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Ugdhar

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Everything posted by Ugdhar

  1. 1.12 is no longer supported due to age. Please update to a modern (1.14.4/1.15.2) version to receive support. More information on supported versions can be found in in the LTS link at the top of every page
  2. 1.12 is no longer supported due to age. Please update to a modern (1.14.4/1.15.2) version to receive support. More information on supported versions can be found in in the LTS link at the top of every page
  3. 1.12 is no longer supported due to age. Please update to a modern (1.14.4/1.15.2) version to receive support. More information on supported versions can be found in in the LTS link at the top of every page
  4. 1.12 is no longer supported due to age. Please update to a modern (1.14.4/1.15.2) version to receive support. More information on supported versions can be found in the LTS link at the top of every page.
  5. Old versions that use setupDecompWorkspace are no longer supported. Please update to a modern (1.14.4/1.15.2) version to receive support. More information on supported versions can be found in the LTS link at the top of every page.
  6. Post the debug.log as described in the EAQ, it will be in the logs folder in your minecraft game folder.
  7. - Please keep posts in English, this is an English forum. 1.12 is no longer supported due to age. Please update to a modern (1.14.4/1.15.2) version to receive support. More information on supported versions can be found in the LTS link at the top of every page.
  8. You're registering the class on the mod event bus, but those are forge event bus events.
  9. You need to register TILE_ENTITIES on the mod event bus, as far as I've seen all deferred registers are usually registered on the mod event bus in the mod constructor.
  10. Can't run client mods on a server, remove xray. I think diesieben mentioned that a few posts up while asking for the debug,log.
  11. 1.12 is no longer supported due to age. Please update to a modern (1.14.4/1.15.2) version to receive support. More information on supported versions can be found in the LTS link at the top of every page.
  12. The filenames of many of your mods suggest you downloaded them from a Bad Website (such as 9 minecraft or something). Mods hosted on these sites are often doing so without permission, and may have outdated or modified/tampered with versions. You should only download mods from curseforge.com or directly from the mod authors website. See https://stopmodreposts.org/ for more information and a list of bad websites to definitely not download mods from. I would delete all of your mods, and redownload them from curseforge.
  13. That looks like the crashlog, not the debug.log
  14. The thing about Optifine is it is very finicky about what versions of forge it works with. If you look in the changelog for each Optifine version, it will tell you which version of forge it is compatible with. From my experience (watching, not using), if the versions don't match exactly, you could run into issues. The problem then is if you use an older build of forge to use Optifine, some of the other mods may be designed/built with a newer build, and won't work. So you have to pick and choose and decide what you can/can't live with.
  15. Does it work if you remove Optifine?
  16. I was messing with loot recently using global loot modifiers, and it worked pretty sweet. Looks very similar in setup to what you're doing here, just different way of registering I guess. Here's the link: https://github.com/MinecraftForge/MinecraftForge/blob/1.15.x/src/test/java/net/minecraftforge/debug/gameplay/loot/GlobalLootModifiersTest.java And here's a link to the thread I had started while trying to figure it out, hope it helps! https://www.minecraftforge.net/forum/topic/83671-1152-manipulate-actual-block-drops-not-what-can-drop/
  17. Please post the debug.log from the logs folder. It is possibly quite large, so you may have to host it on a paste site or a github gist or something and link back to it here. If you can post it here, please put it in spoiler tags
  18. Move the mods out of that 1.14.4-forge-28.2.4 folder and put them directly in the mods folder. If you'd like to split mods out by version, create separate installations for them with different game folders. That should fix it for ya hopefully!
  19. Very weird. Can you show a screenshot of your mods folder (include the full addressbar at the top) and your launcher installation settings page?
  20. Ok, have you downloaded other mods? Where did you save them? Mods need to be placed in the mods folder in your minecraft game directory (default in windows is %APPDATA%\.minecraft) If you changed the game directory in the installation settings, then there should be a mod folder in that folder you specified. Make sure you only download mods from curseforge or from the mod developers website, other sites can have outdated mod versions, or even pack mods with viruses or spyware.
  21. I figured it out though. Evidently, I either used DeferredRegister wrong, or this feature does not work with DeferredRegister. I rewrote it like this: in ModLootModifiers: @ObjectHolder("bunchostuff:sinaite_modifier") public static GlobalLootModifierSerializer<?> SINAITE_MODIFIER = null; and made a new class since I didn't have anything doing any registering: @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD) public class EventHandlerClass { @SubscribeEvent public static void regLootModifier(RegistryEvent.Register<GlobalLootModifierSerializer<?>> args) { args.getRegistry().register(new SinaiteModifier.Serializer().setRegistryName("bunchostuff", "sinaite_modifier")); } } and of course commented out the deferredregister stuff, and now I'm getting my logging as expected.
  22. public static final ForgeFlowingFluid.Properties MUDDY_WATER_PROPS = new ForgeFlowingFluid.Properties(MUDDY_WATER, MUDDY_WATER_FLOW, FluidAttributes.builder(STILL, FLOWING) .overlay(OVERLAY) .color(0x3F1080FF)) .bucket(ModItems.MUDDY_WATER_BUCKET) .block(ModBlocks.MUDDY_WATER);
  23. 1.15.2, using yesterdays mappings and current build of forge, I believe the one ending with .44
  24. Sorry, didn't see your post for some reason. Here's my whole fluid class: package ugdhar.mod.bunchostuff.fluid; import net.minecraft.fluid.Fluid; import net.minecraft.fluid.IFluidState; import net.minecraft.state.StateContainer.Builder; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraftforge.fluids.ForgeFlowingFluid; import ugdhar.mod.bunchostuff.BunchOStuff; public abstract class MuddyWaterFluid extends ForgeFlowingFluid { public MuddyWaterFluid(Properties props) { super(props); } public static class Flowing extends MuddyWaterFluid { public Flowing(Properties props) { super(props); setDefaultState(getStateContainer().getBaseState().with(LEVEL_1_8, 7)); } @Override public boolean isSource(IFluidState state) { return false; } @Override protected void fillStateContainer(Builder<Fluid, IFluidState> builder) { super.fillStateContainer(builder); builder.add(LEVEL_1_8); } @Override public int getLevel(IFluidState fluidState) { return fluidState.get(LEVEL_1_8); } @Override public void tick(World worldIn, BlockPos pos, IFluidState state) { // TODO Auto-generated method stub super.tick(worldIn, pos, state); BunchOStuff.LOGGER.info("************FLOWING MUDDY WATER TICK ***********************"); } } public static class Source extends MuddyWaterFluid { public Source(Properties props) { super(props); } @Override public boolean isSource(IFluidState state) { return true; } @Override public int getLevel(IFluidState p_207192_1_) { return 8; // max fluid lvl since it's a source. } } } It's very basic, I was just tinkering, no goal in mind. Hope it helps ya!
  25. the forge installer requires java, I would get java 8.

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