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[1.10.2] Is there a simple tutorial for creating items?


FrozenPeas
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I have seen pieces from ShadowFacts and Choonster, but I have got stuck trying to figure out which pieces are mandatory and which are just for scale or convenience.

 

Some questions are:

Can Item creation be done with only one class file?

If not, is a proxy file mandatory?, my older 1.8 example does not have these, but many online examples do.

Is creativetab mandatory? I can't get that to work in any example, in my old example everything is done in one class, when I move to multiple classes the setCreativeTab(modname.creativeTab);

command doesn't like the creativeTab part.

 

What I am looking for is a tutorial that works in 1.10.

 

 

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Proxy files are mandatory: you need one (client) to register the item renderers.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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MrCrayFish has a tutorial for Minecraft 1.9 that works with 1.10. You can find it here:

 

I'm not sure if he still does this but dont use getUnlocalizedName().substring(5), instead use getRegistryName() instead (After you set the registry name of course).

 

I know Chooster recommends this (using getRegistryName()) but it seems to me to be a bit tricky depending on where you are using it. Basically it doesn't return a string directly but rather a ResourceLocation, so you often have to use toString() method on it. And then it will put your mod ID in front like this "modid:my_item_name" which you might have to strip off.

 

I personally think you should use getRegistryName() when you need the registry name (i.e. the one-time set never changing name), and use the unlocalized name when you want an unlocalized name.

 

I guess the main thing that is safe about registry name is that technically other mods could change the unlocalized name of your mod's items. I personally haven't seen a lot of that, but I suppose there are mods out there and therefore a risk. So if you need a name to be the key to something, or help point to a file location, registry name is safer.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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I know Chooster recommends this (using getRegistryName()) but it seems to me to be a bit tricky depending on where you are using it. Basically it doesn't return a string directly but rather a ResourceLocation, so you often have to use toString() method on it. And then it will put your mod ID in front like this "modid:my_item_name" which you might have to strip off.

 

Do not strip that off!

Unlocalized names are GLOBAL, if you add an item with the unlocalized name "item.thingy.name" (or I should say, that's what shows up when you go to put it into your localization file) and localize it to "Awesome Hat" and then another mod comes along and creates an item with an unlocalized name of "item.thingy.name" localized to "Neat Wand" guess what?

 

Both items in-game will display with the same name, depending on which mod loads second.

 

Instead, if both mods left their mod ID in the unlocalized name, this would not happen.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I know Chooster recommends this (using getRegistryName()) but it seems to me to be a bit tricky depending on where you are using it. Basically it doesn't return a string directly but rather a ResourceLocation, so you often have to use toString() method on it. And then it will put your mod ID in front like this "modid:my_item_name" which you might have to strip off.

 

Do not strip that off!

Unlocalized names are GLOBAL, if you add an item with the unlocalized name "item.thingy.name" (or I should say, that's what shows up when you go to put it into your localization file) and localize it to "Awesome Hat" and then another mod comes along and creates an item with an unlocalized name of "item.thingy.name" localized to "Neat Wand" guess what?

 

Both items in-game will display with the same name, depending on which mod loads second.

 

Instead, if both mods left their mod ID in the unlocalized name, this would not happen.

 

Well first of all, it seems strange that it is really global because the lang files are per-mod assets. You're saying that localization will be overwritten?

 

Unlocalized name is only intended to be used with translation, which I believe will still be per-mod according to the lang file for that mod. That's what I'm talking about. There is a place for using unlocalized name. If the concern is that another mod might actually change the unlocalized name of your mod's item, then that is when I'm suggesting you'd need to use registryName() and strip the modid from it (and add the "item." and ".name" to do the translation).

 

As I said, for other uses where you need a unique id, then in those cases you'd use registryName() as is.

 

Are you guys really saying to NEVER use unlocalized name?

 

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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Well first of all, it seems strange that it is really global because the lang files are per-mod assets. You're saying that localization will be overwritten?
It's not strange at all. The lang files are simply piggybacking on the resource loading system which allows lang files in resource packs (mods are resource packs). If you are adding lang key for your mod, they are no different than vanilla lang keys.

 

Unlocalized name is only intended to be used with translation, which I believe will still be per-mod according to the lang file for that mod.
How would that work? Anyone can call
I18n.translate

from anywhere. How does that know which lang file to use?

 

That's what I'm talking about. There is a place for using unlocalized name. If the concern is that another mod might actually change the unlocalized name of your mod's item, then that is when I'm suggesting you'd need to use registryName() and strip the modid from it (and add the "item." and ".name" to do the translation).
I have no idea what you are on about here but it sounds horrible.

 

As I said, for other uses where you need a unique id, then in those cases you'd use registryName() as is.
Other cases? No. You use registry name if you want the ID. You never use anything else.

 

Are you guys really saying to NEVER use unlocalized name?
Unlocalized name is if you want to display the name of the thing. That's it's only purpose and you should not use it for something else.
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Well first of all, it seems strange that it is really global because the lang files are per-mod assets. You're saying that localization will be overwritten?
It's not strange at all. The lang files are simply piggybacking on the resource loading system which allows lang files in resource packs (mods are resource packs). If you are adding lang key for your mod, they are no different than vanilla lang keys.

Really? so you're saying that if another mod tries to get the unlocalized name for my mods item it doesn't realize that it is from my mod and look only at my lang file? It will look in all the lang files for all the mods that are loaded for a match to my item's name?

 

Unlocalized name is only intended to be used with translation, which I believe will still be per-mod according to the lang file for that mod.
How would that work? Anyone can call
I18n.translate

from anywhere. How does that know which lang file to use?

 

Well, the unlocalized name is called against the instance of my item which I assume the game knows was from my mod.

 

If it really doesn't do what I assumed, then there is really no safety in using a lang file at all because no matter how unique you try to make the unlocalized name it is not foolproof...

 

That's what I'm talking about. There is a place for using unlocalized name. If the concern is that another mod might actually change the unlocalized name of your mod's item, then that is when I'm suggesting you'd need to use registryName() and strip the modid from it (and add the "item." and ".name" to do the translation).
I have no idea what you are on about here but it sounds horrible.

 

Yes, which is why I'm arguing against it.

 

As I said, for other uses where you need a unique id, then in those cases you'd use registryName() as is.
Other cases? No. You use registry name if you want the ID. You never use anything else.

 

Right that's what I said. If there are no other cases then you mean never use unlocalized name ever?

 

Are you guys really saying to NEVER use unlocalized name?
Unlocalized name is if you want to display the name of the thing. That's it's only purpose and you should not use it for something else.

I think we're saying the same thing. That unlocalized name is for displaying the name, and you want to make it unique enough that it is unlikely to be copied.

 

However, you guys are scaring me off of using unlocalized name even for displaying the name. You're implying that translation won't just look in your mod's lang file for matches.

 

Anyway, I'll defer to you guys' recommendation. All I was trying to tell people was that there was still a place for using unlocalized name (for use with lang files), but I guess there isn't...

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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Unlocalised names are still required for display purposes (as they always have been) but shouldn't be used for anything else.

 

They should be unique to your mod to avoid localisation conflicts with other mods. Including your mod ID in the unlocalised name (e.g. by using the registry name) is a good way to do this. This doesn't guarantee the uniqueness, but it makes it very likely to be unique unless another mod deliberately uses the same name.

 

All translations for the active locale are stored in a single map, regardless of which mod's lang file they were loaded from. They're not stored separately for each mod.

 

Usually the unlocalised name of an item will be the same as its registry name, but this isn't required. Some items like records have the same unlocalised name as each other but still have their own unique registry names.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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Really? so you're saying that if another mod tries to get the unlocalized name for my mods item it doesn't realize that it is from my mod and look only at my lang file? It will look in all the lang files for all the mods that are loaded for a match to my item's name?
Of course. At runtime there are no "lang files". There is one (!) Map<String, String> that maps unlocalized strings to localized strings.

There just isn't a way for this to work "per mod", since localization keys are just strings, they are not bound to an item or anything else.

 

Well, the unlocalized name is called against the instance of my item which I assume the game knows was from my mod.
That is one application of unlocalized names, yes. But no, this is not how it works.

 

If it really doesn't do what I assumed, then there is really no safety in using a lang file at all because no matter how unique you try to make the unlocalized name it is not foolproof...
True, but if you include your ModID you are as safe as you are going to get. If another mod has a language key with your ModID inside it, it's really their fault for being stupid.

 

Right that's what I said. If there are no other cases then you mean never use unlocalized name ever?
No, that's not what I am saying. If you want to display an Item's name on screen, use the unlocalized name. That is the one usecase for it. That is not "never ever use it".

 

However, you guys are scaring me off of using unlocalized name even for displaying the name. You're implying that translation won't just look in your mod's lang file for matches.

 

Anyway, I'll defer to you guys' recommendation. All I was trying to tell people was that there was still a place for using unlocalized name (for use with lang files), but I guess there isn't...

Of course you should use the unlocalized name and the lang files. Just include your ModID in the unlocalized name.

 

By the way:

Entity IDs are also one big pool, but they don't clash because FML prepends your ModID.

This is the same thing, you just have to do the prepending of your ModID yourself.

Same with TileEntity IDs btw., FML does not include your ModID there, you have to do it yourself.

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~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.TargetClassContext.applyMixins(TargetClassContext.java:365) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:363) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     ... 28 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace:     at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:392) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClass(MixinTransformer.java:250) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.service.modlauncher.MixinTransformationHandler.processClass(MixinTransformationHandler.java:131) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at org.spongepowered.asm.launch.MixinLaunchPluginLegacy.processClass(MixinLaunchPluginLegacy.java:131) ~[mixin-0.8.5.jar:0.8.5+Jenkins-b310.git-155314e6e91465dad727e621a569906a410cd6f4] {}     at cpw.mods.modlauncher.serviceapi.ILaunchPluginService.processClassWithFlags(ILaunchPluginService.java:156) ~[modlauncher-9.1.3.jar:9.1.3+9.1.3+main.9b69c82a] {}     at cpw.mods.modlauncher.LaunchPluginHandler.offerClassNodeToPlugins(LaunchPluginHandler.java:88) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.modlauncher.ClassTransformer.transform(ClassTransformer.java:120) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.modlauncher.TransformingClassLoader.maybeTransformClassBytes(TransformingClassLoader.java:50) ~[modlauncher-9.1.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.readerToClass(ModuleClassLoader.java:110) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.lambda$findClass$16(ModuleClassLoader.java:216) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.loadFromModule(ModuleClassLoader.java:226) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.findClass(ModuleClassLoader.java:216) ~[securejarhandler-1.0.3.jar:?] {}     at cpw.mods.cl.ModuleClassLoader.loadClass(ModuleClassLoader.java:132) ~[securejarhandler-1.0.3.jar:?] {}     at java.lang.ClassLoader.loadClass(ClassLoader.java:520) ~[?:?] {}     at net.minecraft.client.Minecraft.<init>(Minecraft.java:518) ~[client-1.18.2-20220404.173914-srg.jar%2392!/:?] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:mixin:APP:bookshelf.common.mixins.json:client.AccessorMinecraft,pl:mixin:A,pl:runtimedistcleaner:A} -- Initialization -- Details:     Modules:          ADVAPI32.dll:Advanced Windows 32 Base API:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         COMCTL32.dll:User Experience Controls Library:6.10 (WinBuild.160101.0800):Microsoft Corporation         CRYPT32.dll:Crypto API32:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         CRYPTBASE.dll:Base cryptographic API DLL:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         CRYPTSP.dll:Cryptographic Service Provider API:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         ColorAdapterClient.dll:Microsoft Color Adapter Client:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         CoreMessaging.dll:Microsoft CoreMessaging Dll:10.0.19041.2193:Microsoft Corporation         CoreUIComponents.dll:Microsoft Core UI Components Dll:10.0.19041.546:Microsoft Corporation         DBGHELP.DLL:Windows Image Helper:10.0.19041.867 (WinBuild.160101.0800):Microsoft Corporation         DEVOBJ.dll:Device Information Set DLL:10.0.19041.1620 (WinBuild.160101.0800):Microsoft Corporation         DNSAPI.dll:DNS Client API DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         GDI32.dll:GDI Client DLL:10.0.19041.2130 (WinBuild.160101.0800):Microsoft Corporation         GLU32.dll:OpenGL Utility Library DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         HID.DLL:Hid User Library:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         IMM32.DLL:Multi-User Windows IMM32 API Client DLL:10.0.19041.2193 (WinBuild.160101.0800):Microsoft Corporation         IPHLPAPI.DLL:IP Helper API:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         KERNEL32.DLL:Windows NT BASE API Client DLL:10.0.19041.1741 (WinBuild.160101.0800):Microsoft Corporation         KERNELBASE.dll:Windows NT BASE API Client DLL:10.0.19041.1741 (WinBuild.160101.0800):Microsoft Corporation         MMDevApi.dll:MMDevice API:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         MSASN1.dll:ASN.1 Runtime APIs:10.0.19041.2251 (WinBuild.160101.0800):Microsoft Corporation         MSCTF.dll:MSCTF Server DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         MpOav.dll:IOfficeAntiVirus Module:4.18.2211.5 (WinBuild.160101.0800):Microsoft Corporation         NLAapi.dll:Network Location Awareness 2:10.0.19041.2193 (WinBuild.160101.0800):Microsoft Corporation         NSI.dll:NSI User-mode interface DLL:10.0.19041.610 (WinBuild.160101.0800):Microsoft Corporation         NTASN1.dll:Microsoft ASN.1 API:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         Ole32.dll:Microsoft OLE for Windows:10.0.19041.1320 (WinBuild.160101.0800):Microsoft Corporation         OleAut32.dll:OLEAUT32.DLL:10.0.19041.985 (WinBuild.160101.0800):Microsoft Corporation         OpenAL.dll         PROPSYS.dll:Microsoft Property System:7.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         PSAPI.DLL:Process Status Helper:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         Pdh.dll:Windows Performance Data Helper DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         RPCRT4.dll:Remote Procedure Call Runtime:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         SETUPAPI.DLL:Windows Setup API:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         SHCORE.dll:SHCORE:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         SHELL32.dll:Windows Shell Common Dll:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         UMPDC.dll         USER32.dll:Multi-User Windows USER API Client DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         USERENV.dll:Userenv:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         VCRUNTIME140.dll:Microsoft® C Runtime Library:14.29.30133.0 built by: vcwrkspc:Microsoft Corporation         VERSION.dll:Version Checking and File Installation Libraries:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         WINHTTP.dll:Windows HTTP Services:10.0.19041.2075 (WinBuild.160101.0800):Microsoft Corporation         WINMM.dll:MCI API DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         WINSTA.dll:Winstation Library:10.0.19041.2075 (WinBuild.160101.0800):Microsoft Corporation         WINTRUST.dll:Microsoft Trust Verification APIs:10.0.19041.2486 (WinBuild.160101.0800):Microsoft Corporation         WS2_32.dll:Windows Socket 2.0 32-Bit DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         WSOCK32.dll:Windows Socket 32-Bit DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         WTSAPI32.dll:Windows Remote Desktop Session Host Server SDK APIs:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         Wldp.dll:Windows Lockdown Policy:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         amsi.dll:Anti-Malware Scan Interface:10.0.19041.2075 (WinBuild.160101.0800):Microsoft Corporation         bcrypt.dll:Windows Cryptographic Primitives Library:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         bcryptPrimitives.dll:Windows Cryptographic Primitives Library:10.0.19041.2486 (WinBuild.160101.0800):Microsoft Corporation         cfgmgr32.dll:Configuration Manager DLL:10.0.19041.1620 (WinBuild.160101.0800):Microsoft Corporation         clbcatq.dll:COM+ Configuration Catalog:2001.12.10941.16384 (WinBuild.160101.0800):Microsoft Corporation         combase.dll:Microsoft COM for Windows:10.0.19041.1320 (WinBuild.160101.0800):Microsoft Corporation         cryptnet.dll:Crypto Network Related API:10.0.19041.906 (WinBuild.160101.0800):Microsoft Corporation         dbgcore.DLL:Windows Core Debugging Helpers:10.0.19041.2311 (WinBuild.160101.0800):Microsoft Corporation         dhcpcsvc.DLL:DHCP Client Service:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         dhcpcsvc6.DLL:DHCPv6 Client:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         dinput8.dll:Microsoft DirectInput:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         drvstore.dll:Driver Store API:10.0.19041.1949 (WinBuild.160101.0800):Microsoft Corporation         dwmapi.dll:Microsoft Desktop Window Manager API:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         dxcore.dll:DXCore:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         fwpuclnt.dll:FWP/IPsec User-Mode API:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         gdi32full.dll:GDI Client DLL:10.0.19041.2364 (WinBuild.160101.0800):Microsoft Corporation         glfw.dll         icm32.dll:Microsoft Color Management Module (CMM):10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         inputhost.dll:InputHost:10.0.19041.1741 (WinBuild.160101.0800):Microsoft Corporation         java.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         javaw.exe:OpenJDK Platform binary:17.0.1.0:Microsoft         jemalloc.dll         jimage.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         jli.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         jna4498822618700272427.dll:JNA native library:6.1.2:Java(TM) Native Access (JNA)         jvm.dll:OpenJDK 64-Bit server VM:17.0.1.0:Microsoft         kernel.appcore.dll:AppModel API Host:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         lwjgl.dll         lwjgl_opengl.dll         lwjgl_stb.dll         management.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         management_ext.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         mscms.dll:Microsoft Color Matching System DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         msvcp140.dll:Microsoft® C Runtime Library:14.29.30133.0 built by: vcwrkspc:Microsoft Corporation         msvcp_win.dll:Microsoft® C Runtime Library:10.0.19041.789 (WinBuild.160101.0800):Microsoft Corporation         msvcrt.dll:Windows NT CRT DLL:7.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         mswsock.dll:Microsoft Windows Sockets 2.0 Service Provider:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         napinsp.dll:E-mail Naming Shim Provider:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         ncrypt.dll:Windows NCrypt Router:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         net.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         nimdnsNSP.dll:National Instruments Zeroconf Namespace Service Provider:215.0.3f0:National Instruments Corporation         nimdnsResponder.dll:National Instruments Zeroconf Library:215.0.3f0:National Instruments Corporation         nio.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         ntdll.dll:NT Layer DLL:10.0.19041.1741 (WinBuild.160101.0800):Microsoft Corporation         ntmarta.dll:Windows NT MARTA provider:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         nvoglv64.dll:NVIDIA Compatible OpenGL ICD:31.0.15.1694:NVIDIA Corporation         opengl32.dll:OpenGL Client DLL:10.0.19041.2193 (WinBuild.160101.0800):Microsoft Corporation         perfos.dll:Windows System Performance Objects DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         pnrpnsp.dll:PNRP Name Space Provider:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         powrprof.dll:Power Profile Helper DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         profapi.dll:User Profile Basic API:10.0.19041.844 (WinBuild.160101.0800):Microsoft Corporation         rasadhlp.dll:Remote Access AutoDial Helper:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         rsaenh.dll:Microsoft Enhanced Cryptographic Provider:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         sechost.dll:Host for SCM/SDDL/LSA Lookup APIs:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         shlwapi.dll:Shell Light-weight Utility Library:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         sunmscapi.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         svml.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         textinputframework.dll:"TextInputFramework.DYNLINK":10.0.19041.2075 (WinBuild.160101.0800):Microsoft Corporation         ucrtbase.dll:Microsoft® C Runtime Library:10.0.19041.789 (WinBuild.160101.0800):Microsoft Corporation         uxtheme.dll:Microsoft UxTheme Library:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         vcruntime140_1.dll:Microsoft® C Runtime Library:14.29.30133.0 built by: vcwrkspc:Microsoft Corporation         verify.dll:OpenJDK Platform binary:17.0.1.0:Microsoft         win32u.dll:Win32u:10.0.19041.2486 (WinBuild.160101.0800):Microsoft Corporation         windows.storage.dll:Microsoft WinRT Storage API:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         winrnr.dll:LDAP RnR Provider DLL:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         wintypes.dll:Windows Base Types DLL:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         wshbth.dll:Windows Sockets Helper DLL:10.0.19041.546 (WinBuild.160101.0800):Microsoft Corporation         xinput1_4.dll:Microsoft Common Controller API:10.0.19041.320 (WinBuild.160101.0800):Microsoft Corporation         zip.dll:OpenJDK Platform binary:17.0.1.0:Microsoft Stacktrace:     at net.minecraft.client.main.Main.main(Main.java:169) ~[client-1.18.2-20220404.173914-srg.jar%2392!/:?] {re:classloading,pl:runtimedistcleaner:A}     at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:?] {}     at jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:77) ~[?:?] {}     at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:?] {}     at java.lang.reflect.Method.invoke(Method.java:568) ~[?:?] {}     at net.minecraftforge.fml.loading.targets.CommonClientLaunchHandler.lambda$launchService$0(CommonClientLaunchHandler.java:31) ~[fmlloader-1.18.2-40.2.1.jar%2317!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:37) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:53) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:71) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.Launcher.run(Launcher.java:106) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.Launcher.main(Launcher.java:77) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23) [modlauncher-9.1.3.jar%235!/:?] {}     at cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:149) [bootstraplauncher-1.0.0.jar:?] {}     Mod List:          client-1.18.2-20220404.173914-srg.jar             |Minecraft                     |minecraft                     |1.18.2              |NONE      |Manifest: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0:de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f         forge-1.18.2-40.2.1-universal.jar                 |Forge                         |forge                         |40.2.1              |NONE      |Manifest: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54:47:1a:9f:7f:ed:5e:f2:90   -------------   I removed the system details part because I was unsure it was necessary, I'll post it if it is.  I'd like to know what's causing this issue, I am trying to read the crash log but I don't think I know where to look when it comes to these things.
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