warjort
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Everything posted by warjort
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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.
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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.
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"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
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You also need to define a "particle" texture, otherwise you will get purple particles when you break your block.
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The from/to on the second element should probably be 0,0,0 to 16,16,16.
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Is this a troll?
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I suggest you reinstall forge again. This time remember where you installed it.
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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:
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When you clicked "install server" you chose a folder for the server. The logs folder is inside that folder.
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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?
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Which minecraft launcher: e.g. vanilla minecraft, curseforge, multimc The program you use to run minecraft. Safari is your web browser.
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Which launcher are you using?
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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.
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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.
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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()
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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.
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You have the wrong version see: https://gitlab.com/scs_torleon/libraryferret/-/issues/10
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You are missing a mod depdendency see https://www.curseforge.com/minecraft/mc-mods/awesome-dungeon-forge
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As it says in your log This appears to be a known issue: https://github.com/ToroCraft/ToroHealth/issues/131 As one person says on the bug report,
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Read the sticky post at the top of this forum.
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There are a few methods available. There is AABB which lets you calculate an intersect(). For the entity you would just use entity.getBoundingBox(), the other one would be whatever part of your block you want to check. There is a pretty complicated entity.collideBoundingBox() that lets you pass an intersection of shapes. Or you could just do your own (optimised?) calculation based on the entity.getBoundingBox()
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Overwriting vanilla blocks can break other mods that have used mixins to do more refined changes to them. Using mixins is another way to get the behaviour asked for on this thread. But it means it will only work for the blocks that have been modified in advance while the original poster wants to define them dynamically using tags.