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warjort

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Everything posted by warjort

  1. It's in your save, in the serverconfig subfolder.
  2. Broken config file. You can find it in the save/serverconfigs subfolder If you don't have a backup, you can delete the file and it will be recreated with default values.
  3. DO NOT post text as images. DO put ALL the relevant code on github so we can reproduce your problem. As for the little information you posted, you seem to be asking the same old FAQs answered many times before in this forum. This tells me you did little to no research for yourself. So I will spend about the same amount of time answering it. If this wasn't your first post, personally I would just have ignored this lazy incomplete question. For your main problem (sided success): https://forums.minecraftforge.net/topic/123627-solved-1182-levelexplode-doesnt-trigger-block-updates-correct-method-to-launch-player/?do=findComment&comment=537138 and you should register your renderer using this event: https://github.com/MinecraftForge/MinecraftForge/blob/c8f9e59fef4c52875601014c9fa18e41be619d0f/src/main/java/net/minecraftforge/client/event/EntityRenderersEvent.java#L93 not FMLClientSetUpEvent
  4. Unfortunately that says your level.dat is corrupted. You will need to restore your save from a backup. If you don't have proper backup, there might be a world\level.dat_old that minecraft makes when updating that file. Maybe that will work? But it does not do the same thing for other files in your save.
  5. Your problem is with optifine. It seems to think it is running inside vanilla instead of forge? But you shouldn't have optifine on a server anyway. It is a client side mod.
  6. https://forums.minecraftforge.net/topic/123416-exit-code-1/#comment-536369
  7. https://www.curseforge.com/minecraft/mc-mods/framedblocks/files
  8. Post a link to your logs/debug.log for help with minecraft forge. This forum is not curseforge: https://support.curseforge.com/en/support/home
  9. Rubidium is a broken client side only mod that will crash your game when loaded on the server.
  10. That run.bat still shows you using the run.bat from the environment PATH You had it correct before in an earlier post.
  11. There's really no such thing. It's an artifact of the rendering. The player has a position, some rotation fields that say which direction it is pointing and its pose (e.g. if it is sleeping, swimming, etc.) If you want to see the exact calculation used during the rendering, look at the LivingEntityRenderer and PlayerRenderer, e.g. the code around setupAnim() and setupRotations() But you shouldn't base any real processing on that. Those values are just a "guesstimate" by each client. The server has the real authoritative values. For the server, the legs never swing.
  12. The last line of the run.bat has the basic format java forge-configuration %* The part you need to change is the "java" to be the fully qualified path. You showed that before. The %* is any parameters you pass to run.bat like run.bat nogui Instead you seem to be passing the -C:Program, Files\etc for some reason. Which is why it breaks.
  13. The only parameters you pass to the run.bat are the ones minecraft understands, like nogui Read the comments in the run.bat file. I'm not going to click on some random url. Post the files to a known file sharing site.
  14. You must have a model per item, that's how its worked since I think 1.13? You can use datagen if you want to programmatically generate lots of models: https://forge.gemwire.uk/wiki/Datageneration https://forge.gemwire.uk/wiki/Datageneration/States_and_Models This code generates the "standard" item model with a texture the same name as the item, so instead just hard wire the texture to your common one. https://github.com/MinecraftForge/MinecraftForge/blob/c8f9e59fef4c52875601014c9fa18e41be619d0f/src/main/java/net/minecraftforge/client/model/generators/ItemModelProvider.java#L36 That's how Mojang does theirs, although they use a slightly more complicated "ModelTemplates" system, see the vanilla ItemModelGenerators.
  15. Conflict between those 2 mods, check you have the latest versions then contact the mod author(s).
  16. That's private. Read my footer for how to find the launcher_log.txt
  17. Please don't post logs in the forum. https://forums.minecraftforge.net/topic/123416-exit-code-1/#comment-536369
  18. https://forums.minecraftforge.net/topic/123416-exit-code-1/#comment-536369
  19. Post a link to your launcher_log.txt from directly after the crash.
  20. Broken client side only mod that crashes when installed on a server.
  21. I doubt croptopia has anything to do with it. It's just what it was loading when it found the duplicate from the 2 imst mods.
  22. I have underlined the mods likely causing this problem. Illuminations is the most likely. The logs/debug.log might have further information.
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