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Can't execute forge universal


ItsTheGabe

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I'm trying to make a modded server, but i have to execute the "forge-1.7.10-10.13.4.1614-1.7.10-universal.jar", but i just can't execute it, i tried restarting my pc, i downloaded the file again, tried reinstalling java but nothing worked, it just won't work! I did it yesterday but i made the thing in the wrong order, please someone help me. I can't execute it on the server folder nor when i download it directly from the forge site.

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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)); 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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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