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warjort

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Everything posted by warjort

  1. This error says there is something wrong with the terrablender configuration file. The error does not say what the file is called but it will be in the config folder. If you don't have a backup of the file, you can delete it and it should be recreated with default values. You can use the link shown if you can't get terrablender to work.
  2. warjort replied to jujjka's topic in Modder Support
    https://forge.gemwire.uk/wiki/Main_Page Read the "Handling Information" section that explains networking.
  3. This is crash in your graphics driver. Check you have the latest version or if you do, try this: https://forums.minecraftforge.net/topic/119038-1192-failed-to-run-example-mod-on-fresh-setup/#comment-522788 Otherwise you will need to contact AMD to resolve the issue.
  4. https://minecrafthopper.net/help/exit-code/code-805306369/ You should check to see if you have an hs_err_pid file in your minecraft folder from the time of the crash. If you do, post the first 10 lines or so.
  5. https://github.com/mezz/JustEnoughItems/issues/3158
  6. Issue with oculus, check you have the latest version then contact the mod author.
  7. Looks something has modified a java class to do something it is not allowed to do? Candidates would be those underlined below (but it might be something else?): Check you have the latest versions then contact the mod authors. If it is none of these, then probably the only way you are going to find the problem mod is by experimenting with removing mods until the problem goes away. Backup your world(s) before removing mods.
  8. First you are telling it to spawn on top of blocks that are not leaves "Heightmap.Types.MOTION_BLOCKING_NO_LEAVES". But I don't think spawning in the air is possible for natural spawns. Even if you wrote your own HeightMap.Types, the code is hardwired to ignore BlockState.isAir(). e.g. see NaturalSpawner.getTopNonCollidingPos() which determines the y location of spawns. In vanilla. flying mobs naturally spawn on the ground. e.g. "slabbing your nether" stops ghast spawns. It's only mob spawners or hardwired things like the dragon fight that can spawn in the air.
  9. https://github.com/MinecraftForge/MinecraftForge/blob/b5655b0ddc93ee0c02c9ad1b3a9a4dbd9bd3c572/src/main/java/net/minecraftforge/client/event/ScreenEvent.java#L236 Then check event.getScreen() instanceof TitleScreen and draw what you like. But don't be suprised if another mod is also trying to do the same thing as you.
  10. That is private.
  11. I underlined the mod: illuminations-forge-1.18.2-1.10.2.19.jar
  12. Check you have the latest version the contact the mod author.
  13. That is the one you posted before. The launcher_log.txt is not in the logs folder. It is the log of Mojang's launcher that sometimes logs errors when the game hard crashes. From my footer: NOTE: As I said above, you need to post the launcher_log.txt directly after the crash. If you restart the launcher, that will clear the log and we won't see the error (if there is one). Also you are still posting logs in the forums.
  14. Whatever that is, it shows the game being shutdown normaly at 16:35:33, nearly 4 hours BEFORE the crash in your previous log. My footer and the sticky EAQ post at the top of the forum explain how to find the logs. Read them.
  15. Conflict between apoli and obsureapi. Check you have the latest versions then contact the mod authors.
  16. Please don't post large files in the forums use a file upload site. There is no error in that log. If that really is the full log post the launcher_log.txt from directly after the crash. The last thing in the log is: If it really did crash here, it's likely an issue with your graphics driver.
  17. Use java 17, mixin does not support java 20
  18. Just replace where it says "java" in your run.bat with "C:\Program Files\Java\jdk-17\bin\java.exe" or wherever the java17 executable is located. That way you know exactly which java it is using. The quotes are important because there is a space in the path.
  19. You shouldn't be caching the registry like that. You should just retrieve the data when you need it. At best you will have the wrong registry if somebody reloads the datapacks. At worst you will cause memory leaks or weird bugs. Caching data in static fields is a major cause of memory leaks in java and/or data leaking into contexts where it is not valid.
  20. Issue with immersive portals. Check you have the latest version then contact the mod author.
  21. @EventBusSubscriber(modid = MODID) // Automatic registration public class EventHandlingClass { @SubscribeEvent // method handles an event public static void handleAnEvent(SomeEvent event) { ... } } If you don't use @EventBusSubscriber and static methods, you have to explicitly register the class, instance or method. https://docs.minecraftforge.net/en/latest/concepts/events/
  22. All the ResourceKeys where defined in the Registry inteface class before Mojang's refactoring. I think it was Registry.BIOME_REGISTRY
  23. I already showed you how to get the biomes loaded from datapacks by using the server's RegistryAccess. Look at this code: @EventBusSubscriber(modid = MODID) public class Test { @SubscribeEvent public static void listBiomes(ServerStartingEvent event) { var biomes = event.getServer().registryAccess().registryOrThrow(Registries.BIOME); LOG.info("Datapack: " + biomes.stream().toList().size()); LOG.info("Forge: " + ForgeRegistries.BIOMES.getValues().size()); } } Which when run against 1.19.4 produces: Datapack: 63 Forge: 0 I don't know why that Forge Biome registry still exists? All the other dynamic registries were removed when Mojang changed how datapack registries work in 1.19.3 https://gist.github.com/ChampionAsh5357/c21724bafbc630da2ed8899fe0c1d226#registries

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