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warjort

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Everything posted by warjort

  1. Broken config file. You can find it in the serverconfig subfolder of your save. If you don't have a backup, you can delete the file and it will be recreated with default values.
  2. There already is one linked on that PR: https://github.com/MinecraftForge/MinecraftForge/issues/8949
  3. Maybe it got dropped/overlooked at some point during one of Mojang's "great refactorings"?
  4. Somebody else reported the same problem recently: https://forums.minecraftforge.net/topic/123756-game-crashed-whilst-initializing-game-forge-1192-modpack/#comment-537609 Your likely mods are: If you find out which mod is causing it, please report back.
  5. One of your mods has a broken version id. I am not familiar with the error, it says the version should be a number. Maybe this one? If it is not that one, look at your other mods that have versions beginning with a letter, maybe as the first character?
  6. Honestly I don't know what is going on with that. From what I can tell the code for it only exists as (stale) PR? i.e. it is not currently in Forge. https://github.com/MinecraftForge/MinecraftForge/pull/9053
  7. But they are different entity types, otherwise they couldn't be different entities. https://github.com/yoshibv/Amodgus/blob/356a2b0098112ca73b26131de0765e06ec636c80/src/main/java/es/yoshibv/amodgus/init/MobsInit.java#L18 Each spawn group can only have one entity type. I believe this is yours? https://github.com/yoshibv/Amodgus/blob/356a2b0098112ca73b26131de0765e06ec636c80/src/main/resources/data/amodgus/worldgen/structure/ship.json#LL46C2-L46C2 So I guess you have 3 choices. There might be others? * Make them the same entity type so the same spawn configuration spawns both and randomly select which spawns in finalizeSpawn() * Make separate spawn configurations for the 2 entity types but that means they won't spawn in the same groups * Have a "hack" where the Amongus.finalizeSpawn() has a chance to spawn a separate Imposter in its finalizeSpawn() method. You can see something similar in that Zombie.finalizeSpawn() I mentioned before where it spawns a chicken for chicken jockeys. But I am not sure what consequences it would have if you use finalizeSpawn() to spawn a new entity that the current entity is not riding? I can't think of any vanilla examples that do something like that. I would guess the main problem is making sure they don't spawn at the same BlockPos?
  8. Read my footer or the EAQ for how to enable the debug.log for curseforge.
  9. I managed to locate your up-to-date log. It has the same issue but for farmers delight now. I would guess your problem is really with roughly enough resources doing something wrong?
  10. That log is the same one you posted before, it has the same 16:49:32 timestamp for the same error. Also, you should be posting the logs/debug.log not the latest.log so we can see the debug information (although that is probably not relevant in this case? And don't put all the logs in one upload. The whole point of putting them on a file sharing site is so we can search them more easily, e.g. download them and use proper search tools. Something we can't do if they are in the forum or lumped together on the file sharing site. We really aren't interested in anything except the debug.log
  11. Looks like some issue with "roughly enough resources" failing to parse a loot table for "farmers respite". It is not handling the error and so it is stopping you joining the game. This may or may not be the cause of that later screen error? Check you have the latest version(s) then contact the mod author(s).
  12. Some problem with a mod using architectury to change how a screen is drawn. The error does not say which mod is causing the problem. Though rei is also mentioned as modifying code in this area. Maybe the logs/debug.log has more concrete information? Check you have the latest version of rei and architectury along with any other mods that depend upon it as a library.
  13. Broken config file, you can find it in the serverconfig subfolder of the save. If you don't have a backup, you can delete the file and it will get recreated with default values.
  14. That's the debug.log, I want to see the launcher_log.txt Something is crashing the game without logging the error. Mojang's launcher log will usually log it instead. See my footer.
  15. There is no error in that log, post a link to the launcher_log.txt Don't post logs in the forum, use a file sharing site.
  16. The logs/debug.log might have further info as to why it is not registered? But you probably need to contact the mod author after checking you have the latest version.
  17. It's inside that size shifting potions mod. You need to contact the mod author.
  18. vanilla tags don't support removing single elements, just replacing the whole thing. I know kubejs has support for removing single elements from tags, but their actual mechanism uses mixins.
  19. There is a bot on the forge's discord. Ask there. Otherwise you have to work it out from looking at (mojang's mappings -> obfuscated) then (obfuscated -> forge's mappings) which requires cross referencing 2 different files, the link to the mojang one can be found by navigating https://minecraft.fandom.com/wiki/Version_manifest.json the forge one is here https://github.com/MinecraftForge/MCPConfig/blob/master/versions/release/1.19.4/joined.tsrg
  20. https://forums.minecraftforge.net/topic/123710-minecraft-1194-forge-crash/
  21. https://forums.minecraftforge.net/topic/123710-minecraft-1194-forge-crash/
  22. https://forums.minecraftforge.net/topic/123710-minecraft-1194-forge-crash/
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