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  1. Hello, I got some code that won't register in Forge (MC=1.20.4), (FML=49.0.30) (It basically iterates through an array all supported Minecraft languages and picks at random one and reloads ResourceManager with it: List<String> languageCountryCodes = new ArrayList<>(); Collections.addAll(languageCountryCodes, "af_za", "ara_sa", "ast_es", "aze_az", "bak_ru", "bar_de", "bel_by", "bul_bg", "bre_fr", "qbr_nl", "bos_ba", "cat_es", "ces_cz", "cym_gb", "dan_dk", "bar_at", "gsw_ch", "deu_de", "ell_gr", "eng_au", "eng_ca", "eng_gb", "eng_nz", "qpe", "eng_qabs_gb", "en_ud", "epo", "spa_ar", "spa_cl", "spa_ec", "spa_es", "spa_mx", "spa_uy", "spa_ve", "spa_es_an", "est_ee", "eus_es", "fas_ir", "fin_fi", "fil_ph", "fao_fo", "fra_ca", "fra_fr", "fra_de", "fur_it", "fry_nl", "gle_ie", "gla_gb", "glg_es", "haw_us", "heb_il", "hin_in", "hrv_hr", "hun_hu", "hye_am", "id_id", "ibo_ng", "is_is", "qis", "ita_it", "jpn_jp", "jbo", "kat_ge", "kaz_kz", "kan_in", "kor_kr", "ksh_de", "kw_gb", "lat_va", "ltz_lu", "lim_nl", "lmo_it", "lao_la", "qll", "lit_lt", "lav_lv", "lzh", "mkd_mk", "mon_mn", "zlm_my", "mlt_mt", "nhe_mx", "vmf_de", "msa_my", "mlg_mg", "mar_in", "nld_be", "nld_nl", "nno_no", "nob_no", "quc_latn_gt", "pol_pl", "por_br", "por_pt", "qya", "ro_ro", "qpr", "rus_ru", "srp_latn_rs", "srp_cyrl_rs", "swe_se", "slk_sk", "slv_si", "som_so", "sqi_al", "ckb_ir", "sr_sp", "swa_ke", "swh_tz", "tam_in", "tha_th", "tgk_tj", "uig_cn", "ukr_ua", "urd_pk", "uzb_uz", "ven_za", "cymr", "xho_za", "yor_ng", "yue_hk", "zho_hans_cn", "zho_hant_hk", "zho_hant_tw"); // Shuffle the list Collections.shuffle(languageCountryCodes); // Print one code at a time for (String code : languageCountryCodes) { LanguageManager languageManager = new LanguageManager(code); languageManager.onResourceManagerReload(TroubleshootingMod.getResourceManager()); System.out.println(Minecraft.getInstance().getLocale()); System.out.println(code); break; // Exit the loop after printing one code } Minecraft.getInstance().getLanguageManager().setSelected("bar_de"); also does not appear to be functional.. Kind regards, Ensamisten
  2. Hello forgers, Can someone help me with with player detection functionality. I want the client to check if there is a player within 10 chunks of my character (same chunk included). So i need a way to constantly check if there is a player nearby. Maybe using the onClientTick event but i don't know what to use to achieve that. I've made mods back in forge 1.8 and a lot of things have changed since. Some methods got removed and some got changed. Any help is appreciated. Thank you!
  3. Hi, Full context, in case of oversight from me: using a @SubscribeEvent for ItemCraftedEvent, I am trying to implement a crafting system for 'carving', where I have tools that are tagged with 'can_carve' and items that are tagged with 'carveable'. A simple example here is a wooden handle item, which I have a recipe that uses a carving tool (I've tagged axes and a custom tool) and a branch item. I have this working to the degree of recipe functionality, hooking into the crafting event, and even duplicating the event carving tool, then damaging it, before reinserting it into the player's inventory. This is fully functioning. My subscriber looks like this: @SubscribeEvent public void itemCrafted(ItemCraftedEvent event) { Player player = event.getEntity(); if (!player.level().isClientSide()) { if (new ItemStack(event.getCrafting().getItem(), 1).is(ModTags.Items.CARVED_ITEM)) { ItemStack carvingTool = new ItemStack(Blocks.AIR, 1); int itemIndex = 0; for (int i = 0; i < event.getInventory().getContainerSize(); i++) { ItemStack thisItem = event.getInventory().getItem(i); if (thisItem.is(ModTags.Items.CAN_CARVE)) { carvingTool = thisItem; itemIndex = i; break; } } ItemStack newTool = new ItemStack(carvingTool.getItem(), 1); // make copy of tool, ... newTool.hurtAndBreak(carvingTool.getDamageValue() + 1, player, entity -> entity.broadcastBreakEvent(EquipmentSlot.MAINHAND)); // ... then damage it, and ... player.getInventory().setItem(1, newTool); // reinsert it into the player's inventory (this presently overwrites whatever is in the slot, as this is not the final intended implementation) if (player.containerMenu.getClass() == CraftingMenu.class) { // using crafting table: // TODO } else if (player.containerMenu.getClass() == InventoryMenu.class) { // using inventory crafting // TODO } } } } I have only been developing mods for minecraft for a (relatively) short period (a couple months), and so it is quite possible I have made a 'high level' error i.e., one alternative implementation I have considered is overriding the onCraftedBy() method in a custom item class. I am unsure if this is the most appropriate place in the eventbus to perform this method. In the code I have provided, you can see the lines where I currently generate the carvingTool, damage it, and then re-insert it into the player's inventory. Under this, I have created a if/else-if block for the two crafting interfaces, as I imagine some nuances exist in the implementation difference. But in essence, I am trying to map the stored itemIndex to the crafting grid, and to insert the newTool instance into the grid at this position. I have tried a variety of commands commands to attempt this, in no particular order: // (containerMenu|inventoryMenu) denotes one or the other // I assume one of these can be used to perform the insertion, but none appear to work: player.(containerMenu|inventoryMenu).setItem(1, player.inventoryMenu.getStateId(), newTool); player.(containerMenu|inventoryMenu).getSlot(1).set(newTool); player.(containerMenu|inventoryMenu).getItems().set(1, newTool); // I assume a command may be needed to reload the crafting grid contents for the player, but none appear to work: player.inventoryMenu.getCraftSlots().setItem(0, newTool); player.(containerMenu|inventoryMenu).broadcastChanges(); player.(containerMenu|inventoryMenu).broadcastFullState(); player.(containerMenu|inventoryMenu).getSlot(1).setChanged(); Hoping to receive guidance on how to achieve this result. Thanks
  4. this little sword like bar i dont know how is called i need to get the value of how much full it is i made some code to increase the horizontal range of mi melee weapons so you don't have to precisely left click on the mob but just close enough to damage it increasing the hitbox of mobs when i attack like 1.5 grow but it has a trouble mi code works regardless of the sword state so you can smacks as fast as your finger allows kinda old minecrafts style i dont want that i want it to work in synchrony whit the sword behave-our in this video i need like 3 hits to kill a zombie whit the vanilla iron sword mi steel sword does the same damage than iron but if i fast click i can damage the zombie like 8 times in the same amount of time the sword only swing like two times to fix this i want to check the state of that sword-like bar way may code only hits if the bar its over 50% or something // ########## ########## ########## ########## @Override public boolean onEntitySwing(ItemStack stack, LivingEntity le) { //System.out.println("onEntitySwing"); if( swordlikebar > 50% ) { searchAndDamageSurroundingEntities(); } return false; }
  5. If i try to download forge, I get an error by type - this is not a correct page, it was moved or deleted problem is also that if you download forge.jar and try to install not the Client but the Server from it, he writes - Error checking https://files.minecraftforge.net/: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target Error checking https://launchermeta.mojang.com/: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target Failed to establish connection to https://files.minecraftforge.net/mirrors-2.0.json Host: files.minecraftforge.net [51.79.83.165] javax.net.ssl.SSLHandshakeException: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
  6. The video by LexManos is outdated, and another video I found by SIlentChaos no longer works since forge doesnt use GradleStart
  7. When I open any single player game and a music track is triggered, once that track ends the same track plays immediately over and over again looping forever. Only stops if I close the game. If I go to the nether it stops, but then if I travel back and another music track is randomly triggered that one will then loop forever.
  8. What would the best way to make an entity emit light be? There doesn't seem to be a way similar to how light source blocks work
  9. I'm currently updating my mod from 1.20.2 to 1.20.4 and the forge `DatapackBuiltinEntriesProvider` class is missing. I've looked through the forge source files for an alternative and I'm struggling to find one. I have also tried using different forge versions (49.0.0 to 49.0.14) and they are all missing it. As far as I am aware this is the only missing java class and there is no mention of it in the forge changelogs. If anyone has an idea how to fix this or any suggestions what to do next before making a bug report.
  10. I'm stuck on this problem and unable to get out of repeatedly finding this error. What can I do to fix this?
  11. So I have 2 modpacks that I really enjoy playing, one on 1.7.10 and another on 1.20.1, and at one point I took a break from 1.20.1 to play the one on 1.7.10 (note: this was the first time I've done this, as the 1.20.1 modpack was made quite recently). The 1.7.10 one ran fine. Then, I went back to 1.20.1 and the game crashed as soon as it started. I asked for help on the forum and managed to fix it by downloading Java 17. Then I did it again (I didn't know that switching between versions was causing it at the time) and this time, changing to Java 17 didn't work. So instead I updated my drivers and that fixed it. I recently did it one last time to be absolutely certain that it was switching between versions that caused it, and now Minecraft Forge 1.20.1 crashes on open again. I also tried 1.20.4 (which is in beta I think) and that didn't work either. Only now, I've reinstalled the driver, and uninstalled and reinstalled Java 17, and neither worked. Here's the latest log and the debug.log on PasteBin in case any of you wanted to see it: https://pastebin.com/tNwT4dZR Debug.Log: https://pastebin.com/VjTppYKC So, I have 2 main problems. 1. Since neither method of making my game open again works, does anyone have an idea on how to fix it? 2. Is there any way to switch between versions without causing this issue? Edit: Quick Update, I no longer need help with the first problem. I completely uninstalled Minecraft and all of it's source files (after making backups of course), and then reinstalled it. It took a while and was a lot of work, but it fixed the problem. I still need help on the 2nd issue though, I don't wanna have to go through this every time I wanna play 1.7.10
  12. Hello, I want my entity to drink a potion at some point. I took a look at the Witch's code but I couldn't really identify which part of it makes the entity drink the potion. Help would be much appreciated!
  13. So the following pastebin contains the log file for my last runData run. I have tried many things but i don't understand where the problem is with that projekt because another on works completly fine. I have also tried to reinstall the project from Github. https://pastebin.com/KwAP1yqx https://github.com/Poseidon123123/AdvancedRocket
  14. I tried many things to fix the gradle but ever time I try to run genData, runClient or runServer it fails. In the stacktrace I get an message like : missing mod out of the mod.toml. (The mod I’m programming). Has someone a idea how to fix it so that it got build into the right folder? I tried to reload the project,0 reinstalled from GitHub Code: https://github.com/Poseidon123123/AdvancedRocket
  15. A few hours ago I noticed this problem on my server: "Internal Exception: lo.netty.handler.codec.DecoderException: Jayalang.IndexOutOfBoundsException: Index 26 out of bounds for length 10". I have tried everything to solve the problem, but when I remove the mods and change the version to vanilla I can just enter my server. So, I deduce that the problem must be with forge. I searched more forums about the problem, but I didn't see a concrete solution for this either. I use the original minecraft and I created the server in aternos version 1.20.4, I hope soon an answer. Thanks
  16. Hi, I am having problems with custom music files(ogg) repeating constantly on the latest version of forge version 49.0.10, for Minecraft 1.20.4, have tested same ogg files in minecraft 1.20.4 without forge and they work fine, without repeating themselves, if any one has a solution or this is a known forge bug, it would be helpful for any feedback.. Thanks
  17. I'm hosting a multiplayer server in my local network. I use cloudflare DNS to point my domain to a ngrok tunnel address which tunnels into my network for an added layer of security. (no port forwards on router) The Server is loaded with Forge 49.0.14 and I have started it with forge-1.20.4-49.0.14-shim.jar. Connecting with a vanilla client works flawlessly. I'm only using Forge server side for Discord integration. I've loaded a few client sided mods for testing through the curseforge app. However the game can not longer resolve my domain name. When I load back into vanilla client it works again. Client info: Minecraft 1.20.4 Forge 49.0.14 Mods: Journey Map connecting via the tunnel URL works and I can connect. Is anyone able to assist getting the domain URL working please? Brief description of the redirects: localhost:25565>ngrok.io:12345>play.domain.com
  18. --username "email" --password "password" doesn't seem work anymore.
  19. Hi guys, I'm creating a new ore which can be found only in the deep dark, but the ore doesn't spawn. Any help? Here's all the code: https://github.com/DrNickenstein/Rework-mod
  20. Hello. I am trying to read the value (durability) from a config file for an Shield Item. I cant get the code to work and i need some help. So I just need help on how to call the value from the config file. The code from the Config file works absolutely fine. Here is the code of my Shield Item getting registered and getting the Properties. public static final DeferredItem<Item> LEATHER_SHIELD = ITEMS.register("leather_shield", () -> new ShieldItem(new Item.Properties().durability(MoreVanillaShieldsConfig.LEATHER_SHIELD_DURABILITY.get())){ @Override public int getMaxDamage(ItemStack stack) { return MoreVanillaShieldsConfig.LEATHER_SHIELD_DURABILITY.get(); } });
  21. I setup an Ubuntu 22.04.3 Minecraft Server so they can play together and I can join them. It has Minecraft 1.20.4 installed. Their workstations are Ubuntu 22.04.3. I bought they Microsoft Xbox One controllers and USB dongles. I am trying to get Forge and Controllables working. I installed all the prerequisites for every component. Ubuntu 22.04.3 Kernel 6.2.0.39 Minecraft 1.20.4 Forge 1.20.4.49.0.10 Framework 1.20.1.0.6.16 Controllables 1.20.1.0.20.3 I get Error 1 when launching the Forge profile in Minecraft. I know the server and workstations work together. They were playing on them before I purchased the controllers. They are used to playing Minecraft on my Xbox 360. I am still looking for the logs to check the errors. I was wondering if I need to match the Java components like I do on most apps I have installed. Where are the logs for these components? I don't mind doing a clean install. I was going to script it to make it faster to reinstall. Thank you for your help. Michael
  22. Hello, I have a block entity and I made it so it places a item into its input slot when you right click it. But when I right click with a block, it places the block and the block disappears shortly after and the block is inside the block entity. How can I prevent the short block placing?
  23. Hello! I have a tile entity and want it so if a player is holding an item and right clicks my tile entity, the item will be inserted in slot 5. How can I do this? I have a use() and made it so the inventory gui will open if you shift right click the block.
  24. Hello, I'm experiencing an issue with two tags of mine changing their value apparently randomly. We're talking about a long and a boolean. Moreover, it appears that both values are getting changed OUTSIDE of my code, perhaps meaning something is happening in the vanilla code. The idea here is that a special ability for the armour can to be activated through a key bind every 180s (3600 ticks) lasting for only 10 seconds (200 ticks). However, it's not key bindings I'm having issues with, the problem I'm having is with the lastUsage and isEffectActive tags which seem to be changing, somewhere, somehow. Here is the class where most of the logic is happening: https://github.com/DrNickenstein/Rework-mod/blob/main/src/main/java/io/github/drnickenstein/reworkmod/items/wearables/armour/AmethystChestplate.java Here is the class where everything starts, calling the activateEffects method of the class: https://github.com/DrNickenstein/Rework-mod/blob/main/src/main/java/io/github/drnickenstein/reworkmod/handler/ClientForgeHandler.java And here is the latest.log: https://pastebin.com/MZdDK3sz Particularly, this is the section of the log where I'm printing the value of the isEffectActive tag and as you can see the way it is changing is quite odd. key pressed set is full Effect applied. tick start, isEffectActive: false tick end, isEffectActive: false activateEffects call ending. true tick start, isEffectActive: true Invulnerability set isEffect active if, isEffectActive: true tick end, isEffectActive: true tick start, isEffectActive: true Invulnerability set isEffect active if, isEffectActive: true tick end, isEffectActive: true tick start, isEffectActive: true Invulnerability set isEffect active if, isEffectActive: true tick end, isEffectActive: true tick start, isEffectActive: false tick end, isEffectActive: false tick start, isEffectActive: false tick end, isEffectActive: false tick start, isEffectActive: true Invulnerability set isEffect active if, isEffectActive: true tick end, isEffectActive: true tick start, isEffectActive: false tick end, isEffectActive: false tick start, isEffectActive: true Invulnerability set isEffect active if, isEffectActive: true tick end, isEffectActive: true tick start, isEffectActive: false tick end, isEffectActive: false tick start, isEffectActive: true Invulnerability set isEffect active if, isEffectActive: true tick end, isEffectActive: true tick start, isEffectActive: true Invulnerability set isEffect active if, isEffectActive: true tick end, isEffectActive: true tick start, isEffectActive: false tick end, isEffectActive: false tick start, isEffectActive: false tick end, isEffectActive: false If there is anything I could optimize/do in a better way or anything I should specify, please let me know Thanks in advance!
  25. I'm trying to create a block that looks exactly like the grass block. It is using the vanilla grass block model and I registered a block color thing to tint the overlay which works fine, but the texture beneath the overlay is rendering black for some reason. Any ideas what I'm missing? It currently looks like this.
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