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warjort

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Everything posted by warjort

  1. Issue with oculus. Check you have the latest version then contact the mod author.
  2. Conflict between immersive portals and oculus.
  3. Why does the client have ae2 but the server doesn't? The error message you show in that screenshot means one of your mods has broken networking. It does not say which mod. Usually, the only way you find the problem mod is to experiment with removing mods until the problem goes away. Backup your world or experiment with a new world/save when doing this. I do see a tonne of errors where it looks like it is having problems processing recipes and loot tables sent by the server? The most notable problems (the ones towards the end) would be: Some incompatiblity between JEI and extreme reactors. tinkers construct recipe error: and what looks like the twighlight forest patchouli book: I can't though say any of these are the definitive cause of the problem. Since none of these are directly related with or going to the nether.
  4. Why don't you try contacting the people that are still updating modpacks for 1.8 on curseforge? https://www.curseforge.com/minecraft/search?page=1&class=modpacks&gameVersion=1.8&sortType=3&pageSize=20 Looking at that list, the latest update that actually was for 1.8 was September last year. So I wouldn't hold out much hope in finding an active community for that version. Maybe try 1.7 which still has the GTNH modpack developers updating and fixing mods? Or 1.12 has a similar group.
  5. I don't know either. The 2 reasons above are guesses to the likely cause. This is an operating system error, not a forge error. It says your user is not allowed to open that file.
  6. Maybe the server is already running? Or you previously started the server as a different user? So you are not authorised to update the files with the current user.
  7. The only thing I can suggest is you build your modpack one mod at time (or in small groups) and test it with a new world. That way you will know which mod is causing the problem.
  8. It's not possible unless it is your block so can you override the logic in BlockItem.place() This is because the vanilla client is simulating what it thinks should happen to give more immediate feedback to the player. The vanilla BlockItem already places the block on the client side before calling the server where the event can decide a different block should be placed. A similar thing happens when you cancel the block break event. The client momentarily displays the block as gone.
  9. CreativeModeTabEvent is for 1.19.3+ https://forge.gemwire.uk/wiki/Making_Items/1.18
  10. The only things I can see extra in the debug.log is: Some conflict between immersive_weathering and supplementaries trying to modify how chunks work. immersive_weathering doesn't seem to think the error is important, since it has ignored the problem? And you have a mod called "FastLoad" that changes how chunk loading works.
  11. It's a concurrency/race condition issue. Sometimes it will work, sometimes it won't.
  12. https://github.com/terrarium-earth/Spirit/issues/37
  13. You have a lot of errors relating to chunk loading. From the errors is says you have data in the wrong files, missing files and data that is the wrong size (truncated). The regions files include (-9, 1) (-9, 2) and (-8, 1). By the way, that is not the debug.log - it has no debug statements. So I can't see if there are any mods modifying the chunk loading that might be causing this. Minecraft seems to be trying its best to fix the data as it reads it, but then eventually it gave up and crashed. I suggest you restore the save from a backup.
  14. That's a pretty well known value in minecraft modding. 🙂 ticks/s = 1000 / MinecraftServer.MS_PER_TICK = 20
  15. Entity.setSecondsOnFire() but why not just ItemStack.enchant() your sword with Enchantments.FIRE_ASPECT which will do that for you?
  16. https://github.com/MinecraftForge/MinecraftForge/blob/b398f52a7f9885b2a181092d04af9679d4fb3e6b/src/main/java/net/minecraftforge/client/extensions/common/IClientItemExtensions.java#L112
  17. https://johann.loefflmann.net/en/software/jarfix/index.html
  18. https://forums.minecraftforge.net/topic/122906-particle-beam/#comment-534628 But your main problem is: DONT store data in static fields unless they are effectively immutable. You need to store the data against the object it relates to. In this case, either the player or the ItemStack. I don't know which of those you intend to have the cooldown. Here's what your code does: 1) Checks the cooldown and if it is ok finds the nearest entity and tries it hurt it on the client which will do nothing except maybe make it turn red? 2) Sets that static field and returns SUCCESS so it ill pass the work the server 3) The server (in single player mode) then checks the same static field and so says the item is on cooldown meaning it does nothing. I bet your code "works" on a dedicated on server, but only if there is one player using the item at once. You should also really be using "ticks" not real time. e.g. player.tickCount

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