Jump to content

1.6.2 Custom leaves Decay Help (solved)!!


fernandodx1000

Recommended Posts

hi a have made  a custom tree and the leaves are Decaying healp !!

 

code

package com.fernandodx1000.fercraft.common;

 

import java.util.ArrayList;

import java.util.List;

import java.util.Random;

 

import net.minecraft.block.Block;

import net.minecraft.block.BlockLeavesBase;

import net.minecraft.block.material.Material;

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.item.Item;

import net.minecraft.item.ItemStack;

import net.minecraft.util.Icon;

import net.minecraft.world.ColorizerFoliage;

import net.minecraft.world.IBlockAccess;

import net.minecraft.world.World;

import net.minecraftforge.common.IShearable;

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

 

public class Fer_Leave extends BlockLeavesBase implements IShearable

{

    public static final String[] LEAF_TYPES = new String[] {"fer"};

    public static final String[][] field_94396_b = new String[][] {{"fer"}, {"fer"}};

    @SideOnly(Side.CLIENT)

    private int field_94394_cP;

    private Icon[][] iconArray = new Icon[2][];

    int[] adjacentTreeBlocks;

 

    protected Fer_Leave(int par1, Material air)

    {

        super(par1, Material.leaves, false);

        this.setTickRandomly(true);

        this.setCreativeTab(Main.FerTab);

        this.setUnlocalizedName("Fer Leaf");

    }

    public boolean isOpaqueCube()

    {

            return false;

    }

 

    /**

    * ejects contained items into the world, and notifies neighbours of an update, as appropriate

    */

    public void breakBlock(World par1World, int par2, int par3, int par4, int par5, int par6)

    {

        byte b0 = 1;

        int j1 = b0 + 1;

 

        if (par1World.checkChunksExist(par2 - j1, par3 - j1, par4 - j1, par2 + j1, par3 + j1, par4 + j1))

        {

            for (int k1 = -b0; k1 <= b0; ++k1)

            {

                for (int l1 = -b0; l1 <= b0; ++l1)

                {

                    for (int i2 = -b0; i2 <= b0; ++i2)

                    {

                        int j2 = par1World.getBlockId(par2 + k1, par3 + l1, par4 + i2);

 

                        if (Block.blocksList[j2] != null)

                        {

                            Block.blocksList[j2].beginLeavesDecay(par1World, par2 + k1, par3 + l1, par4 + i2);

                        }

                    }

                }

            }

        }

    }

 

    /**

    * Ticks the block if it's been scheduled

    */

    public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)

    {

        if (!par1World.isRemote)

        {

            int l = par1World.getBlockMetadata(par2, par3, par4);

 

            if ((l & 8) != 0 && (l & 4) == 0)

            {

                byte b0 = 4;

                int i1 = b0 + 1;

                byte b1 = 32;

                int j1 = b1 * b1;

                int k1 = b1 / 2;

 

                if (this.adjacentTreeBlocks == null)

                {

                    this.adjacentTreeBlocks = new int[b1 * b1 * b1];

                }

 

                int l1;

 

                if (par1World.checkChunksExist(par2 - i1, par3 - i1, par4 - i1, par2 + i1, par3 + i1, par4 + i1))

                {

                    int i2;

                    int j2;

                    int k2;

 

                    for (l1 = -b0; l1 <= b0; ++l1)

                    {

                        for (i2 = -b0; i2 <= b0; ++i2)

                        {

                            for (j2 = -b0; j2 <= b0; ++j2)

                            {

                                //k2 = par1World.getBlockId(par2 + l1, par3 + i2, par4 + j2);

                            k2 = Main.fer_log.blockID;

                                Block block = Block.blocksList[k2];

 

                                if (block != null && block.canSustainLeaves(par1World, par2 + l1, par3 + i2, par4 + j2))

                                {

                                    this.adjacentTreeBlocks[(l1 + k1) * j1 + (i2 + k1) * b1 + j2 + k1] = 0;

                                }

                                else if (block != null && block.isLeaves(par1World, par2 + l1, par3 + i2, par4 + j2))

                                {

                                    this.adjacentTreeBlocks[(l1 + k1) * j1 + (i2 + k1) * b1 + j2 + k1] = -2;

                                }

                                else

                                {

                                    this.adjacentTreeBlocks[(l1 + k1) * j1 + (i2 + k1) * b1 + j2 + k1] = -1;

                                }

                            }

                        }

                    }

 

                    for (l1 = 1; l1 <= 4; ++l1)

                    {

                        for (i2 = -b0; i2 <= b0; ++i2)

                        {

                            for (j2 = -b0; j2 <= b0; ++j2)

                            {

                                for (k2 = -b0; k2 <= b0; ++k2)

                                {

                                    if (this.adjacentTreeBlocks[(i2 + k1) * j1 + (j2 + k1) * b1 + k2 + k1] == l1 - 1)

                                    {

                                        if (this.adjacentTreeBlocks[(i2 + k1 - 1) * j1 + (j2 + k1) * b1 + k2 + k1] == -2)

                                        {

                                            this.adjacentTreeBlocks[(i2 + k1 - 1) * j1 + (j2 + k1) * b1 + k2 + k1] = l1;

                                        }

 

                                        if (this.adjacentTreeBlocks[(i2 + k1 + 1) * j1 + (j2 + k1) * b1 + k2 + k1] == -2)

                                        {

                                            this.adjacentTreeBlocks[(i2 + k1 + 1) * j1 + (j2 + k1) * b1 + k2 + k1] = l1;

                                        }

 

                                        if (this.adjacentTreeBlocks[(i2 + k1) * j1 + (j2 + k1 - 1) * b1 + k2 + k1] == -2)

                                        {

                                            this.adjacentTreeBlocks[(i2 + k1) * j1 + (j2 + k1 - 1) * b1 + k2 + k1] = l1;

                                        }

 

                                        if (this.adjacentTreeBlocks[(i2 + k1) * j1 + (j2 + k1 + 1) * b1 + k2 + k1] == -2)

                                        {

                                            this.adjacentTreeBlocks[(i2 + k1) * j1 + (j2 + k1 + 1) * b1 + k2 + k1] = l1;

                                        }

 

                                        if (this.adjacentTreeBlocks[(i2 + k1) * j1 + (j2 + k1) * b1 + (k2 + k1 - 1)] == -2)

                                        {

                                            this.adjacentTreeBlocks[(i2 + k1) * j1 + (j2 + k1) * b1 + (k2 + k1 - 1)] = l1;

                                        }

 

                                        if (this.adjacentTreeBlocks[(i2 + k1) * j1 + (j2 + k1) * b1 + k2 + k1 + 1] == -2)

                                        {

                                            this.adjacentTreeBlocks[(i2 + k1) * j1 + (j2 + k1) * b1 + k2 + k1 + 1] = l1;

                                        }

                                    }

                                }

                            }

                        }

                    }

                }

 

                l1 = this.adjacentTreeBlocks[k1 * j1 + k1 * b1 + k1];

 

                if (l1 >= 0)

                {

                    par1World.setBlockMetadataWithNotify(par2, par3, par4, l & -9, 4);

                }

                else

                {

                    this.removeLeaves(par1World, par2, par3, par4);

                }

            }

        }

    }

 

    @SideOnly(Side.CLIENT)

 

    /**

    * A randomly called display update to be able to add particles or other items for display

    */

    public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random)

    {

        if (par1World.canLightningStrikeAt(par2, par3 + 1, par4) && !par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) && par5Random.nextInt(15) == 1)

        {

            double d0 = (double)((float)par2 + par5Random.nextFloat());

            double d1 = (double)par3 - 0.05D;

            double d2 = (double)((float)par4 + par5Random.nextFloat());

            par1World.spawnParticle("dripWater", d0, d1, d2, 0.0D, 0.0D, 0.0D);

        }

    }

 

    private void removeLeaves(World par1World, int par2, int par3, int par4)

    {

        this.dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0);

        par1World.setBlockToAir(par2, par3, par4);

    }

 

    /**

    * Returns the ID of the items to drop on destruction.

    */

    public int idDropped(int par1, Random par2Random, int par3)

    {

        return Main.fer_sapling.blockID;

    }

 

    /**

    * Drops the block items with a specified chance of dropping the specified items

    */

    public void dropBlockAsItemWithChance(World par1World, int par2, int par3, int par4, int par5, float par6, int par7)

    {

        if (!par1World.isRemote)

        {

            int j1 = 20;

 

            if ((par5 & 3) == 3)

            {

                j1 = 40;

            }

 

            if (par7 > 0)

            {

                j1 -= 2 << par7;

 

                if (j1 < 10)

                {

                    j1 = 10;

                }

            }

 

            if (par1World.rand.nextInt(j1) == 0)

            {

                int k1 = this.idDropped(par5, par1World.rand, par7);

                this.dropBlockAsItem_do(par1World, par2, par3, par4, new ItemStack(k1, 1, this.damageDropped(par5)));

            }

 

            j1 = 200;

 

            if (par7 > 0)

            {

                j1 -= 10 << par7;

 

                if (j1 < 40)

                {

                    j1 = 40;

                }

            }

 

            if ((par5 & 3) == 0 && par1World.rand.nextInt(j1) == 0)

            {

                this.dropBlockAsItem_do(par1World, par2, par3, par4, new ItemStack(Item.appleRed, 1, 0));

                this.dropBlockAsItem_do(par1World, par2, par3, par4, new ItemStack(Main.fer_ore, 1, 0));

            }

        }

    }

 

    /**

    * Called when the player destroys a block with an item that can harvest it. (i, j, k) are the coordinates of the

    * block and l is the block's subtype/damage.

    */

    public void harvestBlock(World par1World, EntityPlayer par2EntityPlayer, int par3, int par4, int par5, int par6)

    {

        super.harvestBlock(par1World, par2EntityPlayer, par3, par4, par5, par6);

    }

 

 

    /**

    * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two

    * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.

    */

 

 

 

 

   

 

    @SideOnly(Side.CLIENT)

 

    /**

    * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)

    */

    public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List)

    {

        par3List.add(new ItemStack(par1, 1, 0));

       

    }

 

    /**

    * Returns an item stack containing a single instance of the current block type. 'i' is the block's subtype/damage

    * and is ignored for blocks which do not support subtypes. Blocks which cannot be harvested should return null.

    */

    protected ItemStack createStackedBlock(int par1)

    {

        return new ItemStack(this.blockID, 1, par1 & 3);

    }

 

    private Icon top, bottom, side1, side2, side3, side4;

    private Icon [][] iconBuffer;

   

    @SideOnly(Side.CLIENT)

    public void registerIcons(IconRegister iconRegister)

    {

    this.blockIcon = iconRegister.registerIcon("fernandodx1000:fer_leaves");

    this.top = iconRegister.registerIcon("fernandodx1000:fer_leaves");

        this.bottom = iconRegister.registerIcon("fernandodx1000:fer_leaves");

        this.side1 = iconRegister.registerIcon("fernandodx1000:fer_leaves");

        this.side2 = iconRegister.registerIcon("fernandodx1000:fer_leaves");

        this.side3 = iconRegister.registerIcon("fernandodx1000:fer_leaves");

        this.side4 = iconRegister.registerIcon("fernandodx1000:fer_leaves");

    }

 

    public Icon getIcon(int side, int par2)

    {

    if(side == 0){

            return bottom;

        }

        if(side == 1){

            return top;

        }

        if(side == 2){

            return side1;

        }

        if(side == 3){

            return side2;

        }

        if(side == 4){

            return side3;

        }

        if(side == 5){

            return side4;

        }

        else{

            return side2;

        }

    }

   

    @Override

    public boolean isShearable(ItemStack item, World world, int x, int y, int z)

    {

        return true;

    }

 

    @Override

    public ArrayList<ItemStack> onSheared(ItemStack item, World world, int x, int y, int z, int fortune)

    {

        ArrayList<ItemStack> ret = new ArrayList<ItemStack>();

        ret.add(new ItemStack(this, 1, world.getBlockMetadata(x, y, z) & 3));

        return ret;

    }

 

    @Override

    public void beginLeavesDecay(World world, int x, int y, int z)

    {

        world.setBlockMetadataWithNotify(x, y, z, world.getBlockMetadata(x, y, z) | 8, 4);

    }

 

    @Override

    public boolean isLeaves(World world, int x, int y, int z)

    {

        return true;

    }

}

Link to comment
Share on other sites

Did you create a new type of wood block for the tree? The leaves will decay if they don't detect the correct type of block nearby. If you don't want them to decay at all, remove everything in the removeLeaves or updateTick methods.

Link to comment
Share on other sites

yes i have a custom log !

 

code

--------------

package com.fernandodx1000.fercraft.common;

 

import java.util.List;

 

import net.minecraft.block.Block;

import net.minecraft.block.StepSound;

import net.minecraft.block.material.Material;

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.item.ItemStack;

import net.minecraft.util.Icon;

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

 

public class Fer_Log extends Block

{

    /** The type of tree this block came from. */

    public static final String[] woodType = new String[] {"fer"};

   

    @SideOnly(Side.CLIENT)

    public Fer_Log(int par1, Material mat)

    {

        super(par1, mat);

        this.setCreativeTab(Main.FerTab);

        this.setUnlocalizedName("Fer Log");

    }

 

    @SideOnly(Side.CLIENT)

 

    /**

    * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata

    */

    public Icon getIcon(int side, int par2)

    {

    if(side == 0){

            return bottom;

        }

        if(side == 1){

            return top;

        }

        if(side == 2){

            return side1;

        }

        if(side == 3){

            return side2;

        }

        if(side == 4){

            return side3;

        }

        if(side == 5){

            return side4;

        }

        else{

            return side2;

        }

    }

 

    /**

    * Determines the damage on the item the block drops. Used in cloth and wood.

    */

    public int damageDropped(int par1)

    {

        return par1;

    }

 

    @SideOnly(Side.CLIENT)

 

    /**

    * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)

    */

    public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List)

    {

        par3List.add(new ItemStack(par1, 1, 0));

     

    }

 

    private Icon top, bottom, side1, side2, side3, side4;

    private Icon [][] iconBuffer;

   

    @SideOnly(Side.CLIENT)

 

    /**

    * When this method is called, your block should register all the icons it needs with the given IconRegister. This

    * is the only chance you get to register icons.

    */

    public void registerIcons(IconRegister iconRegister) {

        this.blockIcon = iconRegister.registerIcon("fernandodx1000:fer_log_2");

        this.top = iconRegister.registerIcon("fernandodx1000:fer_log_1");

        this.bottom = iconRegister.registerIcon("fernandodx1000:fer_log_1");

        this.side1 = iconRegister.registerIcon("fernandodx1000:fer_log_2");

        this.side2 = iconRegister.registerIcon("fernandodx1000:fer_log_2");

        this.side3 = iconRegister.registerIcon("fernandodx1000:fer_log_2");

        this.side4 = iconRegister.registerIcon("fernandodx1000:fer_log_2");

       

    }

   

    public Icon getBlockTextureFromSideAndMetadata(int side, int meta){

        if(side == 0){

            return bottom;

        }

        if(side == 1){

            return top;

        }

        if(side == 2){

            return side1;

        }

        if(side == 3){

            return side2;

        }

        if(side == 4){

            return side3;

        }

        if(side == 5){

            return side4;

        }

        else{

            return side2;

        }

       

    }

}

 

 

 

Link to comment
Share on other sites

Your block/log may just need a canSustainLeaves() call (returns true!)...

 

If that's not it, you can try my code, its much simpler! :)

But you'll still need to add canSustainLeaves() returning true!

 

 

    /**

    * Ticks the block randomly for leaves.

    * This checks to see if there is wood nearby.

    */

    public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)

    {

    int var7 = 2;  //Basic leaf distance check

    int var12, var13, var14;

    int bid;

    int totaldist = 0;

 

    if (!par1World.isRemote)

    {

    for (var12 = -var7; var12 <=  var7; ++var12)

    {

    for (var13 = -var7; var13 <= 0; ++var13)  //Only check down, because leaves only grow on top of wood

    {

    for (var14 = -var7; var14 <= var7; ++var14)

    {

    totaldist = Math.abs(var12) + Math.abs(var13) + Math.abs(var14); //Make roundish corners, not square!

    if(totaldist <= 3){ //Furthest a leaf is allowed to be from a block of wood!

    bid = par1World.getBlockId(par2 + var12, par3 + var13, par4 + var14);

    Block block = Block.blocksList[bid];

    if (block != null && block.canSustainLeaves(par1World, par2 + var12, par3 + var13, par4 + var14))

    {

    //We are a valid leaf block. See if there is air underneath. Maybe we will drop an item!

    bid = par1World.getBlockId(par2, par3 - 1, par4);

    if(bid == 0)

    {

    if (par1World.rand.nextInt(20) == 0)

    {

    this.dropBlockAsItemWithChance(par1World, par2, par3 - 1, par4, 0, 0.0F, 0);

    }

    }

    return; //Found wood. Ours or not, who cares. Attached or not, who cares. Just nearby is all that counts.

    }

    }

    }

    }

    }

    this.removeLeaves(par1World, par2, par3, par4);

    }

    }

   

    private void removeLeaves(World par1World, int par2, int par3, int par4)

    {

        this.dropBlockAsItem(par1World, par2, par3, par4, 0, 0);

        par1World.setBlock(par2, par3, par4, 0,0,2);

    }

 

Odds are good I've been programming since before you were born. Yeah. I'm OLD school.

Link to comment
Share on other sites

fixed i have addder this in the log (wood) class

@Override

public static final String[] Fer_woodType = new String[] {"fer"};

 

    public boolean canSustainLeaves(World world, int x, int y, int z)

    {

        return true;

    }

@Override

    public boolean isWood(World world, int x, int y, int z)

    {

        return true;

    }

 

and this in the leave class

public static final String[] Fer_LEAF_TYPES = new String[] {"fer"};

 

Link to comment
Share on other sites

  • 4 weeks later...

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
    • When I came across the 'Exit Code: I got a 1 error in my Minecraft mods, so I decided to figure out what was wrong. First, I took a look at the logs. In the mods folder (usually where you'd find logs or crash reports), I found the latest.log file or the corresponding crash report. I read it through carefully, looking for any lines with errors or warnings. Then I checked the Minecraft Forge support site, where you can often find info on what causes errors and how to fix them. I then disabled half of my mods and tried running the game. If the error disappeared, it meant that the problem was with the disabled mod. I repeated this several times to find the problem mod.
    • I have no idea - switch to a pre-configured modpack and use it as working base    
  • Topics

×
×
  • Create New...

Important Information

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