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warjort

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Everything posted by warjort

  1. You haven't included the .jar on the end and you don't the need quotes.
  2. Maybe try running the installer on the command line with java -jar "installer.jar" --debug and see if you gives you an error message when you click the button?
  3. You don't give much information beyond "it does not work". If the GUI is not working for you (for some reason) you can use the command line. Copy the installer jar into the folder you want for the server then type java -jar "installer.jar" --installServer replacing installer.jar with the real name. java -jar "installer.jar" --help will give you all the command line options.
  4. It's having difficulties connecting to mojang's website for some reason. You should check your network/configuration. And maybe see if you can access that file in your browser.
  5. For the "10,000th" time: https://www.google.com/search?q=failed+to+build+unique+mod+list+after+mod+discovery+site:forums.minecraftforge.net You can't have both jei and rei Even typing that error message into google and clicking "I feel lucky" brings up the correct answer. Something very unusual with modern google. ๐Ÿ™‚
  6. That's a super vague question. hurtEnemy() is only used by vanilla to take durability off weapons, something that happens when you fire the projectile rather than hitting the enemy for bows. Anyway, if its your Projectile you can override onHitEntity() - otherwise there is a ProjectileImpactEvent for other people's projectiles. Projectiles can remember their "owner". How you tie it back to the bow, I don't know. Maybe player.getItemInHand() ? But that's going to be unreliable. The player could have done anything with the bow by the time the projectile hits the entity. e.g. accidently dropped it in lava ๐Ÿ™‚
  7. Use the correct/latest preview release of optifine that they say is compatible with your version of Forge.
  8. https://forums.minecraftforge.net/topic/123416-exit-code-1/?do=findComment&comment=536369 If nothing on that post (or those linked to it) works contact AMD.
  9. This is a support forum, not a teach me modding forum. Please do you own research instead of trying to use us a human search engine. https://github.com/MinecraftForge/MinecraftForge/blob/1.19.x/src/main/java/net/minecraftforge/client/event/InputEvent.java
  10. If the solutions suggested on that post or the ones linked from it don't work, you need to talk to AMD.
  11. From what I can tell, that BiomeManager class isn't used by anything, unless I missed something?
  12. I wasn't even aware of that feature existed. So you know more about it than me. ๐Ÿ™‚
  13. https://maven.minecraftforge.net/net/minecraftforge/forge/1.18.2-40.2.2/forge-1.18.2-40.2.2-changelog.txt From what I understand that event was added during the above change. The previously available LivingSetAttackTarget is currently marked as deprecated in 1.19 in favour of that new event.
  14. You can't add biomes to the vanilla dimensions unless you replace the whole dimension (don't do that). Use a mod like terrablender or create your own world preset. And the idea that any live worldgen config is available during CommonSetup is just wrong. Worldgen comes from datapacks which are not loaded until the save is loaded. Also please don't post code snippets out of context in the forum. Put all the relevant details to reproduce the problem on github. If you just post code in the forums, the most likely outcome is you don't post the relevant information to understand the problem and your question just gets ignored.
  15. I changed your deep_dark dimension to this: And it stopped complaining about that dimension and started complaining about the others, so it looks like there is some issue with your custom biome source. Minecraft instead of giving the real error is saying your dimension is not registered, maybe because it failed to deserialize it using the codec? You will probably have to use a debugger to see what is really wrong with it.
  16. If you want help doing something and have tried to figure it out for yourself then you can ask that specific question here. But we don't write or design your mod for you. Only you know where the data changes and who you need to send those changes to.
  17. When minecraft stores a chunk (section) it uses a pallette, something like 0=Air,1=Stone,2=Netherrack followed by an array of those numbers to describe the chunk section 0,1,1,1,42, etc. If you are seeing block swapping then it sounds like this palette is corrupted for that chunk section. It uses the same technique when sending chunks over the network. You can test if it is a problem with the files themselves by taking the save and loading it into a single player. If that works then something is breaking the networking/client code. Either way, the likely problem (beyond broken disk hardware) is one of your mods. If it is not just totally broken, it might be for a different version of minecraft which is why it breaks things. Also check your mods for ones that claim to optimise things, especially if they say it changes chunk loading and test a new world/save without each of them. Repeating this process for your mods is likely the only way you will find the problem one. You won't be able to remove mods that modify the worldgen from your existing save. Minecraft won't let you load a world if classes that modify its worldgen are missing. That is why you need a new save to test and client and server must match in their mod list.
  18. RegistryObject.get() gets you the Block I would suggest you use one the static helpers in the BlockPos class, e.g. Look at AnimalPanic.lookForWater() which looks for the nearest water block. Besides that, this forum is for support. We don't teach java or modding here.
  19. You didn't read that link I posted or my footer which tells you how to find the debug.log. The error says one of your mods is not registering its blocks properly. It does not say which mod. The debug.log might have more information? Otherwise you will need to experiment with removing mods until you find the problem mod. Backup your world(s) before removing mods. But here is a list of github issues with that bug report, maybe one of these matches a mod you have or explains which other mod might be causing the problem? https://github.com/search?q="Some+intrusive+holders+were+not+added+to+registry"&type=issues
  20. Post the full log to a file sharing site. https://forums.minecraftforge.net/topic/89239-excessively-asked-questions-eaq/#comment-415820 But the error says it can't find minecraft, which likely means this is an issue with your launcher - you will need to contact them, or if you used forge's installer, post the installer log
  21. You can't just load any texture from the block atlas. The game has to have had a reason to stitch the texture into it, e.g. it is used by a block or item. Before 1.19.3 you can use this forge event to load additional textures, but Mojang changed how it worked in 1.19.3, it only load textures in textures/block or textures/item by default. https://github.com/MinecraftForge/MinecraftForge/blob/0ae63b0b07cd61c204383c6c59bd643e80a32c86/src/main/java/net/minecraftforge/client/event/TextureStitchEvent.java#L42
  22. Check you have the latest version then contact the mod author.
  23. One of your mods is not using random numbers correctly. The error message does not say which one. Probably you will have to experiment with removing mods to find it. Since this is in worldgen you will likely need to create new worlds to test without specific worldgen mods. But here's a list of issues on github with that bug reported - maybe one of them matches a mod you have or indicates which other mod is responsible? https://github.com/search?q=Accessing+LegacyRandomSource+from+multiple+threads&type=issues
  24. You didn't read that the "Handling Information" section of the wiki like I told you. If you did you would know you have to use a SimpleChannel to do networking. Mojang's PacketListeners are hardwired (one on the client and one for each player on the server) with a fixed set of known vanilla packets. You can't create your own or add new packet types to it.
  25. It is not the purpose of this forum to teach basic java. But try this stripped down emulation of your code: public class Test { public static record Fluid(Map<String, String> properties) {} public static Supplier<Fluid> FLUID = getFluid(Test.FLUID_PROPERTIES); // FLUID_PROPERTIES = null at this point public static Map<String, String> FLUID_PROPERTIES = Map.of("test", "Hello"); public static Supplier<Fluid> getFluid(Map<String, String> properties) { return () -> new Fluid(properties); } public static void main(String[] args) { System.out.println(FLUID.get().properties()); // prints null } } Now try this: public class Test { public static record Fluid(Map<String, String> properties) {} public static Supplier<Fluid> FLUID = getFluid(() -> Test.FLUID_PROPERTIES); // So pass a supplier instead to defer access public static Map<String, String> FLUID_PROPERTIES = Map.of("test", "Hello"); public static Supplier<Fluid> getFluid(Supplier<Map<String, String>> properties) { return () -> new Fluid(properties.get()); } public static void main(String[] args) { System.out.println(FLUID.get().properties()); // prints {test=Hello} } } If you don't understand how static initialisation and suppliers work, you have little chance at writing a mod correctly. Both Forge and Vanilla use this technique ubiquitously.
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