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warjort

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Everything posted by warjort

  1. 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:
  2. When you clicked "install server" you chose a folder for the server. The logs folder is inside that folder.
  3. 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?
  4. Which minecraft launcher: e.g. vanilla minecraft, curseforge, multimc The program you use to run minecraft. Safari is your web browser.
  5. Which launcher are you using?
  6. 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.
  7. 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.
  8. 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()
  9. 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?
  10. 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.
  11. 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.
  12. You have the wrong version see: https://gitlab.com/scs_torleon/libraryferret/-/issues/10
  13. You are missing a mod depdendency see https://www.curseforge.com/minecraft/mc-mods/awesome-dungeon-forge
  14. 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,
  15. Read the sticky post at the top of this forum.
  16. 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()
  17. 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.
  18. If you do use that approach, I think you want to further iterate on chunk.getSections() to avoid looking parts of the chunk that are just void/air and are not really there.
  19. Spitballing: An alternate approach (not using random ticks) would be write your own WorldTickEvent handler that randomly changes blocks. Your world tick handler would iterate over the loaded chunks and choose random blocks in each, applying whatever logic you want. The issue is how to know the loaded chunks. This would probably involve some book-keeping on your part where you keep track of this yourself using the ChunkEvent.Load/Unload event?
  20. How would minecraft know to call code on a block that doesn't exist yet?
  21. You can do additional checks yourself in that method.
  22. If you don't like mixins you can always use an access transformer.
  23. The dropItem is only for when your block lands on say a fence and turns into a item. It doesn't stop the block getting placed otherwise. There doesn't appear to be an event where you can handle this. The one thing that behaves like you want is the Anvil and then only if the anvil's damage goes to zero from fall damage. This all hardcoded by mojang. If you use a mixin accessor to change the private field cancelDrop to true it should do what you want (that is what the anvil code does).
  24. AFAIK, there is no general event for random ticks on any block? The only thing I can see is forge's CropGrowEvent which only applies to StemBlocks.
  25. It looks like you really want to know when an entity is attacked from your code? You might be able to do some tracking yourself with forge's LivingHurtEvent and looking at the DamageSource. Maybe storing the state using a Capability on the entity?

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