Jump to content

Recommended Posts

Posted

So I updated to MC1.5 and downloaded the latest version, 7.7.0.582. I'm on a Mac, so I installed it by expanding the minecraft.jar, copying the files, choosing "replace", and zipping it back into a JAR. This has worked for all previous versions of Forge.

 

However, I can't get past the Mojang screen. I think it may have something to do with the fact that my old "mods" "coremods" etc folders did not disappear when I updated. I used to be receiving a fatal error, but that went away when I removed all of my mods and coremods from their respective folders.

 

Does anyone know why this doesn't work? I don't have a crash log because nothing crashes. Is there somewhere I should go to get some sort of report?

 

--EDIT--

 

I did delete META-INF, and double-checked to make sure that it was gone.

Posted

Try deleting the entire coremod and mod folders.  I had an issue like this on my PC that fixed the problem. New folders will be made when Minecraft is started up again.

 

Also, you don't need to delete the entire META-INF folder, just the files that start with MOJANG.

 

Hope this helps.

Posted

I know with TMI, that it doesn't work because this version of Forge changed the way something works and there is a black screen right after title screen.  So if you have Too Many Items it won't work with Forge until there's an update for TMI that fixes it.

Also, make sure you don't have any 1.4.7 mods in the mods folder.

Posted

I know with TMI, that it doesn't work because this version of Forge changed the way something works and there is a black screen right after title screen.  So if you have Too Many Items it won't work with Forge until there's an update for TMI that fixes it.

Also, make sure you don't have any 1.4.7 mods in the mods folder.

 

Or use NEI instead of TMI. It is better, not only because it doesn't need to go in the minecraft.jar at all.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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

    • I’m working on a Manta Ray entity in MCreator using GeckoLib animations, and my goal is to have a looping (flip) animation that ends at −360°, then transitions seamlessly into a swim animation starting at 0°. However, every method I’ve tried—like quickly interpolating the angle, inserting a brief keyframe at 0°, or using a micro “bridge” animation—still causes a visible “flash” https://imgur.com/a/5ucjUb9 or "jump" when the rotation resets. I want a perfectly smooth motion from the flip’s final rotation to the swim’s initial rotation. If anyone has solved this in MCreator/GeckoLib, or found a better trick for handling the −360° →0° gap without a snap, I’d appreciate some advice ! P.S.- I cannot set swim to start at -360 because I would have the same issue but in reverse. Here's the custom LoopingAnimationGoal :   class LoopingAnimationGoal extends Goal { private final MantaRayEntity entity; private final int cooldownTime; private int animationTimer; private int cooldownTimer; // New boolean to prevent double calls private boolean isLoopingActive = false; public LoopingAnimationGoal(MantaRayEntity entity, int cooldownTime) { this.entity = entity; this.cooldownTime = cooldownTime; this.animationTimer = 0; this.cooldownTimer = 0; this.setFlags(EnumSet.of(Flag.MOVE, Flag.LOOK)); } @Override public boolean canUse() { System.out.println("[DEBUG] LoopingGoal canUse => cooldownTimer=" + cooldownTimer); if (cooldownTimer > 0) { cooldownTimer--; return false; } BlockPos entityPos = entity.blockPosition(); boolean canUse = entity.isWaterAbove(entityPos, 4); System.out.println("[DEBUG] LoopingGoal canUse => WATER " + (canUse ? "DETECTED" : "NOT DETECTED") + " at " + entityPos + ", returning " + canUse); return canUse; } @Override public void start() { entity.setAnimation("looping"); animationTimer = 63; isLoopingActive = true; System.out.println("[DEBUG] Looping animation STARTED. Timer=" + animationTimer + ", gameTime=" + entity.level().getGameTime()); } @Override public boolean canContinueToUse() { System.out.println("[DEBUG] LoopingGoal canContinueToUse => animationTimer=" + animationTimer); return animationTimer > 0; } @Override public void tick() { animationTimer--; System.out.println("[DEBUG] LoopingGoal TICK => animationTimer=" + animationTimer); // We stop ONLY if we are still looping if (animationTimer <= 0 && isLoopingActive) { System.out.println("[DEBUG] condition => animationTimer <= 0 && isLoopingActive"); stop(); } } @Override public void stop() { // Check if already stopped if (!isLoopingActive) { System.out.println("[DEBUG] stop() called again, but isLoopingActive = false. Doing nothing."); return; } System.out.println("[DEBUG] Looping STOP at tick=" + entity.level().getGameTime() + ", last known rotation=" + entity.getXRot() + "/" + entity.getYRot() + ", animationTimer=" + animationTimer); // Immediately switch to "swim" entity.setAnimation("swim"); // Reset cooldown cooldownTimer = cooldownTime; // Disable looping to prevent a second stop isLoopingActive = false; System.out.println("[DEBUG] Looping STOP => setAnimation('swim'), cooldownTimer=" + cooldownTimer); } }  
    • So is the intention of the crusher for ores meant to be used with a silk touch pickaxe or something? Cause that seems like too much effort just to profit off of the machine, when everything drops as raw materials now. Am I just missing something? 
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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