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[1.16.4]DataPack, Object.class, RegisterObject, Custom Fluid, How to?


Cratthorax
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Good morning,

now with the new Data Pack system in place, I'd like to address a couple of things.

1. is there a comprehensive list of things to do with DataPacks vs item.class?

2. which of the two, code wise, is more efficient/resource friendly?

3. Can you bake any item.class property to the register method?

In special, I'd like to comprehend how to define an item as FoodItem in the DataPack? This doesn't seem to be covered on any of the MC Wiki's?

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Ok. So how do I connect the ItemFood.class to already existing items imported via DataPacks then? I assumed this would happen automatically when using the same internal name, but it didn't.

I tried this already 3 times, but failed miserably. Then I got annoyed because I'd failed at something(supposedly) so trivial, and never tried again.

Edited by Cratthorax
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Ok. I was about to say "wtf!" since you two guys were just recommending to me 2 weeks ago, or so, to do items/blocks via DataPacks.

So if I use the same ID that I'm using for said item/block in my registerMain.class, will it refer to the corresponding item/block.class? Because I'm already using that kind of code structure in my registry for items/blocks:

 
     public static final RegistryObject<Block> BLOCKZINCITE = BLOCKS.register("blockzincite", 
            () -> new Block(
                    Block.Properties
                        .create(Material.ROCK)
                        .hardnessAndResistance(3.0f, 30.0f)
                        .sound(SoundType.STONE)
                        .harvestLevel(1)
                        .harvestTool(ToolType.PICKAXE)
            )
        );
        
    public static final RegistryObject<Item> BLOCKZINCITEITEM = ITEMS.register("blockzincite", 
        () -> new BlockItem(BLOCKZINCITE.get(),
                   new Item.Properties().group(MATERIALEVOLUTION_GROUP)
        )
    );
Edited by Cratthorax
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11 minutes ago, Cratthorax said:

Ok. I was about to say "wtf!" since you two guys were just recommending to me 2 weeks ago, or so, to do items/blocks via DataPacks.

what? in which thread?

 

12 minutes ago, Cratthorax said:

So if I use the same ID that I'm using for said item/block in my registerMain.class, will it refer to the corresponding item/block.class? Because I'm already using that kind of code structure in my registry for items/blocks:

what's the problem with the code? because it looks good

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Well, me neither English. So language barriers are indeed a problem sometimes.

The above code I posted is sitting inside my registry.class, where I register all blocks/items. I combine this with DataPacks to create the items/blocks via .json. Now @Sieben said you can't do all you want inside the DataPacks, that you could do inside a "regular" item.class. But since the registry method already does what I had done inside the item.class in the past, I'm asking if all methods that I would use in the item.class are useable in the registry method properties as well?

Edited by Cratthorax
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30 minutes ago, Cratthorax said:

But since the registry method already does what I had done inside the item.class in the past, I'm asking if all methods that I would use in the item.class are useable in the registry method properties as well?

Item.Properties set only the properties like stackSize, durability or the CreativeTab.
if you want to create a Item with logic you need to extends the Item class, you can look at the vanilla Item classes for examples

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On 10/9/2021 at 11:17 AM, Cratthorax said:

Ok. I was about to say "wtf!" since you two guys were just recommending to me 2 weeks ago, or so, to do items/blocks via DataPacks.

False. Your first thread on this very forum on this topic was this one in which you were already under the assumption that items and blocks were done via datapacks. The first reply even says "no you don't" and linked you the relevant documentation.

Unless you mean this post which was referring to the blockstate, model, and loot table files which was already in reply to your complaint that datapacks are a hassle.

Edited by Draco18s
  • Like 1

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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On 10/11/2021 at 7:09 PM, Draco18s said:

False. Your first thread on this very forum on this topic was this one in which you were already under the assumption that items and blocks were done via datapacks. The first reply even says "no you don't" and linked you the relevant documentation.

Unless you mean this post which was referring to the blockstate, model, and loot table files which was already in reply to your complaint that datapacks are a hassle.

Yeah. Obviously I had the details mixed up. Forgive me, as I am still in a state of confusion about the whole DataPack way of doing things.

But I get to understand a bit more every week.

So, if I have registered my item like this:

    public static final RegistryObject<Item> GRAVELANTIMONY = ITEMS.register("gravelantimony", 
            () -> new Item(
                    new Item.Properties().group(MATLIB_GROUP)));

Which would be the correct naming for the corresponding item.class? The one with the capital letters, or the non capital letters?

The DataPacks are referring to the one with non capital inside the strings, but the actual .json files have the corresponding object type as starting name convention, like this f.e:

blockantimony
itemgravelantimony
fluidcrudeoil etc. etc. etc.

Oh wait. The actual item.class is supposed to have the same naming convention as the DataPack name declaration, right?

Edit: shit's going to get even more confused now, since I just last week started to implement custom fluids. But I'm gonna make a new thread for this.

Edited by Cratthorax
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29 minutes ago, Cratthorax said:

Which would be the correct naming for the corresponding item.class? The one with the capital letters, or the non capital letters?

You can name your item class whatever you want. The name of the class does not matter to the game. You can make it an anonymous inner class if you wanted to.

30 minutes ago, Cratthorax said:

The DataPacks are referring to the one with non capital inside the strings, but the actual .json files have the corresponding object type as starting name convention, like this f.e:

blockantimony
itemgravelantimony
fluidcrudeoil etc. etc. etc.

Oh wait. The actual item.class is supposed to have the same naming convention as the DataPack name declaration, right?

Your class name is entirely irrelevant. What matters is the registry name, which is the first argument to the register call.

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I'm sorry, but you guys seem to understand my problem just as much as I understand the technical details you're directing me at.

What you said @Sieben is not my problem.

My problem is, I, somehow managed to create a custom object(regardless of being block, item, or fluid, or whatever) without using an actual item./block./fluid.class. And I fail at connecting a(n) item/block/fluid.class to the registered version of my already existing object. Hence why I'm asking which name I need to give the .class object in order to make the registered object use the .class's logic?

So again, if I have my registered object:

    public static final RegistryObject<Item> GRAVELANTIMONY = ITEMS.register("gravelantimony",              () -> new Item(                     new Item.Properties().group(MATLIB_GROUP)));

And I have my item.class which is named ItemGravelAntimony.java, and use the naming method posted downside, inside the item.class, why does the registered item not make use of the actual item.class?

    public ItemGravelAntimony(String name){
        this(name, MatLibMain.MODID, "item/" + "gravelantimony");
    }
Edited by Cratthorax
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1 hour ago, Cratthorax said:

And I have my item.class which is named ItemGravelAntimony.java, and use the naming method posted downside, inside the item.class, why does the registered item not make use of the actual item.class?

 

Because you registered a new Item, not a new ItemGravelAntimony. Please learn basic Java.

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@Sieben, always a charming...:D

I already made clear that I'm not a coder, but a mod building hacker. The reason for this has been stated as well. Limited time and other obligations. I do hear you though, once I get to be a pensioner, and have the time to spend all my focus on coding Java....in like 20 years from now.

However. The correct answer would have been: "You can either define object.class logic/properties in the place you are doing the register, OR you can do it in the object.class, and then refer to this object.class in your register method. You can't do both, because they are two different objects.".

Quote

did you're ItemGravelAntimony extends the vanilla Item class?

Sure it does. The underlying problem was, and still is, I'm used to 2013/2015 code, and 2021 is far away from that. I have to accept that starting from all over would have been the better solution when I started. But now that I've done so much "conversion work" already, I might have done things more complicated than they need to be.

Edited by Cratthorax
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2 hours ago, Cratthorax said:

I already made clear that I'm not a coder, but a mod building hacker. The reason for this has been stated as well. Limited time and other obligations. I do hear you though, once I get to be a pensioner, and have the time to spend all my focus on coding Java....in like 20 years from now.

You are asking to operate a train without being willing to learn what rails are. Building a mod is programming. By building a mod you are a coder. If you do not want to write programs, you cannot write a mod. A mod is a program. A mod is software.

2 hours ago, Cratthorax said:

However. The correct answer would have been: "You can either define object.class logic/properties in the place you are doing the register, OR you can do it in the object.class, and then refer to this object.class in your register method. You can't do both, because they are two different objects.".

Nothing about this "correct answer" makes any sense.

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I disagree. A coder is someone doing what you just said on a professional level. I'm not a professional. But I get things working, even if it doesn't look nice, and takes ages.

By that I'd label me an endurant tinkerer...:D

You may as well just close this thread, as I figured how to solve my fluid/lake/worldGen problem as well. For anyone interested, it basically also covers the issue I had posted inside here:

How to make a fluid, and spawn in it worldGen(without building an object.class)

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4 hours ago, Cratthorax said:

A coder is someone doing what you just said on a professional level. I'm not a professional. But I get things working, even if it doesn't look nice, and takes ages.

Being a professional software developer, no, a "coder" is "someone who codes."

software developer is the professional term.

At best, you're a script kiddie.

Edited by Draco18s

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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16 hours ago, Draco18s said:

Being a professional software developer, no, a "coder" is "someone who codes."

software developer is the professional term.

At best, you're a script kiddie.

Don't be silly. A script kiddie is capable of basic copy pasting. I can't even do that.

However, one more thing to add. How do you connect the registered FlowingFluidBlock, to your actual FluidBlock.class? I wasn't aware that you can actually customize the FlowingFluidBlock RegistryObject(or any other RegistryObject in that regard). Do it like that, and take info from the vanilla FluidBlocks how to build your FluidBlock.class accordingly:

Change that...


        public static final RegistryObject<FlowingFluidBlock> OIL_BLOCK = MatLibRegister.BLOCKS.register("crudeoil",
            () -> new FlowingFluidBlock(() -> MatLibFluidOil.OIL_FLUID.get(), AbstractBlock.Properties.create(MATOIL)
                    .doesNotBlockMovement().hardnessAndResistance(100f).noDrops()));
     
    ...to that...


        public static final RegistryObject<MyCustomFluidBlock> OIL_BLOCK = MatLibRegister.BLOCKS.register("crudeoil",
            () -> new MyCustomFluidBlock(() -> MatLibFluidOil.OIL_FLUID.get(), AbstractBlock.Properties.create(MATOIL)
                    .doesNotBlockMovement().hardnessAndResistance(100f).noDrops()));

 

...and name your FluidBlock MyCustomFluidBlock.class. As far as I understand you do not want to extend to FlowableFluidBlock, but to FlowableFluid. I've yet to understand why, because in the past a fluid block, was still a block. It seems like it is now an "in between" thingy, or no longer a block at all. I hope someone of the wizards can spread some wisdom on that? And if it's just to ease the tinkering...👍

Edit: If someone wants more learning material, I'd recommend the TechReborn FlowableFluid.class, and their actual Fluid.class(Fabric only, so lots of adaptions needed, but good for getting an idea of structure), or PneumaticCraft(Forge). Notice they seem to be on 1.16.5 or even 1.17.1, but the code is compiling fine and dandy with minor adaptions(for 1.17.1 only?). You'd quickly find traces on how to "adapt" by highlighting methods/fields/etc., and open the declaration. Trouble starts really if references aren't public, because then you have to @Override in a custom.class. Which is something I've yet to learn as well. In the past, for 1.7(yes, that's 2013), it looked something like that:

 
	package com.mofakin.materialevolution.blocks.organics;
	import com.mofakin.materialevolution.MaterialEvolutionModBase;
	import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.init.Blocks;
import net.minecraft.util.IIcon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.common.util.ForgeDirection;
import net.minecraftforge.fluids.BlockFluidClassic;
import net.minecraftforge.fluids.Fluid;
	public class BlockCrudeOil extends BlockFluidClassic {
	    @SideOnly(Side.CLIENT)
    protected IIcon stillIcon;
    @SideOnly(Side.CLIENT)
    protected IIcon flowingIcon;
   
    public BlockCrudeOil(Fluid fluid, Material material) {
        
            super(fluid, material);
            setCreativeTab(MaterialEvolutionModBase.materialEvolutionCustomTab);
            setBlockName(MaterialEvolutionModBase.MODID + "_" + "blockCrudeOil");
            
    }
    
    @Override
    public int getFlammability(IBlockAccess world, int x, int y, int z, ForgeDirection face)
    {
        return 300;
    }
    
    @Override
    public boolean isFlammable(IBlockAccess world, int x, int y, int z, ForgeDirection face)
    {
        return true;
    }
    
    public int getFireSpreadSpeed(IBlockAccess world, int x, int y, int z, ForgeDirection face)
    {
        return 100;
    }
   
    @Override
    public IIcon getIcon(int side, int meta) {
            return (side == 0 || side == 1)? stillIcon : flowingIcon;
    }
   
    @SideOnly(Side.CLIENT)
    @Override
    public void registerBlockIcons(IIconRegister register) {
            stillIcon = register.registerIcon("materialEvolution:oil_still");
            flowingIcon = register.registerIcon("materialEvolution:oil_flow");
    }
   
    @Override
    public boolean canDisplace(IBlockAccess world, int x, int y, int z) {
            if (world.getBlock(x,  y,  z).getMaterial().isLiquid()) return false;
            return super.canDisplace(world, x, y, z);
    }
   
    @Override
    public boolean displaceIfPossible(World world, int x, int y, int z) {
            if (world.getBlock(x,  y,  z).getMaterial().isLiquid()) return false;
            return super.displaceIfPossible(world, x, y, z);
    }
   
}
Edited by Cratthorax
Reason: Lots of words in my head aka brain f's
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  • Cratthorax changed the title to [1.16.4]DataPack, Object.class, RegisterObject, Custom Fluid, How to?

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cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:71) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.Launcher.run(Launcher.java:106) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.Launcher.main(Launcher.java:77) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:149) [bootstraplauncher-1.0.0.jar:?] {} Caused by: org.spongepowered.asm.mixin.throwables.MixinApplyError: Mixin [chunkanimator.mixins.json:LevelRendererMixin] from phase [DEFAULT] in config [chunkanimator.mixins.json] FAILED during APPLY     at org.spongepowered.asm.mixin.transformer.MixinProcessor.handleMixinError(MixinProcessor.java:636) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinProcessor.handleMixinApplyError(MixinProcessor.java:588) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:379) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     ... 28 more Caused by: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: @At("INVOKE") on net/minecraft/client/renderer/LevelRenderer::preventDefaultOffset with priority 1000 cannot inject into net/minecraft/client/renderer/LevelRenderer::m_172993_(Lnet/minecraft/client/renderer/RenderType;Lcom/mojang/blaze3d/vertex/PoseStack;DDDLcom/mojang/math/Matrix4f;)V merged by me.jellysquid.mods.sodium.mixin.features.chunk_rendering.MixinWorldRenderer with priority 1000 [PREINJECT Applicator Phase -> chunkanimator.mixins.json:LevelRendererMixin -> Prepare Injections ->  -> redirect$dba000$preventDefaultOffset(Lcom/mojang/blaze3d/shaders/Uniform;FFF)V -> Prepare]     at org.spongepowered.asm.mixin.injection.code.Injector.findTargetNodes(Injector.java:305) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.injection.code.Injector.find(Injector.java:240) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.prepare(InjectionInfo.java:421) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinTargetContext.prepareInjections(MixinTargetContext.java:1319) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.prepareInjections(MixinApplicatorStandard.java:1042) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.applyMixin(MixinApplicatorStandard.java:393) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.apply(MixinApplicatorStandard.java:325) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.TargetClassContext.apply(TargetClassContext.java:383) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.TargetClassContext.applyMixins(TargetClassContext.java:365) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:363) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     ... 28 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace:     at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:392) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClass(MixinTransformer.java:250) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.service.modlauncher.MixinTransformationHandler.processClass(MixinTransformationHandler.java:131) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.launch.MixinLaunchPluginLegacy.processClass(MixinLaunchPluginLegacy.java:131) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at cpw.mods.modlauncher.serviceapi.ILaunchPluginService.processClassWithFlags(ILaunchPluginService.java:156) ~[modlauncher-9.1.3.jar:9.1.3+9.1.3+main.9b69c82a] {}     at cpw.mods.modlauncher.LaunchPluginHandler.offerClassNodeToPlugins(LaunchPluginHandler.java:88) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.modlauncher.ClassTransformer.transform(ClassTransformer.java:120) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.modlauncher.TransformingClassLoader.maybeTransformClassBytes(TransformingClassLoader.java:50) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.readerToClass(ModuleClassLoader.java:110) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.lambda$findClass$16(ModuleClassLoader.java:216) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.loadFromModule(ModuleClassLoader.java:226) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.findClass(ModuleClassLoader.java:216) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.loadClass(ModuleClassLoader.java:132) ~[securejarhandler-1.0.3.jar:?] {}     at java.lang.ClassLoader.loadClass(ClassLoader.java:520) ~[?:?] {}     at net.minecraft.client.Minecraft.<init>(Minecraft.java:503) ~[client-1.18.2-20220404.173914-srg.jar%23266!/:?] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:apoli.mixins.json:MinecraftClientMixin,pl:mixin:APP:rubidium.mixins.json:core.MixinMinecraftClient,pl:mixin:APP:balm.mixins.json:MinecraftMixin,pl:mixin:APP:ae2.mixins.json:PickColorMixin,pl:mixin:APP:imm_ptl.mixins.json:client.MixinMinecraft,pl:mixin:APP:imm_ptl.mixins.json:client.block_manipulation.MixinMinecraft_B,pl:mixin:APP:imm_ptl.mixins.json:client.sync.MixinMinecraft_RedirectedPacket,pl:mixin:APP:flywheel.mixins.json:PausedPartialTickAccessor,pl:mixin:APP:bookshelf.common.mixins.json:client.AccessorMinecraft,pl:mixin:APP:spyglass_improvements.mixins.json:MinecraftMixin,pl:mixin:APP:betterthirdperson.mixins.json:MinecraftMixin,pl:mixin:APP:architectury.mixins.json:MixinMinecraft,pl:mixin:APP:blueprint.mixins.json:client.MinecraftMixin,pl:mixin:APP:travelerstitles.mixins.json:MinecraftClientTickMixin,pl:mixin:APP:mixin.dynamic_asset_generator.json:MinecraftMixin,pl:mixin:APP:iceberg.mixins.json:MinecraftMixin,pl:mixin:APP:create.mixins.json:WindowResizeMixin,pl:mixin:A,pl:runtimedistcleaner:A} -- Initialization -- Details:     Modules:          ADVAPI32.dll:API de base do Windows 32 avançada:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         COMCTL32.dll:Biblioteca de Controles de Experiência do Usuário:6.10 (WinBuild.160101.0800):Microsoft Corporation         CRYPT32.dll:Crypto API32:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         CRYPTBASE.dll:Base cryptographic API DLL:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         CRYPTSP.dll:Cryptographic Service Provider API:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         ColorAdapterClient.dll:Microsoft Color Adapter Client:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         CoreMessaging.dll:Microsoft CoreMessaging Dll:10.0.19041.2193:Microsoft Corporation         CoreUIComponents.dll:Microsoft Core UI Components Dll:10.0.19041.546:Microsoft Corporation         DBGHELP.DLL:Windows Image Helper:10.0.19041.867 (WinBuild.160101.0800):Microsoft Corporation         DEVOBJ.dll:Device Information Set DLL:10.0.19041.1620 (WinBuild.160101.0800):Microsoft Corporation         DNSAPI.dll:DLL da API de cliente DNS:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         GDI32.dll:GDI Client DLL:10.0.19041.2130 (WinBuild.160101.0800):Microsoft Corporation         GLU32.dll:DLL da biblioteca de utilitários OpenGL:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         HID.DLL:Biblioteca de Usuário de HID:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         IMM32.DLL:Multi-User Windows IMM32 API Client DLL:10.0.19041.2193 (WinBuild.160101.0800):Microsoft Corporation         IPHLPAPI.DLL:API de Auxiliar de IP:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         KERNEL32.DLL:DLL cliente da API BASE do Windows NT:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         KERNELBASE.dll:DLL cliente da API BASE do Windows NT:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         MMDevApi.dll:API do MMDevice:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         MSASN1.dll:ASN.1 Runtime APIs:10.0.19041.2251 (WinBuild.160101.0800):Microsoft Corporation         MSCTF.dll:DLL de servidor MSCTF:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         NLAapi.dll:Network Location Awareness 2:10.0.19041.2193 (WinBuild.160101.0800):Microsoft Corporation         NSI.dll:NSI User-mode interface DLL:10.0.19041.610 (WinBuild.160101.0800):Microsoft Corporation         NTASN1.dll:Microsoft ASN.1 API:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         Ole32.dll:Microsoft OLE para Windows:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         OleAut32.dll:OLEAUT32.DLL:10.0.19041.985 (WinBuild.160101.0800):Microsoft Corporation         OpenAL.dll         POWRPROF.dll:DLL do Auxiliar do Perfil de Energia:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         PROPSYS.dll:Sistema de Propriedades  Microsoft:7.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         PSAPI.DLL:Process Status Helper:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         Pdh.dll:DLL auxiliar de dados de desempenho do Windows:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         RPCRT4.dll:Tempo de Execução da Chamada de Procedimento Remoto:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         SETUPAPI.DLL:API de instalação do Windows:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         SHCORE.dll:SHCORE:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         SHELL32.dll:DLL comum do Shell do Windows:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         UMPDC.dll         USER32.dll:DLL de cliente API de usuário Windows para multiusuários:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         USERENV.dll:Userenv:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         VCRUNTIME140.dll:Microsoft® C Runtime Library:14.29.30133.0 built by: vcwrkspc:Microsoft Corporation         VERSION.dll:Version Checking and File Installation Libraries:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         WINHTTP.dll:Windows HTTP Services:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         WINMM.dll:MCI API DLL:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         WINSTA.dll:Winstation Library:10.0.19041.2075 (WinBuild.160101.0800):Microsoft Corporation         WINTRUST.dll:Microsoft Trust Verification APIs:10.0.19041.2193 (WinBuild.160101.0800):Microsoft Corporation         WS2_32.dll:DLL de 32 bits do Windows Socket 2.0:10.0.19041.1081 (WinBuild.160101.0800):Microsoft Corporation         WSOCK32.dll:Windows Socket 32-Bit DLL:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         WTSAPI32.dll:Windows Remote Desktop Session Host Server SDK APIs:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         Wldp.dll:Política de Bloqueio do Windows:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         amsi.dll:Anti-Malware Scan Interface:10.0.19041.2075 (WinBuild.160101.0800):Microsoft Corporation         aswAMSI.dll:Avast AMSI COM object:22.11.7716.0:AVAST Software         bcrypt.dll:Biblioteca de Primitivos Criptografados do Windows:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         bcryptPrimitives.dll:Windows Cryptographic Primitives Library:10.0.19041.1415 (WinBuild.160101.0800):Microsoft Corporation         cfgmgr32.dll:Configuration Manager DLL:10.0.19041.1620 (WinBuild.160101.0800):Microsoft Corporation         clbcatq.dll:COM+ Configuration Catalog:2001.12.10941.16384 (WinBuild.160101.0800):Microsoft Corporation         combase.dll:Microsoft COM para Windows:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         cryptnet.dll:Crypto Network Related API:10.0.19041.906 (WinBuild.160101.0800):Microsoft Corporation         dbgcore.DLL:Windows Core Debugging Helpers:10.0.19041.789 (WinBuild.160101.0800):Microsoft Corporation         dhcpcsvc.DLL:Serviço do Cliente DHCP:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         dhcpcsvc6.DLL:Cliente DHCPv6:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         dinput8.dll:Microsoft DirectInput:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         drvstore.dll:Driver Store API:10.0.19041.1949 (WinBuild.160101.0800):Microsoft Corporation         dwmapi.dll:API do Gerenciador de Janelas da Área de Trabalho Microsoft:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         dxcore.dll:DXCore:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         fwpuclnt.dll:API de Modo de Usuário FWP/IPsec:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         gdi32full.dll:GDI Client DLL:10.0.19041.2130 (WinBuild.160101.0800):Microsoft Corporation         glfw.dll         icm32.dll:Microsoft Color Management Module (CMM):10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         inputhost.dll:InputHost:10.0.19041.1741 (WinBuild.160101.0800):Microsoft Corporation         java.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         javaw.exe:OpenJDK Platform binary:17.0.1.0:Microsoft         jimage.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         jli.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         jna15256546126711392644.dll:JNA native library:6.1.2:Java(TM) Native Access (JNA)         jvm.dll:OpenJDK 64-Bit server VM:17.0.1.0:Microsoft         kernel.appcore.dll:AppModel API Host:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         lwjgl.dll         lwjgl_opengl.dll         lwjgl_stb.dll         management.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         management_ext.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         mscms.dll:DLL do Sistema de Correspondência de Cores Microsoft:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         msvcp140.dll:Microsoft® C Runtime Library:14.29.30133.0 built by: vcwrkspc:Microsoft Corporation         msvcp_win.dll:Microsoft® C Runtime Library:10.0.19041.789 (WinBuild.160101.0800):Microsoft Corporation         msvcrt.dll:Windows NT CRT DLL:7.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         mswsock.dll:Provedor de serviços do Microsoft Windows Sockets 2.0:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         napinsp.dll:Provedor de Correção de Nomeação de Emails:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         ncrypt.dll:Roteador NCrypt do Windows:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         net.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         nio.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         ntdll.dll:DLL de nível do NT:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         ntmarta.dll:Provedor MARTA do Windows NT:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         nvoglv64.dll:NVIDIA Compatible OpenGL ICD:31.0.15.1694:NVIDIA Corporation         nvspcap64.dll:NVIDIA Game Proxy:3.26.0.154:NVIDIA Corporation         opengl32.dll:OpenGL Client DLL:10.0.19041.2193 (WinBuild.160101.0800):Microsoft Corporation         perfos.dll:DLL de objetos de desempenho de sistema do Windows:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         pnrpnsp.dll:PNRP Name Space Provider:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         profapi.dll:User Profile Basic API:10.0.19041.844 (WinBuild.160101.0800):Microsoft Corporation         rasadhlp.dll:Remote Access AutoDial Helper:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         rsaenh.dll:Microsoft Enhanced Cryptographic Provider:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         sechost.dll:Host for SCM/SDDL/LSA Lookup APIs:10.0.19041.1 (WinBuild.160101.0800):Microsoft Corporation         shlwapi.dll:Biblioteca de utilitário abreviado para Shell:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         sunmscapi.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         svml.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         textinputframework.dll:"TextInputFramework.DYNLINK":10.0.19041.2075 (WinBuild.160101.0800):Microsoft Corporation         ucrtbase.dll:Microsoft® C Runtime Library:10.0.19041.789 (WinBuild.160101.0800):Microsoft Corporation         uxtheme.dll:Biblioteca UxTheme Microsoft:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         vcruntime140_1.dll:Microsoft® C Runtime Library:14.29.30133.0 built by: vcwrkspc:Microsoft Corporation         verify.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         win32u.dll:Win32u:10.0.19041.2251 (WinBuild.160101.0800):Microsoft Corporation         windows.storage.dll:API de Armazenamento Microsoft WinRT:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         winrnr.dll:LDAP RnR Provider DLL:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         wintypes.dll:DLL dos Tipos de Base do Windows:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         wshbth.dll:Windows Sockets Helper DLL:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         xinput1_4.dll:API do Controlador Comum da Microsoft:10.0.19041.2248 (WinBuild.160101.0800):Microsoft Corporation         zip.dll:OpenJDK Platform binary:17.0.1.0:Microsoft Stacktrace:     at net.minecraft.client.main.Main.main(Main.java:169) ~[client-1.18.2-20220404.173914-srg.jar%23266!/:?] {re:classloading,pl:runtimedistcleaner:A}     at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:?] {}     at jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) ~[?:?] {}     at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:?] {}     at java.lang.reflect.Method.invoke(Method.java:568) ~[?:?] {}     at net.minecraftforge.fml.loading.targets.CommonClientLaunchHandler.lambda$launchService$0(CommonClientLaunchHandler.java:31) ~[fmlloader-1.18.2-40.1.86.jar%2317!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:37) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:53) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:71) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.Launcher.run(Launcher.java:106) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.Launcher.main(Launcher.java:77) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:149) [bootstraplauncher-1.0.0.jar:?] {} -- System Details -- Details:     Minecraft Version: 1.18.2     Minecraft Version ID: 1.18.2     Operating System: Windows 10 (amd64) version 10.0     Java Version: 17.0.1, Microsoft     Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Microsoft     Memory: 2767274184 bytes (2639 MiB) / 3523215360 bytes (3360 MiB) up to 9663676416 bytes (9216 MiB)     CPUs: 8     Processor Vendor: GenuineIntel     Processor Name: Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz     Identifier: Intel64 Family 6 Model 165 Stepping 2     Microarchitecture: unknown     Frequency (GHz): 2.50     Number of physical packages: 1     Number of physical CPUs: 4     Number of logical CPUs: 8     Graphics card #0 name: Intel(R) UHD Graphics     Graphics card #0 vendor: Intel Corporation (0x8086)     Graphics card #0 VRAM (MB): 1024.00     Graphics card #0 deviceId: 0x9bc4     Graphics card #0 versionInfo: DriverVersion=30.0.100.9864     Graphics card #1 name: NVIDIA GeForce GTX 1650     Graphics card #1 vendor: NVIDIA (0x10de)     Graphics card #1 VRAM (MB): 4095.00     Graphics card #1 deviceId: 0x1f99     Graphics card #1 versionInfo: DriverVersion=31.0.15.1694     Memory slot #0 capacity (MB): 8192.00     Memory slot #0 clockSpeed (GHz): 3.20     Memory slot #0 type: DDR4     Memory slot #1 capacity (MB): 8192.00     Memory slot #1 clockSpeed (GHz): 3.20     Memory slot #1 type: DDR4     Virtual memory max (MB): 20823.05     Virtual memory used (MB): 12036.39     Swap memory total (MB): 4608.00     Swap memory used (MB): 109.69     JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xss1M -Xmx9216m -Xms256m     Launched Version: forge-40.1.86     Backend library: LWJGL version 3.2.2 SNAPSHOT     Backend API: NVIDIA GeForce GTX 1650/PCIe/SSE2 GL version 4.6.0 NVIDIA 516.94, NVIDIA Corporation     Window size: <not initialized>     GL Caps: Using framebuffer using OpenGL 3.2     GL debug messages:      Using VBOs: Yes     Is Modded: Definitely; Client brand changed to 'forge'     Type: Client (map_client.txt)     CPU: 8x Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz     ModLauncher: 9.1.3+9.1.3+main.9b69c82a     ModLauncher launch target: forgeclient     ModLauncher naming: srg     ModLauncher services:           mixin PLUGINSERVICE           eventbus PLUGINSERVICE           slf4jfixer PLUGINSERVICE           object_holder_definalize PLUGINSERVICE           runtime_enum_extender PLUGINSERVICE           capability_token_subclass PLUGINSERVICE           accesstransformer PLUGINSERVICE           runtimedistcleaner PLUGINSERVICE           mixin TRANSFORMATIONSERVICE           fml TRANSFORMATIONSERVICE      FML Language Providers:          minecraft@1.0         lowcodefml@null         javafml@null     Mod List:          client-1.18.2-20220404.173914-srg.jar             |Minecraft                     |minecraft                     |1.18.2              |NONE      |Manifest: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0:de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f         forge-1.18.2-40.1.86-universal.jar                |Forge                         |forge                         |40.1.86             |NONE      |Manifest: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54:47:1a:9f:7f:ed:5e:f2:90
    • Здравствуйте , столкнулся с проблемой после сброса (отчистки пк) от посторонних файлов сервер перестал запускаться решил переустановить по инструкции но после 2 запуска пишет Ignoring unknown attribute 'forge.swimSpeed' [12:24:45 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:45 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:45 INFO]: Preparing spawn area: 59% [12:24:45 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:45 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:45 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:46 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:46 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:46 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:46 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:46 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:46 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:46 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:46 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:46 WARN]: Ignoring unknown attribute 'forge.swimSpeed' [12:24:46 INFO]: Done (2,046s)! For help, type "help" or "?"  в командной строке что с этим делать? сразу я этому не предал значение но после редактирования в файле server.properties (айпи сервера и online mode true изменил на online-mode=false вроде так называется) перестал запускаться а именно консоль открывается и закрывается после я поместил файл start.bat в командную строку пишет C:\Users\User>"C:\ddddd\bin\java.exe" -Xmx1024M -Xms1024M -jar forge-1.12.2-14.23.5.2860.jar nogui Error: Unable to access jarfile forge-1.12.2-14.23.5.2860.jar сервер не работает но до отчистки работал можете пожалуйста сказать почему и как это исправить сам пытался переустанавливать уже 2 недели прошло с того момента как не запускается все гайды пересмотрел не помогает   
    • Im using forge to play modded 1.18.2 with optifine. There is no problem launching the game however whenever I try to join a world, it crashes saying "an unexpected error occurred"  heres the crash log https://pastebin.com/yX5Y5kEH
    • Thank you so much! I deleted Oculus and it seems to work just fine. I'll do more to update see what was the interaction or exact thing that made it crash. Thanks again so much for your help!
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