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Everything posted by Paint_Ninja
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Forge version: 48.1.0 Minecraft version: 1.20.2 Downloads: Changelog: (Direct) Installer: (AdFocus) (Direct) MDK: (AdFocus) (Direct) Downloads page Intro: Forge on 1.20.2 has seen significant improvements to various subsystems, including - but not limited to - a drastically simpler networking system with proxy support, faster mod loading and registries, a new test suite, self-analysing crash reports, mapped patches and more. New: New, rewritten networking Better support for proxies such as Velocity and BungeeCord Drastically simpler architecture and implementation Packets are now records Make SimpleChannel use a varInt for the discriminator allowing essentially unlimited packets. Use official mappings for in-repo patches, will be converted to SRG during build. Send known channels to the server when they send us theirs. Optimise `ForgeRegistry#validateContent`. (#9715) Optimise and clean-up BackgroundScanHandler code. Closes #9713 Optimise path filter in mod loading (#9710) Make default Entity.getAddPacket automatically use Forge's enhanced spawn packet if necessary. This spawn packet needs to be re-designed, it is effectively only there to hook into creating the new entity instance. This will be re-evaluated during the clean-up in 1.21+ Clean-up FMLLoader and Launch Handlers New test suite Test mods are now treated as their own jars, as well as having their mods.toml auto-generated. No more mods.toml conflicts! Add pattern matching support to Data run mod list. Rewrite our GameTest hooks to be more sane. Add game test to GlobalLootModifierTest which validates the smelting modifiers. Revive ConditionalRecipe and ConditionalAdvancement. Also directly add conditional support to all vanilla recipe data generators. Revive custom ingredient types. Add a CrashReportAnalyser that tries to identify the mod that crashed the game This feature scans your crash report as it is being generated and lists suspected mods that could be the cause of the crash, accounting for coremodding as well. This makes it easier to find the culprit as it is often listed clearly in the crash report itself (e.g. "Suspected mods: buggymod") Improve mod loading error message for errors inside mod constructors (#9751) No longer shows a vague error if the error happens inside a constructor - Forge now tells you the actual error Optimise registries by using fastutils collections to minimize boxing. (#9749) Significantly faster builds with large clean-up and reorganization. Skip redundant decomp/recomp step on CI Gradle 8.4 Datagen addOptionalTag/s methods that allow passing the TagKey itself instead of passing the location (#9807) Add ClientPauseEvent (#9782) Fixed: Fix Hunger bar rendering incorrectly. Fixes #9725 Make CriteriaTriggers#register public again. Closes #9723 Fix double message encoding in `Channel#toVanillaPacket`. Fixes #9721 (#9722) Fix OpenContainer message not resetting reader index of additional data. Fix migration error causing nether and end portals to not function properly. Fixed PlayerDestroyItemEvent not triggering for Fishing Rods (#9729) Fix missed patch causing new onInventoryTick method to not be called. Fix ignitedByLava making blocks permanently flammable (#9735) Fixes #9730 Fix Slot Index for Inventory Ticking Items (#9736) Fix ignoreList for client and server Fix ConditionalCodec having an inverted test. Closes #9742 Fix advancement screen being too dark. Fixes #9727 Make horses and llama's fire LivingFallEvent. Fixes #9743 Fix loot tables not having their ids set. Fix Melon/Pumpkin stems having wrong plat type causing them to remain after trampling farmland. Fixes #9495 Fix potential threading issue when registering CriteriaTriggers. Closes #9745 Fix @GameTestGenerator not functioning correctly. Closes #9748 Fix lowcode implementation version, now that it's actually labeling the correct package. Improve mod description formatting in mods screen (#9768) No longer fussy about indentation in mods.toml files Fixes the [CR] text being shown for some mods Updated to use newer libraries that reduce the amount of command line arguments needed to run the game. Fix issues in the SecureModule's classloader that caused resources to not be seen when they are on parent module layers. Make Ingredient check for invalidation on getItems(), invalidate ingredients on tags update (#9688) Fix texture UV values for obj models. Closes #9737 (#9767) Fix tag loading being unordered. Closes #9774 Add more sanitization to the ChannelListManager to further improve support for third-party modded servers and proxies. Closes #9789 #9772 Move Chunk Watch/Unwatch events to fire after sync packets have been sent to the client (#9790) This makes sure that modders who send extra chunk data will have clients who know about the chunk. Fix rare crash with early display window, fixes #9673 (#9798) Don't turn off VSync when rendering from Minecraft context (#9800) Fix KeyModifiers not being properly taken into account. Closes #9806 Rework KeyModifiers system to properly allow keybinds to be triggered when multiple modifiers are pressed. Fix setting keybinds whel using keyboard inputs to select the menu. Closes #9793 Fix LoadingErrorScreen inner headers are not centered. Closes #9687 Fix TagLoader error not printing tag name correctly. Closes #9693 Removed/deprecated: Removed FakePlayer system, it's broken and needs a major rewrite. This was removed as it frequently had edge-cases that gave a false sense of security and was a bit of a "wack-a-mole" game to find and fix issues with each MC version Deprecate EntityRenderersEvent.AddLayers functions that hard case to LivingEntityRenderers as the backing maps do not guarantee that type. Closes #9683
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Forge version: 49.0.1 Minecraft version: 1.20.3 Downloads: Downloads page Note that as this is the start of a new version, it is recommended that you check the downloads page and use the latest version to receive any bug fixes, as the first ever build of Forge for any MC version is usually buggy. Intro: The first build for Forge 1.20.3 has been released! It is based on 48.0.49 for 1.20.2 and also reimplements support for executable server jars, which should improve compatibility with slow server hosts. If you find any issues, please let us know on the Discord
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I have issues with my forge
Paint_Ninja replied to Cristopher Pacheco's topic in Support & Bug Reports
You installed SecurityCraft for 1.12.2 but are running a much newer MC version. Remove the mod jar or update it to a newer version -
1.18.2 I dont know how to fix this..
Paint_Ninja replied to Nexus11's topic in Support & Bug Reports
Your log appears to be cut-off, is that the full thing? Do you have a crash report? -
I dont know how to fix this error
Paint_Ninja replied to snapboy36791's topic in Support & Bug Reports
We need links to your crash report and debug.log on https://paste.ee to be able to help you, as explained in the FAQ. Please do not dump crash reports directly into the forums as it becomes hard to read on mobile, which makes helping you slower. -
I dont know how to fix this error
Paint_Ninja replied to snapboy36791's topic in Support & Bug Reports
Do not post identical issues multiple times. Please read the FAQ before posting - we need a link to your crash report and debug log on https://paste.ee - do not dump it directly in the thread as it becomes hard to read on mobile and slows down help as a result. -
1.19.2 Server not using allocated resources and overloading
Paint_Ninja replied to _N_Ved_'s topic in Support & Bug Reports
SecurityCraft sentry is taking up 15% of the server's time and Create's SmartBlockEntityTicker is taking up another 5%. Consider disabling those two things from the mods or removing them from the world. Also lower the simulation distance to reduce server load. -
1.19.2 Server not using allocated resources and overloading
Paint_Ninja replied to _N_Ved_'s topic in Support & Bug Reports
Please install Spark, run a profile for a few mins and share the results link https://www.curseforge.com/minecraft/mc-mods/spark -
How do I get the launcher to work on my windows laptop?
Paint_Ninja replied to ivenoclue03's topic in Support & Bug Reports
Follow the guide in the FAQ: https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/#:~:text=How do I install the Forge client to the official Minecraft Launcher%3F -
Invalid Player Data Error when joining multiplayer
Paint_Ninja replied to SilentDragon's topic in Support & Bug Reports
Please share a link to your crash report on https://paste.ee -
The game crashed whilst initializing game
Paint_Ninja replied to Stefanwl's topic in Support & Bug Reports
From the very top of your crash report: Also, please share a link to your logs or crash reports on paste.ee in future rather than dumping it directly in the forums, as it becomes hard to read on mobile. -
Please do not dump your crash report directly in the forum as it becomes hard to read on mobile. Share a link to it on paste.ee, as explained in the FAQ
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Quark failed to load correctly on 1.19.2
Paint_Ninja replied to Dragonmaster1313's topic in Support & Bug Reports
Please do not dump your crash report directly in the forum as it becomes hard to read on mobile. Share a link to it on paste.ee, as explained in the FAQ -
1.20 Modded Minecraft Server crash (Datapacks also included)
Paint_Ninja replied to Daliborn's topic in Support & Bug Reports
Consider upgrading to 1.20.1 - it came out about a week after 1.20 and is a lot more stable for modding as it's still maintained. All existing 1.20 mods and worlds should work on 1.20.1 -
Error when trying to enter a Forge version of Minecraft
Paint_Ninja replied to Joao Pedro A's topic in Support & Bug Reports
https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/#:~:text=How do I update my drivers%3F -
Error when trying to enter a Forge version of Minecraft
Paint_Ninja replied to Joao Pedro A's topic in Support & Bug Reports
We need more info to be able to help you - please read the FAQ and share links to your crash report and logs -
1.20.2 Mod Data Pack Ore Gen Error
Paint_Ninja replied to Fennx1000's topic in Support & Bug Reports
Please share your crash report -
As part of stricter anti-spam measures, new posts that have large amounts of content similar to many other posts are automatically hidden. You'll know this because your entire post will be highlighted in red and only visible to you. Unfortunately, this means dumping crash reports or logs directly in your support thread will trigger it. To avoid this, please read the FAQ before posting and provide a link to your log or crash report on an external paste site (such as pastebin) instead. If your thread is automatically hidden, you'll need to create a new one or wait for a moderator to manually approve it and remove the log from your post. When creating a new thread, make sure you only provide a link to an external paste site and do not dump logs directly in your post again as doing so could risk your account getting banned.