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Ugdhar

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Everything posted by Ugdhar

  1. There will be a log file generated by the server (even without a crash, it will be in the logs folder, probably called debug.log or latest.log); post that in a github gist or pastebin or something, and link to it here, someone will see it and probably know what's up.
  2. Nope, it would be just debug.log, without any numbers in the name or the .gz at the end. If you are using Windows, it is possible the file will just be called "debug", and under the file type say it is a log file. Because Windows is awesome and hides file extensions by default. Also, please post logs to an external site (github gist is my personal favorite), and link to them here, as opposed to attaching files. Most people don't like downloading random compressed files off the internet.
  3. Which parts are you not understanding? The explanation is very basic Java, and if you don't understand that, you are going to have a Very Bad Time trying to mod. Not trying to be mean, just stating facts. There isn't really a much easier way to explain what vemerion said without going to Java School (this isn't Java School, this is Forge School )
  4. Post your debug.log it will explain why somewhere in there.
  5. Here, this may help you if you're familiar with 1.12, as a LOT of stuff has changed since then. https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a
  6. Look at vanilla resources in data/minecraft/tags/blocks for examples. Unfortunately I still haven't tinkered with data generators so I cannot tell you how they work, but they will generate the json for you via code so you do not have to write it by hand (which can be prone to typos/repetitiveness/etc)
  7. You likely need to add leaves and logs tags jsons/datagens
  8. Just a guess but don't leave empty strings for urls in your mods.toml, comment out the line with a #
  9. Make sure you are using a 64 bit Java if running java -version from the commandline does not explicitly state 64 bit, then you have a 32 bit JVM.
  10. Ugdhar replied to tkeont's topic in Support & Bug Reports
    Please post your logs on an external site, and link to them here, instead of directly posting. The lines go off the edge of the screen, it's hard to read, and looks really terrible. From what I can see, do you have a folder with question marks (??) in them? If so, rename it to something without any special characters. Special characters in path names can cause unexpected/undesired behavior. If that's not the case, or that doesn't fix it, please properly post your debug.log on an external site, and link to it here.
  11. My guess with the somewhat limited information provided would be that the structure (NOT the feature) needs to be added to any biomes that may border on the custom biome. Adding the structure will allow it to be built there, but not adding the feature will cause it to not begin generating there.
  12. Ugdhar replied to tkeont's topic in Support & Bug Reports
    debug.log from your logs folder in the game directory is better than the crashlog, it contains more information. Post it to an external site (github gist is good) and post the link here
  13. Did you really name your world that? If so, you should probably not use funky characters like ^ and (, as a lot of times weird characters in the path can cause strange behavior. It does look like you posted a full log this time, I see stuff erroring out from vanilladeathchest and optifine. It looks like vanilladeathchest came from 9 minecraft, so who knows what it's doing behind the scenes. Delete it right now, and go redownload it from curseforge. If curseforge does not have it, then don't use it. Do the same thing for extraboats, crayfish backpack whatever it is, adventure tools, curious elytra. . . .basically delete ALL of your mods that have -Mod in the filename, and then go redownload from curseforge. Or don't use them, because 9 minecraft is bad. BAD. And of course, Optifine, always try without Optifine.
  14. That looks like a partial log as well. Have you tried it without Optifine? Any performance enhancing mods are hacky, and you should always try without them if you are having issues, as they are very often the cause.
  15. Please post your debug.log from the logs folder in your .minecraft folder. This should give more information on what is wrong. The file may be large, so you might have to post it on an external site and link to it here (github gists are good)
  16. A few tips: You should post your debug.log instead of just the crashlog, the debug.log has more info in it, sometimes the crucial piece needed to figure out the problem Get a github account. Now. (like, go to github.com right now, make an account, then come back to this window and continue) Use that instead of uploading zip files to dropbox. Sooo much better, and more people will look at your code to try and help. Not to mention using git itself for version control is awesome, you don't know what you're missing. My best guess is that you created a json file that is broken, you should check out data generators in McJtys tutorial: https://wiki.mcjty.eu/modding/index.php?title=YouTube-Tutorials *edit: annnd just noticed the modid baseMod has a capital. lol. Anyhow, that doesn't change any of my other advice.
  17. It has a capital B, open the Food class and find the nested Builder class. You should be able to right click on the method name in your own code and go to definition or something like that (I don't use IntelliJ so don't know what they call it, eclipse says "Open Declaration")
  18. Look at the Food.Builder class, it tells you why it is deprecated right in the code.
  19. Just a heads up, it probably took so long because you included some folders that were not necessary for a buildable repo. You do not need: .gradle folder .idea folder build folder
  20. Your debug.log will tell you exactly why. Please post it
  21. If you kept reading the posts after the original poster, you would see that really old versions are no longer supported. Please update to a modern version if you wish to receive support. More information on supported versions can be found in the LTS link at the top of every page.
  22. No, however whoever is running the server will need to allow and forward the port the server using through their router in order to make it visible to the outside world, and the remote player would need to know the public IP address (not the 192.168.x.x IP of the internal computer) of the host in order to connect.
  23. What does your main mod class look like?
  24. Ugdhar replied to Lufe's topic in Modder Support
    Can you cite a source on that? I'm almost positive I've seen it advised to do stuff in CommonSetup (using DeferredWorkQueue for thread safety which I forgot to mention above) *edit: also, was just looking at Tropicraft, and it does the ore generation setup in FLMCommonSetupEvent (https://github.com/Tropicraft/Tropicraft/blob/17bcace66cbcbe1535e52a50bab48ccdd533ab9a/src/main/java/net/tropicraft/Tropicraft.java#L125) Thanks!
  25. Ugdhar replied to Lufe's topic in Modder Support
    Most of the changes from 1.14 -> 1.15 were rendering I believe. https://gist.github.com/williewillus/30d7e3f775fe93c503bddf054ef3f93e has info on some of the 1.15 changes

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