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warjort

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Everything posted by warjort

  1. If you mean the real recipe objects, then no. Recipes are loaded when the datapacks are loaded. i.e. when the game loads a save
  2. Something is taking too long on the server thread. You can use a mod like https://www.curseforge.com/minecraft/mc-mods/spark to help diagnose these kind of problems. See their documentation for how to use it. It was doing something in chunk loading at the 60 second time out, but that is not necessarily what took 60 seconds. I have underlined 2 mods that are modifying code in that area.
  3. Broken client side only mod you don't need on the server.
  4. The error is on the server. You have that mod I underlined above trying to access a field that does not exist. That suggests there it has a mismatch with another mod, probably some other dawncraft mod? Only the mod author can help you. Guess mode enabled: The error is related to the "KorokIntroEntity". I would guess the reason that player crashes is because they are the only one in an area where that mob exists (maybe it is a boss)? When they join, the chunks around them are loaded and one of those chunks contains that broken entity.
  5. Check you have the latest version then contact the mod author.
  6. You need to use java 17
  7. Check you have the latest version then contact the mod author.
  8. https://forums.minecraftforge.net/topic/123884--/#comment-538070
  9. ,

    warjort replied to SkomoKdemo's topic in Modder Support
    Some issue with a fluid in a recipe for the create mod. The error does not say which recipe or which mod the recipe belongs to. You should check all your create related mods are up-to-date and then contact their mod authors to see if they recognise the problem.
  10. Looks like some conflict between those mods and/or Optifine. Check you have the latest versions then contact the mod authors. Also try without optifine to see if that is what is causing the problem.
  11. You also know you can have different DeferredRegisters for different internal categories of your items? e.g. psuedo code: // Real items that should be shown in creative tabs public static final DeferredRegister<Item> REAL_ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, MODID); public static final RegistryObject<Item> TEST = REAL_ITEMS.register("test", () -> new Item(new Item.Properties())); // Internal items the user shouldn't have direct access to public static final DeferredRegister<Item> META_ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, MODID); public static final RegistryObject<Item> META = META_ITEMS.register("meta", () -> new Item(new Item.Properties()));
  12. Conflict between sophisticatedcore and biggerstacks. Check you have the latest versions then contact the mod authors. From the error, I would guess sophisticatedcore changed their code and biggerstacks hasn't been updated to reflect the change.
  13. Is your "actualItem" a BlockItem? Then see Block.byItem() Otherwise we can't help you without more information. If you want help, you need to post a project on github that reproduces your problem. Incomplete information posted in the forums will likely just mean your question gets ignored.
  14. You have mods that want a later version of forge, try the latest (43.2.11 at time of writing).
  15. You can't hurt players or cause explosions on the client: https://forge.gemwire.uk/wiki/Sides Or you can, but anything it does will be "optical illusion" because the server doesn't know anything about it. It won't affect the real state, get saved or be seen by other players. You need to send a network packet to the server and let it do the work. https://forge.gemwire.uk/wiki/SimpleChannel If you just used the normal Item.use() - i.e. right click - you wouldn't have to worry about "re-inventing the wheel".
  16. https://forums.minecraftforge.net/topic/123806-i-need-help-i-cant-load-up-minecraft-due-to-some-sort-of-hat-problem/?do=findComment&comment=537778 FYI. You are doing this wrong. It takes a team of experienced modpack developers weeks or months to stabilise a "kitchen sink" modpack with 200 mods. They do it by building their modpack incremently so they know which mod(s) cause problems. i.e. add mods one at a time or in small groups and test it. Also ,just dumping 200 mods in your mods folder and then expecting us to debug/fix it for you, is not how this forum works. Let's say In 20 questions time when the modpack has stopped crashing, we or you will have little clue which of the those 200 mods is causing a problem that doesn't make the game crash.
  17. https://forums.minecraftforge.net/topic/123710-minecraft-1194-forge-crash/
  18. ResourceLocation blockId = ForgeRegistries.BLOCKS.getKey(block); Is the forge way to do it.

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