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Everything posted by Ugdhar
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1.14.4 - Modded World won't load on Forge Server
Ugdhar replied to Jesus Christ's topic in Support & Bug Reports
Also any particular reason you're running in offline mode? -
1.14.4 - Modded World won't load on Forge Server
Ugdhar replied to Jesus Christ's topic in Support & Bug Reports
Just for the record, I never said that, you shouldn't quote things people didn't actually post/say. Judging by the filenames of your mods, you downloaded them from 9 mine craft or some other Bad Website. These mods are illegally hosted/distributed, and can be outdated, incorrectly labeled, or even tampered with to including malware. See https://stopmodreposts.org/ for more information on what sites to avoid. I personally will only download mods from Curseforge or the mod authors website. I would go and delete all the mods you downloaded, and redownload them from curseforge.com. If a mod is not available there, and only on a shifty website, I would skip it to be honest. Safest way to go. Also, side note, don't put Optifine on a server, it's a client/graphics mod. -
Mc crashes with every forge version post 1.12.2
Ugdhar replied to Jumpslider's topic in Support & Bug Reports
Unplug G-Shark GS-GP702 and see if that helps. -
Ah, 1.12 is no longer supported because it's old. Only modern (1.14.4/1.15.2) versions are supported. The LTS link at the top of every page has details on supported versions.
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Which version of forge/optifine? Also posting your debug.log may help reveal the cause
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You should be able to play the modpack using the vanilla launcher with the method I described. I would just use twitch for downloading them, and then setup the custom profiles/launch them from the vanilla launcher to avoid twitch-caused installation issues with forge. The Twitch launcher seems like it's always screwed up with new versions (at least I see lots of forums posts about it), they don't know what they're doing when it comes to installing forge or something.
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Are you running this through the twitch launcher? If so, I would download/install the latest forge from files.minecraftforge.net, then create a new installation in the vanilla launcher using that version and specifying D:\Spiele\Twitch\Minecraft\Instances\Modpack as the game directory, and see if that makes a difference. Twitch launcher is great for getting mods/modpacks, but really it's garbage.
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Hmm, can you post the debug.log from a run when this happens?
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I've found that some things don't work quite right with DeferredRegister, and moving it over to a proper registry event makes it work. Just for grins have you tried that? Also, you should post the whole project as a github repo, makes it much easier to see the big picture. Also please post the debug.log. More info == better!!
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1.14.4 - Modded World won't load on Forge Server
Ugdhar replied to Jesus Christ's topic in Support & Bug Reports
Please post the debug.log from the server. -
Not everything has been mapped yet, so you either have to wait until someone does, or figure out and submit it yourself to MCPBot (or something like that, I haven't really done any messing with that stuff yet, I just use what they gimme ) http://export.mcpbot.bspk.rs/ has the latest/stable mappings. I just use the (close to) latest one, has more stuff mapped, and someone said somewhere that the snapshot ones don't get broken very often so it's relatively safe to do. If you're not using 1.15.2, I'm not sure if using the 1.15.1 mappings is bad or not for 1.14.x (or if it even works). I just do everything in the latest version myself.
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Edit your build.gradle find this line: I usually change the version to whatever yesterday was. Then refresh your project, and it should redo everything for ya.
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There's nothing stopping you from doing so, however if you have problems you won't be able to ask for help here. For old versions you could try the official minecraft forums, I know they have a modded section over there, I just don't know what it's like, as I don't go there. There are tons of good mods for current versions, it might be time to let go of old outdated mods that have been abandoned and don't get updated to current versions!
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You should really create your own post instead of digging up a post from a year and a half ago. That being said, 1.12 is no longer supported due to age. To receive support, you will need to update to a modern (1.14.4/1.15.2) version. See the LTS link at the top of every page for more information on supported versions.
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Please keep this forum in english. Please post the debug.log from the logs folder.
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Which version is this for? If it is lower than 1.14.4, you will need to update to receive support. Otherwise, please post the debug.log (located in the logs folder in the minecraft game directory), and also maybe a screenshot of your mods folder, including the full address bar at the top. That should give enough information to get started figuring out what's going on.
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We appear to be missing one or more essential library files.
Ugdhar replied to Kermit's topic in Support & Bug Reports
Please post your debug.log file. Also, make sure you read up on all the mods you install, it's possible one of them requires another mod/library that you did not install. -
The .jar installer will do it for you. Make sure you have 64-bit Java 8 installed. If it still doesn't work, post as much detail as you can on what you did, and what did/did not happen.
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Making Custom Trees Spawn in Vanilla Biomes 1.15.2
Ugdhar replied to 10mothra's topic in Modder Support
You need to add your feature to the biome you want, look in net.minecraft.world.biome.DefaultBiomeFeatures for examples You would do this in FMLCommmonSetupEvent, within a DeferredWorkQueue (the javadocs for it show how to use it) -
forge installer being a .jar file and not an executable
Ugdhar replied to Sean Quinn's topic in Support & Bug Reports
Try running it from the commandline, hold shift + right-click in a blank spot in the folder the installer is in, and choose open command/powershell here, and try java -jar <filename> replace <filename> with whatever the installer filename is (you should be able to tab complete it after a few characters) -
No no, I mean in your resources, make a new package data.modid.recipes it'll be alongside your assets package
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Your recipe needs to be in data.modid.recipes assets is only for client stuff, models, textures, etc
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Is your modid actually modid? Please show your main mod class
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Screenshots are a terrible way to share code, btw use code blocks, or even better a github repo of your project. Google up on it, github is pretty easy!! What version is this for?
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Generating a custom block randomly throughout the world
Ugdhar replied to Melflex's topic in Modder Support
You want Features, there's a DefaultBiomeFeatures class that has methods creating things like ore generation, flowers, trees, etc. and it is great for examples. net.minecraft.world.biome is the package the class is in. You could probably get away with using one of the vanilla features and configuring it with your block, or you could get fancy and create/register your own subclass of Feature and build it yourself. *edit: When looking for info, if it says 1.12 or lower, odds are good that most, if not all, of it has changed for 1.15. Here's a useful link for much of what's changed (there's a link in there too for 1.15 specific stuff, 1.13+ was the big overhaul of much of how things worked, that's why 1.12 guides aren't so good anymore) https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a