41.0.61 if all else fails. Until maybe somebody else can think of what would cause this.
  23. You have the wrong version see: https://gitlab.com/scs_torleon/libraryferret/-/issues/10
  24. You are missing a mod depdendency see https://www.curseforge.com/minecraft/mc-mods/awesome-dungeon-forge
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