Everything posted by warjort
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[1.19.4] The needs_X_tool tag is ignored for doors
In your registration code, you are copy the BlockBehaviour.Properties from the vanilla doors. Neither of these has the requiresCorrectToolForDrops() property set. See Player.hasCorrectToolForDrops()
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Vault Hunters not responding when I pause
You could also try reinstalling java or a different java implementation to see if that fixes the problem.
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Vault Hunters not responding when I pause
The thread dump before it stops responding isn't going to tell us anything. If jstack can't get a thread dump, that suggests there is something more serious wrong with the java virtual machine. e.g. something has corrupted native memory or some other bug/problem in the jvm, graphics card driver or operating system I have no idea where to start debugging that problem, other than suggesting to check your drivers are up-to-date. It's not something that will be Forge's fault, it has no native code. It could be one of your mods, some of them include native libraries. Whoever provides your java implementation would be the best people to ask why you can't get a thread dump.
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[SOLVED] How do I make a block that doesn't burn in lava like ancient debris [1.19.4]
You use the BlockItem class for blocks. It is the item (wrapped in an ItemEntity/Stack) that gets thrown into lava and needs to be fire resitant https://forge.gemwire.uk/wiki/Making_Blocks#Registering_a_Block Typically, if it isn't obvious what problem you are describing, people will likely just ignore your question and move onto to some other post that is actually answerable. So the best way to ask for help is to show what you have tried (putting all your relevant code on github) and describe which part doesn't work as you expect. We can't debug an English description of your code.
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[1.19.4] So about the RemoveBlockGoal.....
Of course AI goals are supported. Asking how to automine blocks is not. We don't want to help people write bots and cheats. If you really are doing this legit, you wouldn't need to mine the block. You would (on the server) just replace the block with air and generate loot from the block's loot table.
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[SOLVED] How do I make a block that doesn't burn in lava like ancient debris [1.19.4]
Please try to do your own research. This forum is for helping people with real problems. It is not intended for lazy people to misuse others as a human search engine. Anyway: Look at the Item.Properties for ANCIENT_DEBRIS in the vanilla Items class
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I'm trying to make a pickaxe that breaks bedrock (Resolv)
You can't/shoudn't modify the properties of bedrock. There is only 1 bedrock block in the whole game that is used for all BlockStates in the world. If you look at the MultiplayerGameMode class you will see blocks with destroy time < 1.0f are hardwired never to be mined (except in creative mode). Even if you do hack it so you can mine bedrock, its block properties set the loot table to BuiltinLootTables.EMPTY, so nothing will drop. What you are trying to do is problematic. Bedrock is designed to be unbreakable for a reason. You need some other mechanism. e.g. Make your own bedrock block that can be mined and has a loot table. Switch the bedrock for your block when the player starts mining a bedrock block with your pickaxe. But that simplistic solution has the problem that if the player stops mining early, you would be left with the wrong bedrock in the world that others could potentially mine. Maybe you could make your block have a random tick so it automatically turns back to real bedrock after a certain time?
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Using Modpack and whenever I try to join a server I made, I get this error
Don't post text as images. The error says one of your mods has broken network code. This is commonly a badly written recipe serializer. If you add -Dforge.logging.mojang.level=debug to the java arguments (same place you change the memory allocated in whatever launcher you are using) on the client the logs/debug.log might show which mod is causing the problem. But usually, the information about which mod is causing a networking errors does not get logged. So the only way to find the problem mod is to experiment with removing mods until the problem goes away. Backup your world(s) before removing mods.
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Vault Hunters not responding when I pause
The last thing in that log is it saying it is saving chunks for the vault dimension, there is no error message. Saving chunks is normal when you pause the game to go into a GUI, but if you say the game is not responding and it is not saving the player's position then there is likely something broken in this process. You should check you have the latest version then contact the mod/mod pack author. To see what it is actually doing when it is not responding we would need to see a "thread dump". https://www.baeldung.com/java-thread-dump so we can see where it is stuck.
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I've tried fixing this for 6+ hours
There is no error in that log, post the launcher_log.txt from directly after the crash. See my footer.
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Quark wont load (1.19.2 forge)
Forge "recompiles" minecraft to make its changes. You need the installer.
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Crash when starting modified ATM 8 modpack (1.19.2)
Check you have the latest version then contact the mod author.
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[SOLVED] How do I replace a block with lava when the block is broken [1.19.4]
Look at the IceBlock which does a similar thing with water.
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need help, block texture shows in inventory but not when placed
Never show text as images. Put your code on github so we can see all relevant details. The error says it can't find your model. We can't see what you specified in the file because you cropped image.
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[1.19.4] So about the RemoveBlockGoal.....
Bots or the technology used to write them (even if you are not writing a bot) are not supported in this forum.
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[Solved][1.19.2] Move entity up when key pressed and player is riding it.
You didn't it understand then. From from what I can see you just extend the boat so it will behave with the same rules as a boat. Except where you have tried to add some kind of up/down control in "random" places, like sending network packets to somewhere that is probably not the controlling side? I would guess a rocket should be never be directly controlled by the player and instead always by the server. With the only player input coming from rocket controls sent to the server using network packets. i.e. you should override it so the rocket never has a controlling passenger and you probably don't want to subclass the boat class which is designed to be steered by the player. Also, this is nonsense and will crash a dedicated server: https://github.com/MasterJ-06/Neutron_Galaxy/blob/f78700fc2e8bca23d4cf98212095c12cdf3aa7a0/src/main/java/neutrongalaxy/masterj/neutrongalaxy/entities/RocketEntity.java#L93 And this will perform really badly. https://github.com/MasterJ-06/Neutron_Galaxy/blob/f78700fc2e8bca23d4cf98212095c12cdf3aa7a0/src/main/java/neutrongalaxy/masterj/neutrongalaxy/networking/packet/MoveRocketDownC2SPacket.java#L36 I don't see why you have done this in response to a network packet anyway? Shouldn't this be in the Rocket's tick() method and wouldn't normal gravity do this? The way you have it is all players not riding rockets spam down packets at the server 20 times a second. https://github.com/MasterJ-06/Neutron_Galaxy/blob/f78700fc2e8bca23d4cf98212095c12cdf3aa7a0/src/main/java/neutrongalaxy/masterj/neutrongalaxy/events/ClientEvents.java#L58
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Error When Joining Modded LAN World
Some issue with a missing object not registered properly. The logs/debug.log probably has more information as to why it is missing.
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Getting an exit code 1 when trying to start up my own modpack
Now you have an issue with pehkui. Probably a wrong version from the error? You really need to rebuild this modpack from scratch. Add mods in small groups and test it, so you know which mods are causing problems. If you have a specific problem you don't understand feel free to start a new thread. But this forum doesn't exist to try to debug/fix some modpack that was clearly made by dumping random mods in the mod folder.
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Getting an exit code 1 when trying to start up my own modpack
If I were you I remove all those optimisation mods (including optifine) and get your modpack loading/stable. Only then add optimisation mods and do it one by one so you know which ones cause conflicts/bugs.
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Getting an exit code 1 when trying to start up my own modpack
Actually it does say earlier the conflict is with radium:
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Getting an exit code 1 when trying to start up my own modpack
Ok, I was looking at the wrong part of the log. If you can find the correct logs/debug.log, those are much easier to read. Anyway, there is a later error: There is some issue with canary, probably a conflict with another mod but it doesn't say which one. Check you have the latest version then contact the mod author.
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Getting an exit code 1 when trying to start up my own modpack
The time on that one looks better. Looks to me like pluto and kryton are both forks/ports of the same "velocity" project. If you really have disabled krypton, you should check curseforge actually removed the mod from the mods folder.
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Getting an exit code 1 when trying to start up my own modpack
I have no idea. I don't know what logs you are posting. Even when I look at that launcher_log.txt above it has 3:30 am yesterday?
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Getting an exit code 1 when trying to start up my own modpack
Conflict between immersive portals and the krypton mod. Check you have the latest versions then contact the mod authors. That should have appeared in the logs/debug.log, I guess you are were posting the wrong one of that as well?
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Getting an exit code 1 when trying to start up my own modpack
That's mine, yours will depend on wherever curseforge is installed.
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