Jump to content

Getting "preparing for world creation" and world selection menu changed after installing CurseForge Minecraft


Recommended Posts

Posted

I don't have a problem playing Minecraft. It runs fine but it's just that I don't think this is what I had before installing CurseForge.

638155955262590456.png

I don't think I had this before using CurseForge.

From what I remember, it took me to:

638155955697997598.png

directly, but now, this "preparing for world creation" then I'm getting:

638155955546884680.png

when there are no worlds. I'm expecting the "Select World" menu.

When I create a world, I do get:

638155955697997598.png

So, I uninstalled both CurseForge, OverWolf, and Minecraft launcher and DID remove the curseforge minecraft directory at `C:\Users\[MY NAME]\curseforge\minecraft\Install\game` and `C:\Users\[MY NAME]\AppData\Roaming\.minecraft`.

This still persists after reinstalling Minecraft. These screenshots are taken after reinstalling today.

So, I want to know how to "reset to factory setting" a Minecraft and UNDO what CurseForge Minecraft did.

I seriously can't play without knowing what happened to my installation, and that this may happen again later with other CurseForge-like programs. Like, playing CurseForge Minecraft did something to it because worlds that I created in the 'original' Minecraft weren't available in the world selection when I launched Minecraft from Forge.

Was there some Regedit changes made and something? So many things are installed in a hidden directories and not removed when uninstalling programs. HELP PLEASE.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Yes that’s the full log, I managed to get it working last night, the anvil fix mod is what was causing it to crash
    • Hey guys, i'm currently developping a mod with forge 1.12.2 2860 and i'm using optifine and gradle 4.9. The thing is i'm trying to figure out how to show the player's body in first person. So far everything's going well since i've try to use a shader. The player's body started to blink dark when using a shader. I've try a lot of shader like chocapic, zeus etc etc but still the same issue. So my question is : How should i apply the current shader to the body ? At the same time i'm also drawing a HUD so maybe it could be the problem?   Here is the issue :    And here is the code where i'm trying to display the body :    private static void renderFirstPersonBody(EntityPlayerSP player, float partialTicks) { Minecraft mc = Minecraft.getMinecraft(); GlStateManager.pushMatrix(); GlStateManager.pushAttrib(); try { // Préparation OpenGL GlStateManager.enableDepth(); GlStateManager.depthMask(true); GlStateManager.enableAlpha(); GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Éclairage correct pour shaders GlStateManager.enableLighting(); RenderHelper.enableStandardItemLighting(); GlStateManager.enableRescaleNormal(); // Active la lightmap pour les shaders mc.entityRenderer.enableLightmap(); // Position de rendu interpolée double px = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks; double py = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks; double pz = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks; GlStateManager.translate( px - mc.getRenderManager().viewerPosX, py - mc.getRenderManager().viewerPosY, pz - mc.getRenderManager().viewerPosZ ); // Rendu du joueur sans la tête Render<?> render = mc.getRenderManager().getEntityRenderObject(player); if (render instanceof RenderPlayer) { RenderPlayer renderPlayer = (RenderPlayer) render; boolean oldHeadHidden = renderPlayer.getMainModel().bipedHead.isHidden; boolean oldHeadwearHidden = renderPlayer.getMainModel().bipedHeadwear.isHidden; renderPlayer.getMainModel().bipedHead.isHidden = true; renderPlayer.getMainModel().bipedHeadwear.isHidden = true; setArmorHeadVisibility(renderPlayer, false); renderPlayer.doRender(player, 0, 0, 0, player.rotationYaw, partialTicks); renderPlayer.getMainModel().bipedHead.isHidden = oldHeadHidden; renderPlayer.getMainModel().bipedHeadwear.isHidden = oldHeadwearHidden; setArmorHeadVisibility(renderPlayer, !oldHeadwearHidden); } // Nettoyage post rendu mc.entityRenderer.disableLightmap(); GlStateManager.disableRescaleNormal(); } catch (Exception e) { // silent fail } finally { GlStateManager.popAttrib(); GlStateManager.popMatrix(); } }   Ty for your help. 
    • Item successfully registered, but there was a problem with the texture of the item, it did not insert and has just the wrong texture.     
    • Keep on using the original Launcher Run Vanilla 1.12.2 once and close the game Download Optifine and run optifine as installer (click on the optifine jar) Start the launcher and make sure the Optifine profile is selected - then test it again  
    • Hi everyone, I’m hoping to revisit an old version of Minecraft — specifically around Beta 1.7.3 — for nostalgia’s sake. I’ve heard you can do this through the official Minecraft Launcher, but I’m unsure how to do it safely without affecting my current installation or save files. Are there any compatibility issues I should watch out for when switching between versions? Would really appreciate any tips or advice from anyone who’s done this before! – Adam
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.