Jump to content

Recommended Posts

Posted

I've been trying to use Forge for a 1.12.2 mod using the Prism Launcher and I've been getting crashes with exit code 6.

The console log is this.

I've tried running Optifine as a test mod and I have tried running with no mods, but both gave the same result.

Posted

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

 

Try my Modpack

spacer.png

>>Link to Curseforge<<

Posted

I tried both Vanilla and Optfine like you said, and both gave the same result. So I believe the issue is most likely with Minecraft in general and not Forge

Posted

Of the newer versions I have tested, 1.21.5 does work perfectly fine, but the only others I have tried, being 1.12.2 and now 1.16.5 with the mods you suggested showing the same results of crashing with exit code 6.

Posted

I've tried the java version you linked to and got a new exit code of 127

Here is the new console log

I also tried making sure that I had Java 8 selected with the version of Java 8 I already had installed and got the same exit code

Here is the console log with that installation in case it has any differences

I do notice both say 'Java checker returned some invalid data we don't understand:' followed by 'Minecraft might not start properly.' which could be some issues.

 

Posted

But your Launcher does not find it
 

Java path is:
/run/user/1000/doc/3f910b8/java

Checking Java version...
Java checker returned some invalid data we don't understand:

Check the Azul Zulu site and select your OS and download the latest Java 8 build for Linux

https://www.azul.com/downloads/?version=java-8-lts&package=jre#zulu

After installation, check the path and put this path into your Launcher Java settings (Java Executable)

Try my Modpack

spacer.png

>>Link to Curseforge<<

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

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

×
×
  • Create New...

Important Information

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