[Solved] Forge failing to load mods.toml (Setup wasn't correct)
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This mod lets you choose an element power, Earth, Wind, Fire, or Water. Also two secret element powers Light and Darkness. Each power gives good a bad things, Earth lets you dig through anything but ores and bedrock, Wind lets you jump high in the air every three seconds, Fir lets you throw fire balls and you are immune to any flame/lava but you can't go into water or else you take damage, Water you swim and break blocks under water quicker and you can get rid of water like a sponge but you take more damage when in fire/lava, Light makes you faster at day but slower at night you are able to throw light spears that do four hearts and can go through any armor, Darkness let's you be faster at night but slower at day mobs don't harm you but peaceful mobs run away from you you are able to spawn ink creatures around you that are like dogs but are stronger. another thing in the mod is that there are other dimensions that can get you ores to make better armor and weapons, each dimensions are are good for a certain element though each dimension has a boss depending on which dimension one dimension has more than one boss, each elements are required to defeat the bosses with each others help.
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Read the posts above yours, it tells you exactly how to do it, instructions are the same if it's making a forge installation or a vanilla one, just make a new folder for the game directory.
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By UnshapenCarp235 · Posted
Yes that’s the full log, I managed to get it working last night, the anvil fix mod is what was causing it to crash -
Hey guys, i'm currently developping a mod with forge 1.12.2 2860 and i'm using optifine and gradle 4.9. The thing is i'm trying to figure out how to show the player's body in first person. So far everything's going well since i've try to use a shader. The player's body started to blink dark when using a shader. I've try a lot of shader like chocapic, zeus etc etc but still the same issue. So my question is : How should i apply the current shader to the body ? At the same time i'm also drawing a HUD so maybe it could be the problem? Here is the issue : And here is the code where i'm trying to display the body : private static void renderFirstPersonBody(EntityPlayerSP player, float partialTicks) { Minecraft mc = Minecraft.getMinecraft(); GlStateManager.pushMatrix(); GlStateManager.pushAttrib(); try { // Préparation OpenGL GlStateManager.enableDepth(); GlStateManager.depthMask(true); GlStateManager.enableAlpha(); GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Éclairage correct pour shaders GlStateManager.enableLighting(); RenderHelper.enableStandardItemLighting(); GlStateManager.enableRescaleNormal(); // Active la lightmap pour les shaders mc.entityRenderer.enableLightmap(); // Position de rendu interpolée double px = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks; double py = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks; double pz = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks; GlStateManager.translate( px - mc.getRenderManager().viewerPosX, py - mc.getRenderManager().viewerPosY, pz - mc.getRenderManager().viewerPosZ ); // Rendu du joueur sans la tête Render<?> render = mc.getRenderManager().getEntityRenderObject(player); if (render instanceof RenderPlayer) { RenderPlayer renderPlayer = (RenderPlayer) render; boolean oldHeadHidden = renderPlayer.getMainModel().bipedHead.isHidden; boolean oldHeadwearHidden = renderPlayer.getMainModel().bipedHeadwear.isHidden; renderPlayer.getMainModel().bipedHead.isHidden = true; renderPlayer.getMainModel().bipedHeadwear.isHidden = true; setArmorHeadVisibility(renderPlayer, false); renderPlayer.doRender(player, 0, 0, 0, player.rotationYaw, partialTicks); renderPlayer.getMainModel().bipedHead.isHidden = oldHeadHidden; renderPlayer.getMainModel().bipedHeadwear.isHidden = oldHeadwearHidden; setArmorHeadVisibility(renderPlayer, !oldHeadwearHidden); } // Nettoyage post rendu mc.entityRenderer.disableLightmap(); GlStateManager.disableRescaleNormal(); } catch (Exception e) { // silent fail } finally { GlStateManager.popAttrib(); GlStateManager.popMatrix(); } } Ty for your help.
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Item successfully registered, but there was a problem with the texture of the item, it did not insert and has just the wrong texture.
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