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Found 17 results

  1. I'm trying to run a few mods, but forge crashes on startup. I've tried taking some of the mods out, but it still crashes even with only one mod in the folder. If I try it without ANY mods, it does start. (Latest) crash log: https://pastebin.com/CdmJXT0x
  2. Hi, as the title says I am asking for help on how to do it server-side, I know how to do it client-side but it doesn't work the other way around, thanks in advance!
  3. Hi, I want to create like a flying magical blue orb with good shading, glimmering effect etc. I think I need to use a custom ParticleType and when i was looking into mods that do it like Botania or Ars Nouveau it seems that this is what they're using. But each time I try to adapt their code to mine i face an error regarding ParticleOptions$Deserializer. I'm almost certain that i check their mod in 1.20.x (my forge is in 1.20.6) but the IDE says that Deserializer is not in ParticleOptions Do you have any idea how i might do it and if i'm going into the right thing to do my orb ? Thank you
  4. The game crashed whilst rendering overlay Error: java.lang.RuntimeException: Couldn't watch config file. Tried forge 47.2.20, 50.1.0, and 50.1.12 with the same results. Running on Ubuntu 22.04 LTS, OpenJDK version 21.0.4. Base game launches fine, No mods installed for the moment. debug.log: https://pastebin.com/K103hmKi Edit: followed the instructions in other posts for Code 255: deleting file forge-client.toml with no effect. File reappears with each launch.
  5. I am just trying to make a silly mod of me and my friends as my first mod, can someone please help my incompetent self to why this recipe won't work? { "type": "minecraft:crafting_shaped", "pattern": [ "#@" ], "key": { "#": { "item": "minecraft:paper" }, "@": { "item": "breaking_blocks:drug" } }, "result": { "item": "breaking_blocks:blunt", "count": 3 } }
  6. I've been trying to make a simple mod that increases the spawn rate of zombies on the overworld. I have tried importing the following 3 things: import net.minecraft.world.biome.MobSpawnInfo; import net.minecraft.world.entity.EntityClassification; import net.minecraftforge.event.world.BiomeLoadingEvent; However, these three packages appear to throw errors, giving a "cannot resolve symbol" error for the words "world", "EntityClassification", and "biome". Is there any way I can fix this? I am using intelliJ to write the mod, with forge 1.20.6, with parchment mapping. I've double checked that all the versions line up and are the same, and the client game ran fine without the mod.
  7. I'm trying to set up Eclipse for modding, I've gotten the 1.20.6 MDK imported into Eclipse, but I'm struggling with errors everywhere. Eclipse doesn't recognize any package names. According to the Forge documentation, Eclipse should install the Mojang and MinecraftForge packages automatically when the project is imported or opened by default. But that doesn't seem to be happening. I haven't changed any settings in Eclipse and haven't done anything to the MDK outside of following setup instructions.
  8. I have been trying to figure this out for hours, basically whenever I try to build literally any of my mods, I get this error: > Task :downloadAssets FAILED Downloading: https://piston-meta.mojang.com/v1/packages/8c3a62fca114d74e0c150a940104e5f10cafdaa2/8.json FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':downloadAssets'. > Failed to get asset: minecraft/lang/es_cl.json Failed to get asset: minecraft/lang/fr_fr.json Failed to get asset: minecraft/lang/lv_lv.json Failed to get asset: minecraft/lang/mn_mn.json Failed to get asset: minecraft/lang/sk_sk.json Some assets failed to download or validate, try running the task again. It has been so annoying, I can't figure it out. I didn't have this issue on any of them until I cleared their cache by deleting them and re-pulling them from their repo. I have never had this issue before so it's super weird. And also I did try downloading the latest MDK for a bunch of versions and it did nothing This is on Forge 1.20-1.21 and Windows 11
  9. I managed to import the 1.20.6 MDK into Eclipse, but Eclipse is constantly complaining that no types or imports are valid even though I haven't modified anything in the project yet. It's important to note that running gradlew build results in a working mod jar, even though in Eclipse nearly every line has at least one error on it, so presumably this is a problem with Eclipse itself, not the project as a whole. I've been trying to fix this problem for over 2 weeks now and haven't made any noticeable progress. I've tried running every Gradle task I could possibly think of, including some that aren't even included in the version of the MDK I'm using. I've looked all over the internet for potential solutions, yet none of them have helped. I've made no visible progress ever since I got the MDK into Eclipse. I followed the instructions at https://docs.minecraftforge.net/en/1.20.x/gettingstarted/ as well as those in the README included in the MDK.
  10. Basically I have the fluid working but the flowing texture isn't the right size. This is what I have in the mcmeta file for the texture: { "animation": { "interpolate": true, "width": 16, "height": 16 } } This is what my FluidTypes class looks like: package net.tenth.factory.fluid; import net.minecraft.resources.ResourceLocation; import net.minecraft.sounds.SoundEvents; import net.minecraftforge.common.SoundAction; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.fluids.FluidType; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.RegistryObject; import net.tenth.factory.Factory; import org.joml.Vector3f; public class FactoryFluidTypes { public static final ResourceLocation SLIME_STILL_RL = new ResourceLocation(Factory.MOD_ID,"block/slime_still"); public static final ResourceLocation SLIME_FLOWING_RL = new ResourceLocation(Factory.MOD_ID ,"block/slime_flowing"); public static final ResourceLocation SLIME_OVERLAY_RL = new ResourceLocation(Factory.MOD_ID, "misc/in_slime"); public static final DeferredRegister<FluidType> FLUID_TYPES = DeferredRegister.create(ForgeRegistries.FLUID_TYPES, Factory.MOD_ID); private static RegistryObject<FluidType> register(String name, FluidType.Properties properties, int tintColor, Vector3f fogColor) { return FLUID_TYPES.register(name, () -> new BaseFluidType(SLIME_STILL_RL, SLIME_FLOWING_RL, SLIME_OVERLAY_RL, tintColor, fogColor, properties)); } public static void register(IEventBus eventBus) { FLUID_TYPES.register(eventBus); } public static final RegistryObject<FluidType> SLIME_FLUID_TYPE = register("slime", FluidType.Properties.create().density(100).viscosity(100).sound(SoundAction.get("splash"), SoundEvents.SLIME_BLOCK_STEP), 0xFFFFFFFF, new Vector3f(69f / 255f, 245f / 255f, 66f / 255f)); The BaseFluidType class: package net.tenth.factory.fluid; import com.mojang.blaze3d.shaders.FogShape; import com.mojang.blaze3d.systems.RenderSystem; import net.minecraft.client.Camera; import net.minecraft.client.multiplayer.ClientLevel; import net.minecraft.client.renderer.FogRenderer; import net.minecraft.resources.ResourceLocation; import net.minecraftforge.client.extensions.common.IClientFluidTypeExtensions; import net.minecraftforge.fluids.FluidType; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; import org.joml.Vector3f; import java.util.function.Consumer; public class BaseFluidType extends FluidType { private final ResourceLocation stillTexture; private final ResourceLocation flowingTexture; private final ResourceLocation overlayTexture; private final int tintColor; private final Vector3f fogColor; public BaseFluidType(final ResourceLocation stillTexture, final ResourceLocation flowingTexture, final ResourceLocation overlayTexture, final int tintColor, final Vector3f fogColor, final Properties properties) { super(properties); this.stillTexture = stillTexture; this.flowingTexture = flowingTexture; this.overlayTexture = overlayTexture; this.tintColor = tintColor; this.fogColor = fogColor; } public ResourceLocation getStillTexture() { return stillTexture; } public ResourceLocation getFlowingTexture() { return flowingTexture; } public ResourceLocation getOverlayTexture() { return overlayTexture; } public int getTintColor() { return tintColor; } public Vector3f getFogColor() { return fogColor; } @Override public void initializeClient(Consumer<IClientFluidTypeExtensions> consumer) { consumer.accept(new IClientFluidTypeExtensions() { @Override public ResourceLocation getStillTexture() { return stillTexture; } @Override public ResourceLocation getFlowingTexture() { return flowingTexture; } @Override public @Nullable ResourceLocation getOverlayTexture() { return overlayTexture; } @Override public int getTintColor() { return tintColor; } @Override public @NotNull Vector3f modifyFogColor(Camera camera, float partialTick, ClientLevel level, int renderDistance, float darkenWorldAmount, Vector3f fluidFogColor) { return fogColor; } @Override public void modifyFogRender(Camera camera, FogRenderer.FogMode mode, float renderDistance, float partialTick, float nearDistance, float farDistance, FogShape shape) { RenderSystem.setShaderFogStart(0.5f); RenderSystem.setShaderFogEnd(6f); } }); } } And finally the screenshot presenting the issue: Any help is more than appreciated.
  11. Trying again to get into Minecraft modding, I was able to import the Forge MDK into Eclipse after some confusion, but all of the imports in ExampleMod.java are highlighted in red with an error saying they can't be resolved, and all references to any type can't be resolved either. Any type, including String. Only the simplest types like int, along with types defined in the same package work fine. I tried right-clicking on the project, going to Gradle > Refresh Gradle Project and also running gradlew --refresh-dependencies but neither of those seem to have had any noticeable effect. The mod builds just fine in spite of the errors, though I doubt I'll be able to get anything done with Eclipse constantly screaming at me.
  12. Hello everyone!! I have a problem with the game clashed exit code 1 . I have tried the basic solutions that I know from the internet: 1.) delete and reinstall JAVA 8 & JAVA 17 2.) delete and reinstall Minecraft 3.) delete all resourcepacks,mods,and shaderpacks and 4. ) reset my PC which doesn't work in every way. But I noticed that when I installed Minecraft forge, there were no mods folder in the .Minecraft folder sometimes. Can you help me solve this problem, please? https://ibb.co/N159q70 https://ibb.co/4Jz79qs
  13. I'm trying to create a mod that involves directional blocks, but IntelliJ is giving an error - "cannot resolve symbol 'Direction'". It offers me several "Direction" classes from various unrelated packages, but not the Direction enum from net.minecraft.core. Upon further investigation, it seems that although it has imported other classes from net.minecraft.core fine, enums such as Direction or RedstoneSide aren't being imported. I've tried to bodge around it, but I can't find a way to make BlockState.isFaceSturdy usable without it, as Direction is one of the input arguments. Why would Gradle import net.minecraft.core, but not import its enums? What file could I have set up wrong? (Alternatively, I would be satisfied with a workaround for BlockState.isFaceSturdy if there is somehow no fix for this.)
  14. I'm making a mod which involves certain blocks having directional properties, however for some reason my IntelliJ is unable to recognise the public enum Direction. I've dug around a bit and it recognizes some other classes in net.minecraft.core just fine (BlockPos for example). Without being able to use Direction I'm pretty much unable to use things like BlockState.isFaceSturdy. Could I have set up my Gradle wrong somehow? Is it something else? Are there any workarounds?
  15. Recently after I update my mods to latest Forge MDK version, and update server to latest Forge, and then replace old mods versions with new ones, once when I start server I get these messages: I am not familiar with what this error is and how to resolve it. Is this something that has to be done on server or I need to add some migration code to my mods?
  16. I have been experiencing a bug when trying to load the latest 1.20.6 mod development kit. The project can't be configured because it's looking for a minecraftforge jar file that doesn't exist. This is preventing anything from loading. The link in question that doesn't exist: https://maven.minecraftforge.net/org/lwjgl/lwjgl-freetype/3.3.3/lwjgl-freetype-3.3.3-natives-macos-patch.jar I am using intellij
  17. Forge version: 50.1.0 Minecraft version: 1.20.6 Downloads: Changelog: (Direct) Installer: (AdFocus) (Direct) MDK: (AdFocus) (Direct) Downloads page Intro: Continuing the strong cadence of solid improvements on 1.20.x versions, we focused especially on the developer experience for 1.20.6. We've delivered a new decompiler, unified official MojMap mappings everywhere, cleaned up more patches and worked with devs to make our networking APIs better support multiplatform mods and Vanilla's latest features. The new decompiler has improved formatting and much better support for newer Java features. This took weeks worth of effort from multiple team members to redo all the patches to support this (albeit, we still did this much faster than the competition), but we believe it was worth it in the end. Additionally, by having the same official MojMap mappings everywhere, mod devs have less required steps to build their mods and troubleshooting crash reports in production is easier. Setting 1.20.6 aside for a moment, we haven't forgotten about older versions! We continue to actively backport new features and make fixes for older versions where possible - meaning you can adopt some breaking changes incrementally instead of being forced to deal with all of them lumped in with an MC port, and you don't need to chase the latest MC or go out of your way to manually backport things yourself to take advantage of some of the things we're doing on newer versions. More than ever, Forge remains an excellent choice for devs who want to focus on their mods. New: New decompiler Supports newer Java features and has improved formatting Runtime official mappings Better troubleshooting experience as logs and crash reports now have human-readable names in production No need to reobf your mod as a developer. Mixin refmaps are also unnecessary. New AccessTransformers Much simpler implementation, no longer relies on ANTLR Significant performance improvements Add ModelLayers patch back (#9962) Update SimpleChannel to make StreamCodecs easier (#9959) Rework networking so that RegistryFriendlyByteBuf is useable for modders Simple support for StreamCodec in SimpleChannel Codecify all Forge packets Make simpler builder pattern for SimpleChannel. Will eventually deprecate the old MessageBuilder as it's verbose and poorly written. Implement entity-aware armor model and texture hooks. Closes #9960 Remove ICustomPacket and add PayloadChannel. (#9972) New PayloadChannel that uses the vanilla payload Type for packet distinction Implement the minecraft:register/unregister channels using the new PayloadChannel New generic channel builder function allowing people to implement channels however they want. Add GatherComponentsEvent (#9944) Fixed: Fix custom payloads not being handled on the server in the game state. Closes #9948 Fix villagers not opening trade GUIs. Closes #9946 Fix MDK by bumping FG and disabling reobf tasks Fix LAN server IPs being duplicated Fix connecting to vanilla servers due to misapplied patch. Fix canApplyAtEnchantingTable null pointer. Closes #9956 Bump SecureModules for package info and multi-release jar fixes. Fix RenderTarget stencil patch location. Fixes #9965 Fix shields not working correctly. Fixes #9966 Filter paths discovered by ServiceProvider in ClasspathLocator. Closes #9899 Fix Melons/Pumpkins not growing correctly. Fix potion brewing having arguments reversed. Closes #9970 Fix canceling MobSpawnEvent.FinalizeSpawn causing a NPE. Closes #9971 Ignore jar files in the mods folder that are not Forge mods. Closes #9968 Make RegistryObject.getHolder lazy, should help cases where vanilla registries use holders from other vanilla registries. Closes #9961 Fix finalizeSpawn's return value not being used correctly. Closes #9964 Fix powered rails not propagating correctly. Fix screen layering and re-add the test. (#9978) Fix RenderHandEvent firing with incorrect hand and item for offhand items. (#9977) Fix NPE in HurtByTargetGoal when mods set targets to null. Closes #7853 Fix crash when reloading a world that uses custom placed features. Closes #9979 Add File.exists check to ConfigFileTypeHandler. Closes #9976 Make OpenContainer and SpawnEntity packets process on main game thread. Move Creative Inventory page count to fix issue with partially transparent tooltips. Closes #9983 Fix CustomizeGuiOverlayEvent.DebugText and CustomizeGuiOverlayEvent.Chat not being fired. (#9982) Removed: Remove deprecated compressLanIPv6Addresses config option (#9949) LAN IPv6 addresses are always compressed these days, so this config option is redundant Remove zombie chance config options (#9950)
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