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Alright I been working on my mod for some time with forge, Just literally started to update it to 1.6.2 from scratch, by doing so I have ran into a small issue with one of the objects I designed in maya. This use to work in 1.5.2 but for some strange reason in 1.6.2 it causes a huge memory leak of 3gig or more when the player creates a new world or loads a old one. Been sitting here for hours trying to figure this out, looked at a few open source mods that uses this feature and still no luck. I have made the bitbucket of the mod source public for now in hopes of anyone might know the solution :S

Forge version: 9.10.0.804

 

Source of everything necessary for the object and its creation:

 

 

 

Screenshot of the object:

 

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Object in 1.5.2

 

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Memory leak proof

 

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And finally the usual crash log of out of memory:

 

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A modder uses search for solutions, a coder asks for help only after looking into the main source of the game modding. A master java programmer has solutions and is helpful. Be friendly to others, they will be friendly to you (depending on how their day goes ;) )

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    • just rewatched the tutorial and my code is exactly the same as kaupenjoe's.  the item is added into the game but like i said to start it doesnt have a texture or a proper name for whatever reason.
    • yes the name is en_us.json and it is in resources -> assests -> testmod -> lang folders.  i have checked my code and am pretty confident that the code itself is correct.  i even tried loading the project in eclipse and it has the same problems, I think i will just rewatch the whole tutorial and will give an update on the situation.
    • same error, I also tried removing Valkyrian skies as well because I noticed it coming up a lot in the debug log errors
    • Hey man,    i have only been modding Minecraft for a few days but maybe I can help you. First of all make sure to follow every step of Kaupenjoe's tutorial, I found it to been very helpful and complete. The game uses the raw translation key for the item (in your case "item.testmod.alexandrite") if it can't find the correct lang file. Make sure it's name is "en_us.json" and it is saved under "ressources" -> "assets" -> "testmod".
    • whenever I try to get this item to render into the game it appears with the not texture purple and black squares and calls itself by the lang translation file path instead of the name i gave it.   { "item.testmod.alexandrite": "Alexandrite" } this is the lang json file package net.Hurst.testmod.item; import net.Hurst.testmod.TestMod; import net.minecraft.world.item.Item; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.RegistryObject; public class ModItems { public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, TestMod.MOD_ID); public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties())); public static void register(IEventBus eventBus){ ITEMS.register(eventBus); } } this is my ModItems.java file package net.Hurst.testmod; import com.mojang.logging.LogUtils; import net.Hurst.testmod.item.ModItems; import net.minecraft.world.item.CreativeModeTabs; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.BuildCreativeModeTabContentsEvent; import net.minecraftforge.event.server.ServerStartingEvent; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.ModLoadingContext; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.config.ModConfig; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import org.slf4j.Logger; // The value here should match an entry in the META-INF/mods.toml file @Mod(TestMod.MOD_ID) public class TestMod { public static final String MOD_ID = "testmod"; private static final Logger LOGGER = LogUtils.getLogger(); public TestMod() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); modEventBus.addListener(this::commonSetup); ModItems.register(modEventBus); MinecraftForge.EVENT_BUS.register(this); modEventBus.addListener(this::addCreative); ModLoadingContext.get().registerConfig(ModConfig.Type.COMMON, Config.SPEC); } private void commonSetup(final FMLCommonSetupEvent event) { } // Add the example block item to the building blocks tab private void addCreative(BuildCreativeModeTabContentsEvent event) { if(event.getTabKey() == CreativeModeTabs.INGREDIENTS){ event.accept(ModItems.ALEXANDRITE); } } // You can use SubscribeEvent and let the Event Bus discover methods to call @SubscribeEvent public void onServerStarting(ServerStartingEvent event) { } // You can use EventBusSubscriber to automatically register all static methods in the class annotated with @SubscribeEvent @Mod.EventBusSubscriber(modid = MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT) public static class ClientModEvents { @SubscribeEvent public static void onClientSetup(FMLClientSetupEvent event) { } } } this is my TestMod.java file { "parent": "minecraft:item/generated", "textures": { "layer0": "testmod:item/generated" } } this is my model file for the item. I am using intellij 2025.1.2 with fdk 1.21 and java 21 I would appreciate the help.
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