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[1.10.2] [SOLVED] Gui That Doesn't Pause Game


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Posted

So I've made a very simple "energy bar" gui thing xD

It currently displays in the top left of the screen. Whenever it's displayed, it pauses the whole game even though I'm not telling it to.

 

Here's the Gui class itself:

public class GuiEnergyBar extends GuiScreen {

    private int xSize = 116, ySize = 17; //size of desired window. Max is 256x256

    @Override
    public void initGui(){
        super.initGui();

    }

    @Override
    public void drawScreen(int mouseX, int mouseY, float partialTicks){
        super.drawScreen(mouseX, mouseY, partialTicks);

        TextureManager textureManager = this.mc.getTextureManager();

        textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));

        GlStateManager.pushMatrix();
        GlStateManager.enableAlpha();
        drawTexturedModalRect(0, 0, 0, 0, xSize, ySize);
        GlStateManager.popMatrix();
    }

    @Override
    public boolean doesGuiPauseGame(){
        return false;
    }

    @Override
    public void drawDefaultBackground(){ //darkens screen outside of GUI window
        super.drawDefaultBackground();
    }

}

 

Here's what it looks like: https://gyazo.com/02147c190bc037ce923c03ef4a93bd68

It just pauses the whole game when displayed. Also, if you have any suggestions on how I could "fill it up", that'd be great! :D

 

Thanks!

Posted

Okay, so that solved one issue of when to actually display it. However, I still can't move, I can't bring up chat, and I can't even bring up the singleplayer menu :/

Posted

So I'm using the exact same "... extends GuiScreen" class, but here's the event:

@SideOnly(Side.CLIENT)
public class ClientEvents {

    private boolean showWelcomePage = true;

    @SubscribeEvent
    public void onUpdate(TickEvent.ClientTickEvent event){

    }

    @SubscribeEvent
    public void onGuiOpened(GuiOpenEvent event){
        if(showWelcomePage && event.getGui() instanceof GuiMainMenu){ //we do this because when the GUI button is clicked in GUIWElcome, it opens GUiMainMenu
            event.setGui(new GuiWelcome());
            showWelcomePage = false;
        }
    }

    @SubscribeEvent
    public void onRender(RenderGameOverlayEvent event){
        ClientProxy.MINECRAFT.displayGuiScreen(new GuiEnergyBar());
    }

    @SubscribeEvent
    public void onRenderPlayerPre(RenderPlayerEvent.Pre event){

        float rotation = 90;
        GlStateManager.pushMatrix();

        /*float baseRotation = (event.getEntityPlayer().renderYawOffset - event.getEntityPlayer().prevRenderYawOffset)
                * event.getPartialRenderTick() + event.getEntityPlayer().prevRenderYawOffset;
        GlStateManager.rotate(-baseRotation, 0, 1, 0);*/

        if(Keyboard.isKeyDown(Keyboard.KEY_X)){
            rotation++;
            GlStateManager.rotate(rotation, 0, 1, 0);
            event.getEntityPlayer().addVelocity(0.015 ,0.05, 0.015);
        }
    }

    @SubscribeEvent
    public void onRenderPlayerPost(RenderPlayerEvent.Post event){
        GlStateManager.popMatrix();
    }

}

 

More specifically:

@SubscribeEvent
    public void onRender(RenderGameOverlayEvent event){
        ClientProxy.MINECRAFT.displayGuiScreen(new GuiEnergyBar());
    }

Posted

Hmmm, okay. That was going to be my next question: what's the difference between GuiScreen and Gui? I can't seem to find a tutorial that actually explains this stuff, and there's no paragraph comments in those classes explaining their uses, unfortunately.

 

Also, I'm looking in the RenderGameOverlayEvent class and I see Pre, Post, BossInfo, Text and Chat. I'm assuming I should use Pre or Post. Which would be better practice there?

 

Thanks for all the insight!

Posted

I think it's extending

GuiScreen

that is the problem. That class is used for things like the inventory and comes with a bunch of inbuilt methods for receiving mouse and keyboard input. Based on how simple your GUI is, you can probably just extend the

Gui

class itself and draw it in

RenderGameOverlayEvent

.

Posted

Hm, I suppose that would make sense. So it'd be safe to assume that GuiScreen is more like a menu type of thing, which would make sense why I couldn't move or do anything.

Posted

Thanks! That all makes sense. So then I'd do something along the lines of:

@SubscribeEvent
    public void onRender(RenderGameOverlayEvent.Post event){
        if(event.getType().equals(RenderGameOverlayEvent.ElementType.ALL))
            //do stuff
            //ClientProxy.MINECRAFT.displayGuiScreen(new GuiEnergyBar());
    }

?

 

And what should I use instead of GuiScreen? Gui, as the other person said up there ^?

Posted

You should just render your stuff directly inside the event handler.

 

How would you recommend doing that? All through GlStateManager (if that's possible... I didn't see any kind of "drawRectangle" method in that class)?

Posted

You can use direct GL through GlStateManager, you can use the Tessellator, you can use the helper methods in the GUI class, whatever you want.

 

Okay, hopefully last question. What's the Tessellator for? If there's GUI helper methods, GlStateManager, and Tessellator, surely they're all for (at least, slightly) different purposes, right? I'm just trying to figure everything out!

Posted

The Tessellator is just an API for buffering GL calls, because they are somewhat expensive.

 

Okay, I think this is the last problem. I created this new class, hold an instance of it in the ClientProxy, and just manually call ClientProxy.energyGui.draw() in the event you said above. The outline draws fine now and allows for movement, but the "inner" area (drawRect(...)) doesn't display at all. Would you happen to have any hunches off the top of your head?

 

public class GuiEnergyBarTwo extends Gui {

    private int xSize = 116, ySize = 17; //size of desired window. Max is 256x256

    public void draw(){

        TextureManager textureManager = ClientProxy.MINECRAFT.getTextureManager();
        textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));
        GlStateManager.pushMatrix();

        //---- inner ----
        drawRect(0, 0, getRightCoord(), ySize - 1, 1);

        //---- outline ----
        GlStateManager.enableAlpha();
        drawTexturedModalRect(0, 0, 0, 0, xSize, ySize);

        GlStateManager.popMatrix();
    }

    private int getRightCoord(){
        int energyPercent = ClientProxy.clientInfo.getEnergyPercentage();
        return xSize * (energyPercent/100); //this returns the needed percentage of the length of the rectangle
    }

}

Posted

The Tessellator is just an API for buffering GL calls, because they are somewhat expensive.

 

Okay, I think this is the last problem. I created this new class, hold an instance of it in the ClientProxy, and just manually call ClientProxy.energyGui.draw() in the event you said above. The outline draws fine now and allows for movement, but the "inner" area (drawRect(...)) doesn't display at all. Would you happen to have any hunches off the top of your head?

 

public class GuiEnergyBarTwo extends Gui {

    private int xSize = 116, ySize = 17; //size of desired window. Max is 256x256

    public void draw(){

        TextureManager textureManager = ClientProxy.MINECRAFT.getTextureManager();
        textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));
        GlStateManager.pushMatrix();

        //---- inner ----
        drawRect(0, 0, getRightCoord(), ySize - 1, 1);

        //---- outline ----
        GlStateManager.enableAlpha();
        drawTexturedModalRect(0, 0, 0, 0, xSize, ySize);

        GlStateManager.popMatrix();
    }

    private int getRightCoord(){
        int energyPercent = ClientProxy.clientInfo.getEnergyPercentage();
        return xSize * (energyPercent/100); //this returns the needed percentage of the length of the rectangle
    }

}

Could you post ClientProxy.clientInfo.getEnergyPercentage();

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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Forge and vanilla BlockState generator.

Posted

Sure thing:

 

public class ClientInfo {

    private int energy, maxEnergy;

    public ClientInfo(){
        energy = 5;
        maxEnergy = 10;
    }

    public int getEnergy() {
        return energy;
    }

    public int getMaxEnergy() {
        return maxEnergy;
    }

    public int getEnergyPercentage(){
        return (energy / maxEnergy) * 100;
    }
}

 

It's just getting the percentage of how much energy the player current has compared to what they'd have at "full charge".

Posted

Sure thing:

 

public class ClientInfo {

    private int energy, maxEnergy;

    public ClientInfo(){
        energy = 5;
        maxEnergy = 10;
    }

    public int getEnergy() {
        return energy;
    }

    public int getMaxEnergy() {
        return maxEnergy;
    }

    public int getEnergyPercentage(){
        return (energy / maxEnergy) * 100;
    }
}

 

It's just getting the percentage of how much energy the player current has compared to what they'd have at "full charge".

First thing is first you are using integers when you should be using doubles or floats. That may fix your problem.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

See, that's what I thought at first, but that draw method takes int's and I figured it wouldn't matter much to the player if they have a fraction of energy, ya know?

Posted

See, that's what I thought at first, but that draw method takes int's and I figured it wouldn't matter much to the player if they have a fraction of energy, ya know?

Only the percentage method has to be a double.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

See, that's what I thought at first, but that draw method takes int's and I figured it wouldn't matter much to the player if they have a fraction of energy, ya know?

Only the percentage method has to be a double.

 

I see what you were saying about the doubles. I felt dumb when I realized what you meant. haha. Unfortunately, the rectangle still isn't being drawn. No errors are being thrown. I checked the value for "getRightCoord()" and it's 58, just as it should be. I'm not sure what's going on. Here's the code again:

 

public class GuiEnergyBarTwo extends Gui {

    private int xSize = 116, ySize = 17; //size of desired window. Max is 256x256

    public void draw(){

        System.out.println("" + getRightCoord());

        TextureManager textureManager = ClientProxy.MINECRAFT.getTextureManager();
        textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));
        GlStateManager.pushMatrix();

        //---- inner ----
        drawRect(0, 0, getRightCoord(), ySize - 1, 1);

        //---- outline ----
        GlStateManager.enableAlpha();
        drawTexturedModalRect(0, 0, 0, 0, xSize, ySize);

        GlStateManager.popMatrix();
    }

    private int getRightCoord(){
        return  (int)((ClientProxy.clientInfo.getEnergyPercentage() /100) * xSize); //this returns the retrieved percentage of the length of the rectangle
    }

}

Posted

See, that's what I thought at first, but that draw method takes int's and I figured it wouldn't matter much to the player if they have a fraction of energy, ya know?

Only the percentage method has to be a double.

 

I see what you were saying about the doubles. I felt dumb when I realized what you meant. haha. Unfortunately, the rectangle still isn't being drawn. No errors are being thrown. I checked the value for "getRightCoord()" and it's 58, just as it should be. I'm not sure what's going on. Here's the code again:

 

public class GuiEnergyBarTwo extends Gui {

    private int xSize = 116, ySize = 17; //size of desired window. Max is 256x256

    public void draw(){

        System.out.println("" + getRightCoord());

        TextureManager textureManager = ClientProxy.MINECRAFT.getTextureManager();
        textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));
        GlStateManager.pushMatrix();

        //---- inner ----
        drawRect(0, 0, getRightCoord(), ySize - 1, 1);

        //---- outline ----
        GlStateManager.enableAlpha();
        drawTexturedModalRect(0, 0, 0, 0, xSize, ySize);

        GlStateManager.popMatrix();
    }

    private int getRightCoord(){
        return  (int)((ClientProxy.clientInfo.getEnergyPercentage() /100) * xSize); //this returns the retrieved percentage of the length of the rectangle
    }

}

Try making the last value in drawRect a RGB value using Color#getRGB()

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Do you have any idea which import that is? I can't seem to find any that returns an int value (that's what drawRect() is looking for) :/ The only one I see that returns an int is Color.HSBtoRGB(float hue, float saturation, float brightness)

Posted

Do you have any idea which import that is? I can't seem to find any that returns an int value (that's what drawRect() is looking for) :/ The only one I see that returns an int is Color.HSBtoRGB(float hue, float saturation, float brightness)

The # means you need an instance of that type. So do Color color = new Color(R, G, B).getRGB();

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Do you have any idea which import that is? I can't seem to find any that returns an int value (that's what drawRect() is looking for) :/ The only one I see that returns an int is Color.HSBtoRGB(float hue, float saturation, float brightness)

The # means you need an instance of that type. So do Color color = new Color(R, G, B).getRGB();

 

Oooooooh. I thought you guys just did that instead of using a decimal xD

Well, good news is something displayed up top. Bad news is, I have no idea where any of that is coming from O_O

https://gyazo.com/57afd183d694cde09cd5c1a2df39ce5a

Posted

Do you have any idea which import that is? I can't seem to find any that returns an int value (that's what drawRect() is looking for) :/ The only one I see that returns an int is Color.HSBtoRGB(float hue, float saturation, float brightness)

The # means you need an instance of that type. So do Color color = new Color(R, G, B).getRGB();

 

Oooooooh. I thought you guys just did that instead of using a decimal xD

Well, good news is something displayed up top. Bad news is, I have no idea where any of that is coming from O_O

https://gyazo.com/57afd183d694cde09cd5c1a2df39ce5a

I believe that means that textures are bound weirdly. Instead of

TextureManager textureManager = ClientProxy.MINECRAFT.getTextureManager();
textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));

Just do

this.mc.getTextureManager().bindTexture(// Create ResourceLocation in a variable in the class instead of creating it every time the code is ran.//)

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Following up on this, I think either TextureManager or something in GlStateManager needs to be "reset" after being used each time, that way colors don't appear in other objects they're not suppose to. I tried GlStateManager.resetColor(), but that doesn't work

Posted

Following up on this, I think either TextureManager or something in GlStateManager needs to be "reset" after being used each time, that way colors don't appear in other objects they're not suppose to. I tried GlStateManager.resetColor(), but that doesn't work

I would use the pop and push methods.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Epic-Knights-9.21.jar Epic-Knights-Addon-1.22.jar Epic-Knights-Slavic-Armory-1.5.jar epicfight-forge-20.9.7-1.20.1.jar essential_1-3-5-7_forge_1-20-1.jar ExCap-20.9.7.3.jar exoticbirds-1.20.1-1.0.0.jar expanded_combat-1.20.1-3.2.4-all.jar Explorify v1.6.2 f10-48.jar extrasounds-1.20.1-forge-1.3.jar falchionmoveset-20.8.2.jar Fallingleaves-1.20.1-2.1.0.jar FarmersDelight-1.20.1-1.2.7.jar farsight-1.20.1-3.7.jar FastFurnace-1.20.1-8.0.2.jar FastSuite-1.20.1-5.0.1.jar FastWorkbench-1.20.1-8.0.4.jar ferritecore-6.0.1-forge.jar forge-medievalend-1.0.1.jar framework-forge-1.20.1-0.7.12.jar frozen_zombie_castle-1.4.0-forge-1.20.1.jar fzzy_config-0.6.4+1.20.1+forge.jar geckolib-forge-1.20.1-4.7.jar globalxp-forge-1.20.1-1.12.jar goblintraders-forge-1.20.1-1.9.3.jar gravestone-forge-1.20.1-1.0.24.jar guardvillagers-1.20.1-1.6.10.jar harvest-with-ease-forge-1.20.1-9.4.0.jar Highlighter-1.20.1-forge-1.1.9.jar hole_filler_mod-1.2.8_mc-1.20.1_forge.jar Iceberg-1.20.1-forge-1.1.25.jar ImmediatelyFast-Forge-1.3.4+1.20.4.jar ImmersiveUI-FORGE-0.3.0.jar imst-2.1.0.jar infernalmobs-1.20.1.6.jar integrated_api-1.5.1+1.20.1-forge.jar integrated_villages-1.1.5+1.20.1-forge.jar inventoryhud.forge.1.20.1-3.4.26.jar InventoryProfilesNext-forge-1.20-1.10.14.jar inventorysorter-1.20.1-23.0.8.jar InventorySpam-1.20.1-1.5.6.jar ironchest-1.20.1-14.4.4.jar irons_spellbooks-1.20.1-3.4.0.7.jar iron_repair_kits-2.4.3-forge-1.20.1.jar ItemBorders-1.20.1-forge-1.2.2.jar ItemProductionLib-1.20.1-1.0.2a-all.jar Jade-1.20.1-Forge-11.12.3.jar jei-1.20.1-forge-15.20.0.106.jar journeymap-1.20.1-5.10.3-forge.jar justhammers-forge-2.0.3+mc1.20.1.jar Kobolds-2.12.0.jar kotlinforforge-4.11.0-all.jar LegendaryTooltips-1.20.1-forge-1.4.5.jar libIPN-forge-1.20-4.0.2.jar libraryferret-forge-1.20.1-4.0.0.jar lionfishapi-2.4-Fix.jar lithostitched-forge-1.20.1-1.4.4.jar lmft-1.0.4+1.20.1-forge.jar lootbeams-1.20.1-1.2.6.jar lootintegrations-1.20.1-4.0.jar lukis-grand-capitals-1.1.1.jar L_Enders_Cataclysm-2.54- 1.20.1.jar mes-1.3.4-1.20-forge.jar mexicans_delight-1.1.1-forge-1.20.1.jar MineAllSMP_v2.6.6.jar minecolonies-1.20.1-1.1.814-snapshot.jar mna-forge-1.20.1-3.1.0.4-all.jar modernfix-forge-5.20.2+mc1.20.1.jar ModernUI-Forge-1.20.1-3.11.1.6-universal.jar modlist.txt moonlight-1.20-2.13.65-forge.jar mowziesmobs-1.7.0.jar multipiston-1.20-1.2.43-RELEASE.jar MutantMonsters-v8.0.7-1.20.1-Forge.jar mutil-1.20.1-6.1.1.jar mvs-4.1.4-1.20-forge.jar NaturesCompass-1.20.1-1.11.2-forge.jar Neat-1.20.1-41-FORGE.jar netherportalfix-forge-1.20-13.0.1.jar notenoughanimations-forge-1.9.2-mc1.20.1.jar Obscure-Tooltips-2.2.jar obscure_api-15.jar OctoLib-FORGE-0.4.2+1.20.1.jar oculus-mc1.20.1-1.8.0.jar packetfixer-forge-2.0.0-1.19-to-1.20.1.jar PackingTape-1.20.1-0.14.3.jar PassiveSkillTree-1.20.1-BETA-0.6.14a-all.jar Patchouli-1.20.1-84.1-FORGE.jar phantasm-1.0.1.jar Placebo-1.20.1-8.6.2.jar player-animation-lib-forge-1.0.2-rc1+1.20.jar polymorph-forge-0.49.8+1.20.1.jar Prism-1.20.1-forge-1.0.5.jar projectvibrantjourneys-1.20.1-6.0.5.jar puffish_attributes-0.7.2-1.20-forge.jar puffish_skills-0.14.7-1.20-forge.jar PuzzlesLib-v8.1.25-1.20.1-Forge.jar QualityCrops-1.20.1-1.3.3.jar QualitysDelight-1.20.1-1.5.3.jar Quark-4.0-460.jar QUILT-2.0.0.jar repair_amulet-2.0-forge-1.20.1.jar repurposed_structures-7.1.15+1.20.1-forge.jar resourcefulconfig-forge-1.20.1-2.1.2.jar resourcefullib-forge-1.20.1-2.1.29.jar RPG-HUD-3.10.jar rpg_companions_tiny_dragons-0.0.4-forge-1.20.1.jar run.bat samurai_dynasty-0.0.48-1.20.1-neo.jar simplyswords-forge-1.56.0-1.20.1.jar SkyVillages-1.0.4-1.19.2-1.20.1-forge-release.jar smoothboot(reloaded)-mc1.20.1-0.0.4.jar sophisticatedbackpacks-1.20.1-3.23.5.1200.jar sophisticatedcore-1.20.1-1.2.12.872.jar sound-physics-remastered-forge-1.20.1-1.4.8.jar Stackable Potions-forge-1.20.1-1.0.0.jar StorageBox_v3.2.5.jar StorageDrawers-1.20.1-12.9.13.jar Structory_1.20.x_v1.3.5.jar Structory_Towers_1.20.x_v1.0.7.jar structure_gel-1.20.1-2.16.2.jar structurize-1.20.1-1.0.764-snapshot.jar SubtleEffects-forge-1.20.1-1.8.0.jar supermartijn642configlib-1.1.8-forge-mc1.20.jar supermartijn642corelib-1.1.18-forge-mc1.20.1.jar supplementaries-1.20-3.1.13.jar TaxCastlePillager+M.1.20.1+ForM.1.0.1.jar TaxTreeGiant+M.1.20.1+ForM.1.1.0.jar TerraBlender-forge-1.20.1-3.0.1.7.jar Terralith_1.20.x_v2.5.4.jar tetra-1.20.1-6.8.0.jar TheOuterEnd-1.0.10.jar tidal-towns-1.3.4.jar tlc_forge-1.0.3-R-1.20.X.jar toms_storage-1.20-1.7.0.jar toomanyglyphs-1.20.1-2.3.2.12345.jar totw_additions-1.3.1-1.20.x-forge.jar totw_modded-forge-1.20.1-1.0.5.jar Towns-and-Towers-1.12-Fabric+Forge.jar towntalk-1.20.1-1.1.0.jar trashcans-1.0.18b-forge-mc1.20.jar trashslot-forge-1.20-15.1.1.jar travelersbackpack-forge-1.20.1-9.1.16.jar TravelersTitles-1.20-Forge-4.0.2.jar tru.e-ending-v1.1.0c.jar uncrafter-forge-1.20.1-1.2.0.jar valarian_conquest-3.0-forge-1.20.1.jar valhelsia_core-forge-1.20.1-1.1.2.jar valhelsia_structures-forge-1.20.1-1.1.2.jar villagernames-1.20.1-8.2.jar visuality-forge-2.0.2.jar waystones-forge-1.20.1-14.1.9.jar WeaponsOfMiracles-20.1.8.5.6.jar XP From Harvest Reworked-1.20.x-1.2.4.jar YetAnotherConfigLib-3.6.2+1.20.1-forge.jar YungsApi-1.20-Forge-4.0.6.jar YungsBetterDesertTemples-1.20-Forge-3.0.3.jar YungsBetterDungeons-1.20-Forge-4.0.4.jar YungsBetterEndIsland-1.20-Forge-2.0.6.jar YungsBetterJungleTemples-1.20-Forge-2.0.5.jar YungsBetterMineshafts-1.20-Forge-4.0.4.jar YungsBetterNetherFortresses-1.20-Forge-2.0.6.jar YungsBetterOceanMonuments-1.20-Forge-3.0.4.jar YungsBetterWitchHuts-1.20-Forge-3.0.3.jar YungsBridges-1.20-Forge-4.0.3.jar YungsCaveBiomes-1.20.1-Forge-2.0.1.jar YungsExtras-1.20-Forge-4.0.3.jar Zeta-1.0-24.jar  
    • I did exactly like in the instruction , i even copied the build.gradle from alex mobs like he told in the instruction for citadel 1.7.0 and above, and i got 100 different error no matter what i changed in the build.gradle, i once managed to make a build succesfull but then the run client wasnt working I did exactly like in the instruction , i even copied the build.gradle from alex mobs like he told in the instruction for citadel 1.7.0 and above, and i got 100 different error no matter what i changed in the build.gradle, i once managed to make a build succesfull but then the run client wasnt working
    • Please share a link to your crash report on https://paste.ee, as explained in the FAQ
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