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You can upload them to Imgur or Google Drive and then click Insert image from URL.

Like this:

ImagePostExample-Hippoception.png

Edited by Hipposgrumm
I personally use Replit to host my images. But that's not it's intended purpose so IDK how they feel about it.

I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?

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16 minutes ago, Hipposgrumm said:

You can upload them to Imgur or Google Drive and then click Insert image from URL.

Like this:

ImagePostExample-Hippoception.png

this has nothing to do with it I don't know how to remove it, I suck with these things, I'll put you the google drive link tell me if it shows you the screen

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Sure, Farmer's Delight, YOUNG's API, Telepads, Sophisticated Backpacks, Just enough item, Immersive armor, immersive portal, carry on,  

immersive portal core, Qmiscutil, Sophisticated core, acquaculture 2, flywheel, YOUG's better mineshaft, Create, The Twilight Forest, Gravestone mod

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I think it's a file that is automatically downloaded when you download the "immersive portal" mod because in the description it says "Mod derivatives immersive portal, immersive portal core, Qmiscutil" and in the mod folder I can't find it

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    • i keep getting these errors and im not sure how to fix them or if i can just leave them be :PS i know about the missing tags i just dont have the mods required to add those extra villages Here is the log  https://paste.ee/p/KpYoV
    • Minecraft: 1.18.2, Forge: 40.2.21 I created some code that renders a custom particle. The particle renders without depth test: `disableDepthTest()` and should be visible through other blocks. Locally, all works fine. When I install it on the server and client, it also works fine. But when the mod is removed from the server, it no longer works.   The particle is registered under the name "DEPTH_VISION", and if i check if it is present `ModParticles.DEPTH_VISION.isPresent()`, while the mod is not on the server, I get a `false` back.   So my question is: - Is it even possible to make a custom particle, while staying client side only? - What do I need to change to make it work?    ModParticles.java import net.minecraft.core.particles.SimpleParticleType; import net.minecraft.core.particles.ParticleType; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.RegistryObject; public class ModParticles { public static final DeferredRegister<ParticleType<?>> REGISTRY = DeferredRegister.create(ForgeRegistries.PARTICLE_TYPES, SomeNameMod.MODID); public static final RegistryObject<SimpleParticleType> DEPTH_VISION = REGISTRY.register("depth_vision", () -> new SimpleParticleType(true)); }    SomeNameMod.java import com.peet.somename.HighlightBlock; import com.peet.somename.DepthVisionParticle; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.texture.TextureAtlas; import net.minecraft.core.particles.ParticleType; import net.minecraft.resources.ResourceLocation; import net.minecraft.world.level.Level; import net.minecraft.world.entity.player.Player; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.TickEvent; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import net.minecraftforge.client.event.ParticleFactoryRegisterEvent; import net.minecraftforge.client.event.TextureStitchEvent; @Mod(com.peet.somename.SomeNameMod.MODID) public class SomeNameMod { public static final String MODID = "somename"; private static int tickCounter = 0; // Counter to track ticks public SomeNameMod() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); modEventBus.addListener(this::onTextureStitch); modEventBus.addListener(this::registerParticleFactories); ModParticles.REGISTRY.register(modEventBus); MinecraftForge.EVENT_BUS.register(this); } @SubscribeEvent public void registerParticleFactories(ParticleFactoryRegisterEvent event) { Minecraft.getInstance().particleEngine.register((ParticleType) ModParticles.DEPTH_VISION.get(), DepthVisionParticle.Factory::new); } @SubscribeEvent public void onWorldTick(TickEvent.WorldTickEvent event) { if (event.phase == TickEvent.Phase.END) { Level world = event.world; if (!world.isClientSide) return; if (tickCounter++ >= 20) { // 5 seconds = 100 ticks Player player = Minecraft.getInstance().player; if (player != null) { HighlightBlock.spawnParticles(world, player); } tickCounter = 0; // Reset the counter after spawning particles } } } @SubscribeEvent public void onClientTick(TickEvent.ClientTickEvent event) { } @SubscribeEvent public void onTextureStitch(TextureStitchEvent.Pre event) { if (event.getAtlas().location().equals(TextureAtlas.LOCATION_PARTICLES)) { event.addSprite(new ResourceLocation(MODID, "particles/depth_vision")); } } }    HighlightBlock.java import com.peet.somename.ModParticles; import net.minecraft.network.chat.TextComponent; import net.minecraft.world.entity.player.Player; import net.minecraft.world.level.Level; import net.minecraft.client.Minecraft; import net.minecraft.client.particle.ParticleEngine; public class HighlightBlock { public static <ExceptionType> void spawnParticles(Level world, Player player ) { ParticleEngine particleEngine = Minecraft.getInstance().particleEngine; if (!ModParticles.DEPTH_VISION.isPresent()) { Minecraft.getInstance().player.sendMessage(new TextComponent("DEPTH_VISION particle is not registered."), Minecraft.getInstance().player.getUUID()); return; } particleEngine.createParticle(ModParticles.DEPTH_VISION.get(), 0, 0, 0, 0.0, 0.0, 0.0); } }    DepthVisionParticle.java package com.peet.somename.particles; import net.minecraft.client.particle.Particle; import net.minecraft.core.particles.SimpleParticleType; import net.minecraft.client.particle.ParticleProvider; import com.mojang.blaze3d.vertex.Tesselator; import com.mojang.blaze3d.systems.RenderSystem; import net.minecraft.client.renderer.texture.TextureManager; import com.mojang.blaze3d.vertex.BufferBuilder; import net.minecraft.world.entity.player.Player; import net.minecraft.client.Minecraft; import net.minecraft.client.Camera; import com.mojang.blaze3d.vertex.VertexConsumer; import net.minecraft.client.particle.SpriteSet; import net.minecraft.client.multiplayer.ClientLevel; import net.minecraft.client.particle.ParticleRenderType; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.api.distmarker.OnlyIn; import net.minecraft.client.particle.SimpleAnimatedParticle; @OnlyIn(Dist.CLIENT) public class DepthVisionParticle extends SimpleAnimatedParticle { private static final ParticleRenderType DEPTH_PARTICLE_SHEET_TRANSLUCENT; private DepthVisionParticle(final ClientLevel world, final double x, final double y, final double z, final double motionX, final double motionY, final double motionZ, final SpriteSet spriteWithAge) { super(world, x, y, z, spriteWithAge, 0.0f); this.xd = motionX; this.yd = motionY; this.zd = motionZ; this.lifetime = 20; this.setSpriteFromAge(spriteWithAge); } public void render(final VertexConsumer buffer, final Camera renderInfo, final float partialTicks) { final Player player = Minecraft.getInstance().player; super.render(buffer, renderInfo, partialTicks); } public void tick() { super.tick(); this.setSprite(this.sprite); if (this.age++ >= this.lifetime) { this.remove(); } } public ParticleRenderType getRenderType() { return com.peet.somename.particles.DepthVisionParticle.DEPTH_PARTICLE_SHEET_TRANSLUCENT; } static { DEPTH_PARTICLE_SHEET_TRANSLUCENT = new ParticleRenderType() { public void begin(BufferBuilder buffer, TextureManager textureManager) { RenderSystem.disableDepthTest(); ParticleRenderType.PARTICLE_SHEET_TRANSLUCENT.begin(buffer, textureManager); } public void end(Tesselator tessellator) { ParticleRenderType.PARTICLE_SHEET_TRANSLUCENT.end(tessellator); RenderSystem.enableDepthTest(); } }; } @OnlyIn(Dist.CLIENT) public static class Factory implements ParticleProvider<SimpleParticleType> { private final SpriteSet spriteSet; public Factory(final SpriteSet spriteSet) { this.spriteSet = spriteSet; } public Particle createParticle(final SimpleParticleType type, final ClientLevel world, final double x, final double y, final double z, final double xSpeed, final double ySpeed, final double zSpeed ) { final com.peet.somename.particles.DepthVisionParticle particle = new com.peet.somename.particles.DepthVisionParticle(world, x, y, z, 0.0, 0.0, 0.0, this.spriteSet); particle.setParticleSpeed((float) xSpeed, (float) ySpeed, (float) zSpeed); return particle; } } }  
    • no, but do you know  any alternatives that will give me access to shaders?
    • I used an alternative for this, this is a sheet template, which helped me simplify my task and I did not have to count, because every time I start counting again, I always get confused. In the same way, when I change something, in the template, I can edit everything and put it in the order I need.
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