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warjort

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Everything posted by warjort

  1. Conflict between obscureapi and apoli. Check you have the latest versions then contact the mod authors.
  2. Issue with whatever mod contains that invalid "gg.skytils.ktx-serialization" package name The error does not give the mod or jar name.
  3. There is no error in that log, post a link to the launcher_log.txt from directly after the crash. Since the last thing in the log is it starting to initialise opengl, it is likely an issue with your graphics card driver?
  4. There is no error in that log. Post a link to your launcher_log.txt from directly after the crash.
  5. https://github.com/iPortalTeam/ImmersivePortalsModForForge/issues/72
  6. From the code, the limit is 64 (it is stored in game as a bitmask in a long). It looks like you can create your own FeatureFlagRegistry with its own "universe". But then you would have to implement your own way of configuring, referencing and saving it. So probably more effort than a server config file.
  7. The event is ScreenEvent. But writing bots is not supported here. So don't expect any further help on this topic. Even if you are not writing a bot, we don't help people with the techniques that are used to write cheats.
  8. And an easy way to fix it, is to change the run.sh Replace where it says java with the full path to that java 17 executable
  9. First, don't post on other people's threads unless you are helping the original poster. Start your own thread. As often as you not, you might have the same error message but for a different reason. The error message says you have code compiled for java 16 (major=60), but the version of java you are actually using doesn't support it. https://stackoverflow.com/questions/9170832/list-of-java-class-file-format-major-version-numbers i.e. you are using a java implementation earlier than java 16. So whatever java you are starting forge with, it is not that java 17. ./java means use the java executable in the current folder the run.sh by default use the java specified on the PATH environment variable a quick way to find out what that is by typing which java
  10. One of your mods is breaking the AI for a skeleton like mob. The error message does not say which mod. I have underlined the most likely mods, the ones directly modifying code in this area. But from the error message it could be any of your mods. Probably the only way you will find the problem mod, is to experiment with removing mods until the problem goes away. Backup your world(s) before removing mods.
  11. https://forge.gemwire.uk/wiki/Sounds I believe the official Mojang name for what forge used to call MovingSound is AbstractTickableSoundInstance? Using a custom SoundInstance usually means taking greater control over how your sound plays than using SoundEvents. e.g. using Minecraft.getInstance().getSoundManager().play(...) a concrete example would be the ElytraOnPlayerSoundInstance usage in the LocalPlayer class. I've heard there is a bot on forge's discord you can use to get the modern Mojmap names for old forge names? But I think it is more focused on migration from 1.16.x? https://gist.github.com/50ap5ud5/beebcf056cbdd3c922cc8993689428f4#full-migration-to-mojang-mappings
  12. The reason for putting AFTER in the mods.toml is so it puts your resource pack above forge one in the options/resource pack screen. It might be you already configured the resource packs and so it has already saved the wrong order in the options.txt? NOTE: This is only relevant if you want to override the vanilla fonts.
  13. You don't include the font/ in the ResourceLocation. Mojang put Fonts in resource packs so people can mod vanilla. I suggest you search the internet for ttf font resource packs and compare your config with theirs. You should also check the logs/debug.log for errors/warnings during resource pack loading. Finally, if you just post snippets (or worse describe your code in English) you aren't going to get much help. Put your code on github where we can see everything in context so we can confirm you did it correctly and maybe try it for ourselves if the problem isn't obvious from just reading the code.
  14. how

    warjort replied to wth's topic in Support & Bug Reports
    https://johann.loefflmann.net/en/software/jarfix/index.html
  15. default.json is the default font. If you want to replace that, you need to make sure your mod has ordering="AFTER" for the forge mod dependency and include a minecraft/font/default.json in your mod. https://forge.gemwire.uk/wiki/Mods.toml Otherwise, the font manager iterates over all files in the form namespace/font/fontname.json - you then choose the font using ResourceLocation namespace:fontname
  16. You are trying to use the 1.19.4 version of bumblezone with minecraft 1.19.2
  17. Issue with immersive portals. Check you have the latest version then contact the mod author.
  18. These are the forge support forums. We can't fix other people's mods, only identify which mod is causing the problem. Use the link in that error I quoted to ask the mod author for help.
  19. I don't think you will get many people in a forum about forge modding volunteering to help you fix what is really just your own custom open gl font rendering code? I know little about Fonts in minecraft. But I do know you shouldn't be using AWT in minecraft. Or OpenGL directly. In minecraft Fonts are loaded using a resource pack, e.g. vanilla's fonts: https://github.com/misode/mcmeta/tree/assets/assets/minecraft/font and then displayed using chat Components and Style.withFont() - see for example EnchantmentNames for the weird enchanting clue text. Look at FontManager for the details of how fonts get loaded, and I guess TrueTypeGlyphProviderBuilder if you want ttf.
  20. Issue with immersive portals. Check you have the latest version then contact the mod author.

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