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ChampionAsh5357

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Everything posted by ChampionAsh5357

  1. I want to see the big jarbled mess in a gist or pastebin. It has more information has to why the game might have crashed.
  2. You are likely using an incompatible version of create. Try downgrading to a previous verison.
  3. You are likely using an incompatible version of create. I would suggest downgrading.
  4. Please provide the entire debug.log from the logs folder within the game directory via a gist or pastebin.
  5. I do not see an error in the logs provided. Please provide the entire debug.log
  6. They are, but there is a PR in the works to add conditional loading to all JSON files, so that's likely the implementation it's going for.
  7. You seem to be using an incompatible version of create with other mods. You should try downgrading it to see if that fixes the issue.
  8. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently, supported versions are 1.19.4 (Latest) and 1.18.2 (LTS).
  9. There's no crash reports in the logs you have provided.
  10. Probably .minecraft/saves if you didn't change any defaults.
  11. It seems you are trying to load a client-only mod like tlskincape. Try looking through your mods folder and remove any that are client only.
  12. Change the minecraft dependency version to remove one of the 1.20s. There is a PR to fix this in future MDKs.
  13. There's nothing in the log that suggests the game crashed; however it also seems incomplete.
  14. As you said, it's likely that different integrations are for different versions of create. To be able to fix this, you would essentially have to find what version of create the mods were compiled against to verify compatibility.
  15. What does your AT and buildscript look like? Also try invalidating the gradle cache, then refresh the project and regen runs.
  16. Not really. There's not enough logic for that to matter. You should check by item (#getItem). Stacks are almost never equal.
  17. I mean, you could use AABB to target people in the relevant range and then check if the entity is in front of the player. Since you know the player's y rotation, you can just check if the entity direction vector is between two vectors that make up your field of view.
  18. How are you rendering them? Also, switching between different subclasses would definitely cause an issue with some of the additional transformations applied.
  19. We do not support MCreator here since it usually generates code that is both wrong and makes incompatibilities with everything else. Anyway, there's the ChunkEvent$Load for something like this.
  20. It's an item property. You just chain it onto the rest of your item properties.
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