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warjort

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Everything posted by warjort

  1. https://forge.gemwire.uk/wiki/Capabilities/Attaching#Synchronizing_Data_with_Clients The game will synchronize items to the client as part of other operations, e.g. opening your inventory or a container But it you want it immediately, you will need to do it yourself. If you look at vanilla, instead of sending network packets, the code will often try to predict what the new value should be on the client. e.g. if you look at EggItem.use() it shrinks the ItemStack count on both the server and client.
  2. AFAIK, Minecraft didn't support ipv6 before 1.18 But this isn't forge, it's java and your network configuration. Instead of turning off ipv6 globally you can just set in the java arguments of your launcher config (same place you specify the memory -Xmx value). Forge/Minecraft has no way to know "connection timed out" is this problem - broken network routing or some other issue. e.g. the server taking too long.
  3. https://forums.minecraftforge.net/topic/89239-excessively-asked-questions-eaq/#comment-415820 If you are not helping the original poster of the thread, START YOUR OWN THREAD.
  4. https://forums.minecraftforge.net/topic/123710-minecraft-1194-forge-crash/
  5. https://forums.minecraftforge.net/topic/89239-excessively-asked-questions-eaq/#comment-415820
  6. Broken config file. You can find it in the serverconfig subfolder of the save. If you don't have a backup, delete the file and it will be recreated with default values.
  7. Read my footer, you need to enable the debug.log in curseforge's minecraft configuration. Mods are resource packs too. But the issue is not with a resource pack as such, but the way something is configuring them. It could be a mod or it could be something broken in your options.txt - which stores your resource pack names?
  8. Broken configuration file. Delete the file and it will be recreated with default values.
  9. Looks like some issue with kubejs, your log is full of messages like this: But before that there are a lot of errors relating to tag loading. Which might be the cause of the kubejs problems? e.g. taking a short one: and then unknown recipe types Given so many errors in the datapack parsing, it's impossible to say what is the root cause. There are literally pages and pages of these errors. But there is this funny message If you do the math, 200 mods means 200 * 199 / 2 = 19,000 possible broken mod interactions. You are never going to work that out. You need to rebuild the modpack one mod at a time or in small groups, so you will have more chance at spotting which mod(s) is the real cause. You have at most 200 of those. Or you can use the more optimised "binary chop": https://en.wikipedia.org/wiki/Binary_search_algorithm if you can keep track it.
  10. Check you have the latest version then contact the mod author.
  11. Not without the log: https://forums.minecraftforge.net/topic/123797-crash-on-starting-game/#comment-537745 and even then it might not have further information. In which case, you will have to experiment with removing mods to find the mod.
  12. That isn't what I meant by reproducable. Where's the build.gradle, etc? If you don't make your problem easily accessible, people will eventually just ignore it instead of wasting time keeping having to ask for more information. Anyway, I've never seen a model done that like that. https://github.com/GSR-Os76/YATM/blob/main/src/main/resources/assets/gsr_yatm/models/block/large_heat_sink.json Your root model has none of the item transformation stuff, e.g. this is the vanilla root model for most blocks https://github.com/misode/mcmeta/blob/assets/assets/minecraft/models/block/block.json To be honest, I don't know what it uses if you don't specify that information? I would guess if you add "minecraft:block/block" as the parent of that large_heat_sink model it would fix things? I would also bet your run/logs/debug.log has a lot of warnings. Especially since the block has no blockstates file.
  13. Some issue with a dynamiclights mixin which might be caused by another mod's block doing something incorrectly? Either way dynamiclights is not handling the problem gracefully and instead just crashing the game.
  14. Basic forum issues: * Don't post code in the forums, put all relevant code to reproduce the problem on github. * Don't post text as images * You don't actually say what your problem is Your code actually does nothing: * You are not using sidedSuccess: https://forums.minecraftforge.net/search/?q=sidedSuccess&quick=1&type=forums_topic&nodes=70 * Your item property function is hardwired to return 0 so it is pointless * Even if it did something, It is clamped between 0 and 1, but you have an model for value=2 ? Finally your model has "betterenchanting:used_factor" But you register it as "betterenchanting.used.factor" which is actually "minecraft:betterenchanting.used.factor" since you don't specify the namespace, besides having a _ versus . confusion.
  15. Recipes use item tags not block tags.
  16. No log means we can't help and post it to a file sharing site.
  17. Check you have the latest version then contact the mod author. The logs/debug.log may have more information?
  18. TranslatableComponent is a minecraft 1.18 class. So you have a mod for the wrong version of minecraft. The small amount of information you posted (post the full logs/debug.log to a file sharing site) does not definitively identity the mod. But this earlier warning: suggests you have architectury for 1.18 since WorldEvent is also a 1.18 class that no longer exists in 1.19.4
  19. Don't post code in the forum. Upload enough code to github to reproduce your issue. If the problem isn't obvious from the little information you post in the forums, your question will likely just be ignored. But if the problem isn't obvious from reading the code on github, we can at least download it and run/debug it for ourselves. e.g. In this case we have no way to validate you have done things correctly if we can't see the real file structure, rather than what you think/say it is.
  20. Did you even look at the links in the search I posted above about sided success? Also these type of questions are answered on the wiki: https://forge.gemwire.uk/wiki/Main_Page (see understanding sides) This forum is not a teaching modding forum, it is a support forum. We answers questions about real problems. "I haven't done my research" is not a real problem. I posted links for you to read where your questions have been asked and answered many times before. Instead of reading them or trying to do your own research, you come back after just a few minutes (which is how I know you didn't read them) asking more lazy FAQs. Here is the answer for the "10 millionth time", the simplest form of code is something like (pseudo code): @Override public InteractionResult use(Level level, ...) { if (!level.isClientSide) { // do stuff on the server } // do stuff common to client and server here, e.g. play sounds // On the client = SUCCESS => forward to the server // On the server = CONSUME => we are done return InteractionResult.sidedSuccess(level.isClientSide); } If you want to see other more complicated examples, look at the vanilla code or other mods on github.
  21. No. I said your problem was likely because you are trying to run code on the client instead of the server. e.g. (unrelated to your actual error) damaging the durability on the item will do nothing on the client. Except cause an illusion of damage until you drop the item or reload the game when you will find there is no damage saved. I didn't look too closely after I saw you were * Using 1.18.1 * Not using InteractionResult.sidedSuccess * Did not post the code or config for your tag (the actual point where it crashes) The 1.18.1 -> 1.18.2 switch is so you are on the supported version. This is how you use tags in code: https://forge.gemwire.uk/wiki/Tags/1.18#Using_Tags_In_Code One other point. If you really are going to randomly access blocks on the client you need to first check Level.isLoaded(BlockPos) Otherwise you will also crash the game if the client has not (yet) received that block from the server. Even on the server, not using isLoaded() can in some circumstances cause unnecessary chunk loading which will kill game performance.
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