Everything posted by warjort
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Forge not working
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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Forge not working
When you clicked "install server" you chose a folder for the server. The logs folder is inside that folder.
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Forge not working
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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Forge not working
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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Forge not working
Which launcher are you using?
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Forge not working
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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Forge not working
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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[1.18.1] A block with two texture layers
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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[1.16.5] spawning second custom block in place whit same facing once the first one gets breaked by player whit or whitout
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?
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[1.16.5] spawning second custom block in place whit same facing once the first one gets breaked by player whit or whitout
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.
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The game crashed whilst unexpected error Error: java.lang.NoSuchMethodError: 'void net.minecraft.client.Options.load(boolean)'
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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hi need help again
You have the wrong version see: https://gitlab.com/scs_torleon/libraryferret/-/issues/10
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hi need help again
You are missing a mod depdendency see https://www.curseforge.com/minecraft/mc-mods/awesome-dungeon-forge
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Forge 1.18.2 server doesnt work
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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Forge not working
Read the sticky post at the top of this forum.
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Detecting if Entity is Within Block Hitbox
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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[1.18.2] Change Vanilla Minecraft Blocks that have a Custom Tag to my Custom Block?
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.
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[1.18.2] Change Vanilla Minecraft Blocks that have a Custom Tag to my Custom Block?
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.
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[1.18.2] Change Vanilla Minecraft Blocks that have a Custom Tag to my Custom Block?
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?
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[1.18.2] Change Vanilla Minecraft Blocks that have a Custom Tag to my Custom Block?
How would minecraft know to call code on a block that doesn't exist yet?
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Detecting if Entity is Within Block Hitbox
You can do additional checks yourself in that method.
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[SOLVED] [1.18.2] How to prevent a spawned falling entity to drop items when is destroyed?
If you don't like mixins you can always use an access transformer.
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[SOLVED] [1.18.2] How to prevent a spawned falling entity to drop items when is destroyed?
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).
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[1.18.2] Change Vanilla Minecraft Blocks that have a Custom Tag to my Custom Block?
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.
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Animation when Entity collides with Player
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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