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Posted

Hello everyone,

 

Since a few days I began started modding, but when I added a custom Ore , and I wanted to test it in the test environment, if I want to create a new world it doesn't run, it always stays on Loading World Building Terrain. These are the links to the generation CLASS file and the MainClass file

SapphireGenerationClass: https://gist.github.com/anonymous/11135830

MainClass: https://gist.github.com/anonymous/11135969

 

 

Posted

try to reduce the number at

(new WorldGenMinable(MainClass.SapphireOre, 50)).generate(world, random, chunkX, chunkY, chunkZ);

i think its too big

 

maybe you run you of memory creating the ores because it generates in chunks

 

you rarity is basically how many times it runs per chunk and and then you say 50 ores should spawn (thats a lot of ores)

so in short you in 1 chunk you run the code 24-25 times and every time you create 50 ores

 

i try'ed this myself when i try'ed to make trees (hole chunks where just trees)

 

if i'm wrong on how this works please tell me i just learned this from my tree gen

Posted

I get this error in the console

[10:35:10] [main/ERROR]: The binary patch set is missing. Either you are in a development environment, or things are not going to work!

[10:35:10] [main/ERROR]: The minecraft jar file:/C:/Users/Jeffrey/.gradle/caches/minecraft/net/minecraftforge/forge/1.7.2-10.12.1.1060/forgeBin-1.7.2-10.12.1.1060.jar!/net/minecraft/client/ClientBrandRetriever.class appears to be corrupt! There has been CRITICAL TAMPERING WITH MINECRAFT, it is highly unlikely minecraft will work! STOP NOW, get a clean copy and try again!

[10:35:10] [main/ERROR]: FML has been ordered to ignore the invalid or missing minecraft certificate. This is very likely to cause a problem!

[10:35:10] [main/ERROR]: Technical information: ClientBrandRetriever was at jar:file:/C:/Users/Jeffrey/.gradle/caches/minecraft/net/minecraftforge/forge/1.7.2-10.12.1.1060/forgeBin-1.7.2-10.12.1.1060.jar!/net/minecraft/client/ClientBrandRetriever.class, there were 0 certificates for it

Posted

have you try'ed to use the FMLPreInitializationEvent that event runs when the mojang screen is there.

    @EventHandler
    public void preInit(FMLPreInitializationEvent event) {

    }

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    • Please read the FAQ and post logs as described there.
    • Upon starting the server I get; [main/ERROR] [minecraft/Main]: Failed to start the minecraft server net.minecraftforge.fml.LoadingFailedException: Loading errors encountered: [     Framework (framework) has failed to load correctly §7java.lang.NoClassDefFoundError: net/minecraft/client/gui/components/toasts/Toast ] I suspect there is a (possibly a few) client-only mods installed on my server. Any help would be appreciated! (Yes I know there are a lot of mods...) Here is the crash log:   https://paste.ee/p/pRz5mhMl#s=0
    • That's basically what the failure does, my apologies for failing to specify.  It just tries again on the next tick until it detects the entities for that chunk are loaded, and then tries to load the entity.  From there it gets into different failure states depending on what goes wrong, but in short, if the entity fails to load once the entity list becomes available, the request is cleared and must be resubmitted by the end user.  There should be few cases where that actually happens. Yes, that is my understanding of forceloading.  That's why on a successful summon, it removes the forceload.  Otherwise it does just leave the chunks loaded long term. Thank you for your help, any knowledge is useful!  I don't often mess with forceloading and my prior experience is 1.16 so I'm also a bit out of my depth haha.
    • I will have to do more research about 1.18 chunk loading. You were unclear about how your code manages with the entity load failure. If you simply used a loop, I suggest submitting a tick task to the next tick which does the same thing, checking if the entities are loaded and if so teleporting the right one else submitting another tick task etc. Also I think forceloading permanently force loads the chunk, and it only starts to unload when you make a subsequent call to mark the chunk as not forceloaded. I may be completely wrong, I dont know much about 1.18, most of my experience is 1.20. Good luck I hope you figure it out after all this time 😅
    • i managed to fix it by reinstalling the modpack and re-add all the extra mods I've had previously.
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