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Ugdhar

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Everything posted by Ugdhar

  1. Choose an IDE and learn Java first. If you are unsure what the means, google "java IDE" and read some of what comes up. After you pick one, google "learn java using <NAME OF THE IDE YOU CHOSE>" and learn Java. Then you read the forge docs (link at the top of the page), and it will get you started. On your computer Download forge (I would go straight for the latest version) from the files link at the top of the page. Then go to https://www.curseforge.com/minecraft/mc-mods and search for mods. I would change the version dropdown to 1.15.2 to weed mods for old versions. When you find a mod you like, download it and put it in your %APPDATA\.minecraft\mods folder and they should load when you run the forge installation in your minecraft launcher. If you run into issues, come back here, and make a post in the Support forum section, and provide as much detail as you can about what you did, and what's going wrong. Post logs and exact error messages, not something like "It said it didn't work", because that's not a real error, and won't help anyone help you. Good luck, and have fun!
  2. Make sure you read the Optifine changelog for the versions of forge it is compatible with. The changelog is on the optifine downloads page right next to the download link. Optifine is very specific about what versions of forge it works with.
  3. Yeah I was looking at the old one, I'm sorry about that. You should post the debug.log on a paste site, it has more information than the crashlog.
  4. *edit: Was looking at the wrong log this time around. And unfortunately, I can't tell which mod is broken, all I think I can tell is that one of them has a broken advancement or perhaps a malformed json
  5. The filenames are wrong, the names of your files do not match the names of the files on curseforge, so unless you renamed them, they did not come from there. It may be that one of the sites that you got the mods from faked you out and made you THINK it was curseforge. I would not put that past the scumbags. I would just delete all the mods, and go back to curseforge, making sure to actually go to curseforge.com (and not google/bing/whatever for curseforge), and redownload them all. You will see what we mean by the filenames being different.
  6. Make a github account, then use a github gist, that's how I share debug logs
  7. It doesn't look like any of the assets are in that repo, so we can't see the blockstate for it.
  8. Nope, it should be directly in the logs folder, and be called debug.log. In theory it would be C:\Users\nicol\AppData\Roaming\.minecraft\logs\debug.log Also, you can't post links to a local file like that, it will not open, it must be uploaded to an internet site.
  9. In order to figure out what is going wrong, we need to see the log file. This file keeps a record of everything the game is doing as it sets up/runs. This will be within a logs folder, within the minecraft game folder. This folder by default is %APPDATA%\.minecraft\logs and you will want to upload the debug.log file. It will be large, so you will likely need to upload/paste it to a website that can handle hosting large text files, such as a github gist (https://gist.github.com/). Once you have posted the file there, copy and paste the link to that page back here, so people can look at it. Unfortunately, it could be any one of a million things causing your game to crash, and this log file will give the information needed to narrow it down to hopefully 1.
  10. Also maybe take a look at BlockBench, it might be helpful for visualizing your block models. I have not messed with it much, so cannot vouch for how well it exports json/java for direct use in modding. See if you can find a vanilla equivalent of what you are trying to make, and take a look at the vanilla models/code, and see how they do it. That's probably the best reference you can get right there, at least for some of the easier stuff. There should be a client-extras.jar or something similar in your IDE references that contains the vanilla jsons.
  11. Please start your own thread instead of hijacking a months old thread. Also, please post your debug.log to a github gist or another online pasting site, and post the link in your new thread. That should provide a little more information on what is going on.
  12. I believe you can create (NOT register) the entitytype in your item regster event, to use in your spawn egg setup, then register that entitytype you created during the entitytype register event.
  13. I would just install forge 31.2.0 from here, then create a new installation in the vanilla launcher using that version of forge, and point the game directory to the folder in twitches Instances folder for your modpack, and run it through the vanilla MC launcher. The twitch launcher is great for finding mods/modpacks, but sucks at doing stuff. If THAT doesn't work, post the new log please.
  14. Well, if I get anywhere or figure anything out, I'll certainly update this thread and post a github of a simple dimension that uses NoiseChunkGenerator and a handful of cherry picked biomes. Or something like that. I spend a few days hammering at it here and there, until my eyeballs start to bleed from all numbers floating around that I don't know what they represent, then take a break, then come back to it and make the teeny tiniest more sense out of it, rinse & repeat. I figure I'll scrounge up enough information eventually to at least fake knowing what it means.
  15. *edit: So the end goal of this would be having a somewhat-understanding of using the NoiseChunkGenerator (that generates the overworld) for a custom dimension to provide only a custom list of biomes, that may or may not include vanilla biomes, using the vanilla logic for elevation/temperature. ------- So I've been poking (more? again?) into the worldgen code, and it looks like LayerUtil has a method (func_227475_a_ in my 20200525 mappings) that essentially maps the layout of the world and what biomes are going to be where. And I'm not even 100% sure about that, it just kinda looks like it. Between a lot of srg names, and magic numbers that I'm not sure why they are there or what they represent, it leaves me a little lost. This method appears to build areas of land/ocean and blend them together and smooth them out, using such things as OceanLayer and AddIslandLayer. Looking at these enums, I still don't know what the numbers it is using mean, or what it is returning. So for instance, looking at AddIslandLayer, it is checking for various ocean types using biome IDs using LayerUtil, and then checking if a random number between 0 and 5 is 0, and then returning what? a number. That represents what? The parameters for the interface method are (INoiseRandom context, int x, int p_202792_3_, int p_202792_4_, int p_202792_5_, int p_202792_6_), and I haven't the foggiest notion what they represent, even when I set breakpoints and try stepping through the code. Does anyone have any references for any of this seemingly low level worldgen? I'll be grateful for any bits of insight or links to references or anything. I'm not looking for code unless it is well commented, otherwise I'll write my own once I have a little more of a clue how all these pieces fit together
  16. What version is this for?
  17. I would guess that you want 1.15.2 and not 1.5.2, if so, you should go redownload. If you really meant to get 1.5.2, that version is REALLY old, and not supported anymore.
  18. I don't know how to be more clear than that, I am sorry
  19. It means that the in-game config button does not work currently. If you need to edit a mods configuration, you will likely have to manually edit the configuration files. I would check with the mod page on curseforge for configuration information and/or author contact info for questions on how to configure their mod.
  20. I'm guessing you're trying to install Forge? Please post the installer log, it will be in the same folder as the installer, with the same name, but end with .log
  21. Remove Optifine and see if that helps.
  22. Before you try following any of the tutorials suggested above, I would like to point out how important it is that you either know Java, or know a similar programming language. You will have a Bad Time trying to make mods without some programming experience, and will quickly become frustrated if you do not know basic things like extending a class or overriding a method. You will need a JDK https://adoptopenjdk.net/ (I would get the Java 8 hotspot) You will also need an IDE; Eclipse and IntelliJ IDEA are the 2 most popular. Which is "best" is subjective and personal experience. Once you have those 2 things, start googling "learn java" and/or "java tutorials". You will probably be making stupid useless little programs to begin with, but we all started there at some point. I would work on Java for at least a week, then try following one of the tutorials mentioned. If you have no clue what any of the code means, then go back to Java and keep working on it, perhaps with a focus on the things you didn't understand following the forge tutorials. You won't be making awesome mods overnight, but if you really WANT to make mods, all the information is out there, you just have to learn some stuff Of course, this is all provided you don't already know Java. I was just guessing since your original question seemed to come from an area of inexperience.
  23. Please do not hijack someone elses thread. Create a new thread, and post relevant information to your issue, what you are trying to do, what happens (verbosely, not a summary or in your own words), and post logs/screenshots. This will give you a much better chance of getting help than adding on to someone elses thread saying "me too".
  24. You should really try using the forums search function. It works well, and would save you lots of time, especially for commonly asked questions I did a search for "shield", and found a solution in the first 4 links. (might be more than that now that I've posted on here) Asking for help isn't bad, but give a go at finding your own solutions. The forums search and google are great , plus you don't have to wait for an answer
  25. The very first thing you should have been asked to do is to post your debug.log. There will be an error in there telling us what is broken.
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