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warjort

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Everything posted by warjort

  1. Do you want me to write your mod for you as well? ๐Ÿ™‚ Something like (untested code): public static ResourceLocation nameOfBiome(Level level, Biome biome) { return level.registryAccess().registryOrThrow(Registries.BIOME).getKey(biome); }
  2. On the contrary, this question has been asked and answered many times before in this forum, e.g. https://forums.minecraftforge.net/topic/113668-1182-force-clientsided-chunk-update/?do=findComment&comment=505208 For 1.19.4, Mojang moved the resource keys for registries to the Registries class.
  3. Don't you know which mods you added? The problem is going to be one of those. Anyway, you can't have both jei and rei.
  4. Then just create your own item and override the recipes to produce your item as the output. To make it work properly, you will need to specify "AFTER" as the ordering in the mod dependencies in your mods.toml https://forge.gemwire.uk/wiki/Mods.toml Or you can use a mod like Kubejs or crafttweaker to modify the recipes using a script.
  5. Short answer is don't do that. Speak to the original mod author about getting the behaviour you want. Or if they don't want to do that, create your own item and let end users or modpack developers choose to use your item by modifying the crafting recipes.
  6. No. You need java 17 for modern minecraft. The error in that log is the same. You are missing the atlantis mod.
  7. It is usually difficult enough to upgrade modded servers to newer versions unless people that write worldgen mods add specific code to support it. Doing it in reverse isn't even supported by Mojang for vanilla world generation.
  8. From that I can deduce you started that save with minecraft 1.19.4 and now you are trying to use it with 1.19.2 That isn't going to work. If you want to create a server for 1.19.2 you need a new save (the "world" folder) for that version.
  9. The file is in the config sub-folder of your minecraft installation. "your minecraft folder"/config/camera-client.toml It is likely empty or corrupted because you didn't shutdown your computer properly. If you haven't made a backup of your files, the only way you can correct the problem is to delete the file. The game will then re-create it with default values.
  10. Broken config file. If you don't have a backup delete it and it will be recreated with default values.
  11. Can't help you unless you share the log/debug.log on a file sharing site.
  12. Can't help you unless you share the log/debug.log on a file sharing site.
  13. Upgrade your java to a recent version. e.g. https://adoptium.net
  14. You should be grateful that people document Mojang's code at all. The main purpose of the forge documentation is to explain what it provides in addition to Mojang's code. The feature you are using is very much Mojang's code and quite idiosyncratic in its behaviour. You didn't consider looking at Mojang's code to see how it actually works? Or using a debugger to see which "if statement" stops the sound from playing? https://forge.gemwire.uk/wiki/Sounds#Player It won't send the sound from the server to the player making the sound. It assumes the client already played the sound. You pass a null player directly to Level.playSound() to send it to the player and nearby players. So your first attempt plays the sound to everybody near the joining player, but not to the joining player The second attempt will be heard by everybody that is near another player. But people by themselves won't hear it because there is no other player making the sound for them. The example I can think of similar to what you want to do is the use of ClientBoundCustomSoundPacket in the PlaySoundCommand?
  15. No it is not. This is why you shouldn't post code snippets in the forum. Put your full code (enough to reproduce the problem) on github. If you are just extending the default Item class (we don't know what you extend) the above line of code will return PASS on the client and the server side code will never run. So what code you are actually running is unknown. You should really be using InteractionResult.sidedSuccess(level.isClientSide) unless you really do want the code in the super class to run. As the to the integer, I assume you mean the flags found in the Block class? The destroyBlock() method you call uses 3 which is UPDATE_NEIGHBORS and UPDATE_CLIENTS. That is usually what you want unless you have special requirements.
  16. You can't remove mods that change world generation and then load a save that used that mod. The game refuses to do that because it would break the save. Imagine a mod that provides a new biome and then trying to load a save without that biome. If you want to test without a worldgen mod, you will need a new/different save.
  17. Broken config file. You can find it in the "save"/serverconfig folder. If you don't have a backup, delete it and it will be recreated with default values.
  18. Maybe a forum that says it is about learning minecraft modding? Assuming they also tolerate lazy faqs. But that is not this forum. This forum is for people that have tried to figure it out for themselves and have reached a roadblock. Good questions: "I have tried to figure it out for myself. I don't understand why it does not work (shows the full code, not random snippets out of context)". Bad questions: "Can you teach me?" "Please tell me how to write my mod for me" "I'm too lazy to use search and see if my question is already answered (many times) in this forum or elsewhere".
  19. This is a support forum. i.e. it is for people that have real problems. It is not a way for you use other people as a human search engine or ask lazy FAQs. Anyway: Read the actual deprecation message. https://github.com/MinecraftForge/MinecraftForge/blob/47c807c0e3ef17ee4ad31bb9813f717d28dbfacd/patches/minecraft/net/minecraft/client/renderer/ItemBlockRenderTypes.java.patch#L92 e.g. https://github.com/BluSunrize/ImmersiveEngineering/blob/1.19.2/src/generated/resources/assets/immersiveengineering/models/block/alu_scaffolding_standard.json#L3
  20. That code is not for Forge 1.19.2 And questions about geckolib should be asked to them.
  21. Why would you want to use safemode? Reverting to the vanilla datapack will likely stop all your mods from working properly. As to the real problem, no log = no help
  22. i.e. its use of skinsDirectory and TextureManager.register()

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