• 0

    posted a message on Better Nether

    1.14 neither? All mod developers are going to emigrate to Fabric, or there will be a gap between Forge and Fabric? I know that you don't have that answer, but maybe it's something that all mod developers need to think of, for example, I think that BoP is only on Forge, and I don't think that big mods like Twilight, Betweenlands, Thermal o Aether II will emigrate to Fabric, that's something concerning, It reminds me the times of the 1.2.5 when there was ModLoader, McPatcher, Forge, Bukkit, Spigot and not compatibility between them, sincerely, I hope that someone could make compatibility between Forge and Fabric.

    Posted in: WIP Mods
  • 0

    posted a message on Better Nether

    There's gonna be a Forge version or just Fabric?

    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10 - 1.15.2]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.27 released! (March 27, 2020)
    Quote from Sildur»
    See that bottom part in between #else and #endif, that's the fallback for 1.12.2 and below, so you want to add your ids to that.

    Edit: I got it, I changed the format of the vanilla ones ading "minecraft:" if I put in one line "water biomesoplenty:blood" it doesnt work, but if I put "minecraft:water biomesoplenty:blood" it works, and it seems that if i put "water blood" neither works.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.15.2]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.27 released! (March 27, 2020)
    Quote from Sildur»

    Make sure to put it in the right spot, top ones are for 1.13+ and at the bottom of the file is a fallpack for pre 1.13 versions.

    I really don't understand... I have the shader versions 1.081, inside the rar file theres a block.properties file... and in it i found some instructiones of how to add mod IDs. I'm using 1.12 minecraft version, so, there's a especific format to setup the IDs?


    This is how I have my .properties file.

    #Forge mods may add custom block mapping as "assets/<modid>/shaders/block.properties" in the mod JAR file.
    #Format "block.<id>=<block1> <block2> ..."
    #Only one line per block ID is allowed.
    # Short format
    #block.31=red_flower yellow_flower reeds
    # Long format
    #block.32=minecraft:red_flower ic2:nether_flower botania:reeds
    # Properties
    #block.33=minecraft:red_flower:type=white_tulip minecraft:red_flower:type=pink_tulip botania:reeds:type=green
    # Block ID, Metadata (backwards compatibility)
    #block.34=38:6 38:7 83
    #==================================================================================================================
    
    # 1.13 uses nominal ids, so we have to re-assign them back to their old counterparts + 10000 to prevent issues.
    
    #if MC_VERSION >= 11300
    # WAVING ENTITIES
    # small grass, fern
    block.10031 = grass fern
    
    # Small entities
    block.10059 = wheat oak_sapling spruce_sapling birch_sapling jungle_sapling acacia_sapling dark_oak_sapling dandelion poppy blue_orchid allium azure_bluet red_tulip orange_tulip white_tulip pink_tulip oxeye_daisy carrots beetroots potatoes lily_of_the_valley wither_rose cornflower sweet_berry_bush
    
    # Tall grass/Tall flowers
    block.10175 = sunflower:half=lower lilac:half=lower tall_grass:half=lower large_fern:half=lower rose_bush:half=lower peony:half=lower
    block.10176 = sunflower:half=upper lilac:half=upper tall_grass:half=upper large_fern:half=upper rose_bush:half=upper peony:half=upper
    
    # Leaves
    block.10018 = oak_leaves spruce_leaves birch_leaves jungle_leaves acacia_leaves dark_oak_leaves
    # vines
    block.10106 = vine
    
    # lilypad
    block.10111 = lily_pad
    
    # fire
    block.10051 = fire
    
    # Lava
    block.10010 = lava
    
    # REFLECTIONS
    # Water reflections (8, 9), also used for waving water
    block.10008 = minecraft:water toughasnails:purified_water biomesoplenty:blood
    # Transparent reflections, ice(79), stained glass(95, 160), slimeblock(165)
    block.10079 = ice slime_block white_stained_glass orange_stained_glass magenta_stained_glass light_blue_stained_glass yellow_stained_glass lime_stained_glass pink_stained_glass gray_stained_glass light_gray_stained_glass cyan_stained_glass purple_stained_glass blue_stained_glass brown_stained_glass green_stained_glass red_stained_glass black_stained_glass white_stained_glass_pane orange_stained_glass_pane magenta_stained_glass_pane light_blue_stained_glass_pane yellow_stained_glass_pane lime_stained_glass_pane pink_stained_glass_pane gray_stained_glass_pane light_gray_stained_glass_pane cyan_stained_glass_pane purple_stained_glass_pane blue_stained_glass_pane brown_stained_glass_pane green_stained_glass_pane red_stained_glass_pane black_stained_glass_pane
    
    # blocks that shouldn't be diffused
    block.10030 = cobweb
    block.10032 = dead_bush
    block.10115 = nether_wart
    #else
    block.10031 = tallgrass
    block.10059 = wheat sapling yellow_flower red_flower carrots beetroot potatoes
    block.10175 = double_plant:half=lower
    block.10176 = double_plant:half=upper
    block.10018 = leaves leaves2
    block.10106 = vine
    block.10111 = waterlily
    block.10051 = fire
    block.10010 = flowing_lava lava
    block.10008 = flowing_water water
    block.10079 = ice slime stained_glass stained_glass_pane
    block.10030 = web
    block.10032 = deadbush
    block.10115 = nether_wart
    #endif


    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.15.2]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.27 released! (March 27, 2020)

    I tried to add reflections on modded liquids, but it seems that I'm doing it wrong, because it doesn't work... this is how I setup the properties.


    block.10008 = water toughasnails:purified_water biomesoplenty:blood

    I need the ID of the liquid? to make it properly?

    Posted in: Minecraft Mods
  • 0

    posted a message on Impulse Plate Alternative

    Hi! First of all, I do not know if this is the correct place to post this thread, becuase its not specific to mod, redstone, commands question.


    So I'm back to continue my project, but I have the same problem that a year ago, because it seems that noone has made something like that...


    I'm making a map, but I need certain mechanic, concretely, I need the same effect that the Impulse Plate from Thermal Expansion causes on entityes, especialy, the player. Since I'm working on minecraft 1.12.2 that plates are been removed from Thermal Expansion, so I'm searching for a mod that adds a block that acts the same way, or a way to make that or simulate that in vanilla with comands (and without noisy invisible explosions, I already tryed) but theres a lot of mods that add a lot of things, I dont care if is one of those, but since I do not know every single aspect of all mods, I'm asking here, maybe this mechanic could exist in another mod ... or maybe there's a way to do that in 1.12.2 with command blocks, this second option is better, but since minecraft do not launch the player entiti laike other entities, in looks imposible.


    Greetings and thanks!

    Posted in: Java Edition Support
  • 0

    posted a message on Missing texture and model.

    He vuelto a forge 1.12.2-forge1.12.2-14.23.0.2641 with optifine U_C 7 for 1.12.2 and I can make the bigger textures... that's not intencionated?

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Missing texture and model.

    Yeah, I already read that somewhere, but the thing is, that I managed to make it work. That's why I put the first screenshot, because in that model the texture was of 128x128 and it works, and I make another one, but I don't have screenshots of that one, then, when I update the mods, for some "magical and mystical" reason, the models doesn't load correctly, and even when I downgrade to the versions that the models work, the models just doesn't load, that's why I'm here, because it works before, even if everyone say that the limit is 32x32, but, after updating, the model was screwed up. And like I say, even if I downgrade to the old versions.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Missing texture and model.

    Hi to everyone, again, I have a new problem with a texture and a model, This time I really don't know why this is happening, I waste almost seven hours trying to figuring out what it's going on, and right now I'm pretty upset and tired of this, so I will post this problem hoping that someone can help me this time...

    This is the thing, I have months working on a resource pack and a map, it's about sonic the hedgehog, you can find more information in Planet Minecraft... I made some custom models, the most simple of those was the trees model... I include a screenshot of this fellow textures with this post... it's the model of the palm tree, Like you can see, the model exist, it works, it's possible... and magical...

    I make a "blockstate" for "oak_leaves" with this code.


    {
         "variants": {
             "normal": { "model": "trees" }
         }
    }


    Then I make a model called "trees" with this code.


    {
        "ambientocclusion": false,
        "textures": {
            "tree": "blocks/tree",
    		"trees": "blocks/trees"
        },
        "elements": [
            {   
                "from": [ 0.8, 0, 8 ],
                "to": [ 15.2, 16, 8 ],
                "rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
                "shade": false,
                "faces": {
                    "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#tree" },
                    "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#tree" }
                }
            },
            {   
                "from": [ 8, 0, 0.8 ],
                "to": [ 8, 16, 15.2 ],
                "rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
                "shade": false,
                "faces": {
                    "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#tree" },
                    "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#tree" }
                }
            },
            {   
                "from": [ -24.2, -28.5, 8 ],
                "to": [ 40.2, 63, 8 ],
                "rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
                "shade": false,
                "faces": {
                    "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#trees" },
                    "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#trees" }
                }
            },
            {   
                "from": [ 8, -28.5, -24.2 ],
                "to": [ 8, 63, 40.2 ],
                "rotation": { "origin": [ 8, 8, 8 ], "axis": "y", "angle": 45, "rescale": true },
                "shade": false,
                "faces": {
                    "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#trees" },
                    "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#trees" }
                }
            }
        ]
    }


    The thing is, that the model has two parts that go out of the presumed limits of the "model" (that's what I read somewhere) but like you can see in the screenshot, the model and his texture works. Then I update forge from 1.12.2-forge1.12.2-14.23.0.2541 to 1.12.2-forge1.12.2-14.23.0.2645, and a couple of mods, and all the models are gone, you can see it in the second screenshot.


    I try to make the model smaller, and it doesn't work... I test with different Optifine versions, and nothing. Even I downgrade to the old forge and the old versions of the mods but nothing... I have a similar model with another names that works... it's this one.


    {
        "ambientocclusion": false,
    	"textures": {
    		"rock": "blocks/rock",
    		"rock_top": "blocks/rock_top"
    	},
    	"elements": [
    		{
    			"from": [ 24, 0, -8 ],
    			"to": [ 24.001, 32, 24 ],
    			"rotation": { "origin": [ 24, 0, -8 ], "axis": "z", "angle": 22.5 },
    			"shade": false,
    			"faces": {
    				"west": { "uv": [ 0, 0, 2, 2 ], "texture": "#rock" },
    				"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#rock" }
    			}
    		},
    		{
    			"from": [ -8, 0, -8 ],
    			"to": [ -7.999, 32, 24 ],
    			"rotation": { "origin": [ -8, 0, -8 ], "axis": "z", "angle": -22.5 },
    			"shade": false,
    			"faces": {
    				"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#rock" },
    				"east": { "uv": [ 0, 0, 2, 2 ], "texture": "#rock" }
    			}
    		},
    		{
    			"from": [ -8, 0, 24 ],
    			"to": [ 24, 32, 24.001 ],
    			"rotation": { "origin": [ -8, 0, 24 ], "axis": "x", "angle": -22.5 },
    			"shade": false,
    			"faces": {
    				"north": { "uv": [ 0, 0, 2, 2 ], "texture": "#rock" },
    				"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#rock" }
    			}
    		},
    		{
    			"from": [ -8, 0, -8 ],
    			"to": [ 24, 32, -7.999 ],
    			"rotation": { "origin": [ -8, 0, -8 ], "axis": "x", "angle": 22.5 },
    			"shade": false,
    			"faces": {
    				"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#rock" },
    				"south": { "uv": [ 0, 0, 2, 2 ], "texture": "#rock" }
    			}
    		},
    		{
    			"from": [ 0, 19.9, 0 ],
    			"to": [ 16, 19.901, 16 ],
    			"shade": false,
    			"faces": {
    				"down": { "uv": [ 0, 0, 16, 16 ], "texture": "#rock_top" },
    				"up": { "uv": [ 0, 0, 16, 16 ], "texture": "#rock_top" }
    			}
    		},
    		{
    			"from": [ -8, 0, -8 ],
    			"to": [ 24, 0.001, 24 ],
    			"shade": false,
    			"faces": {
    				"down": { "uv": [ 0, 0, 16, 16 ], "texture": "#rock_top" },
    				"up": { "uv": [ 0, 0, 16, 16 ], "texture": "#rock_top" }
    			}
    		}
    	]
    }


    I literally copy/paste the code and change just the texture names and numbers, I made the tree model first... the rock model works, the tree model doesn't... anyone can explain me what's going on? please people, I'm really tired of this, I post a lot of questions and almost never someone answers me... at the end I always found the solution, but this time I'm pretty sure that I try everything and nothing can solve this... please, I really need some help with this.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on CTM Biome Flowers

    In fact it was the version of minecraft, the question was for 1.7.10, the problem disappear when I jump to 1.9.

    Posted in: Resource Pack Discussion
  • 1

    posted a message on NetworkDispatcher exception in 1.12 Forge server

    Good Day, A friend is traing to log-in in my server, but for some reason she can enter but after a couple of secons, she is disconnected... I watch her client side console, and my server console and I really don't know what it is, It's a modded server, but I thnik that the mods are not the problem here, It's not the firewall or our anti-virus, also, I can run the server and my client in my computer and I can enter to the serveer without problems, I let you the logs here, maybe someone can help me with this.

    The server side log, I just copy the moment of the "NetworkDispatcher exception"


    [03:51:01] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Preparing start region for level 0
    [03:51:03] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Preparing spawn area: 0%
    [03:51:05] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Preparing spawn area: 8%
    [03:51:06] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Preparing spawn area: 8%
    [03:51:08] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Preparing spawn area: 13%
    [03:51:09] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Preparing spawn area: 13%
    [03:51:11] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Preparing spawn area: 34%
    [03:51:12] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Preparing spawn area: 54%
    [03:51:14] [Server thread/INFO] [net.minecraft.server.MinecraftServer]: Preparing spawn area: 73%
    [03:51:15] [Server thread/INFO] [net.minecraft.server.dedicated.DedicatedServer]: Done (19.512s)! For help, type "help" or "?"
    [03:51:15] [Server thread/INFO] [net.minecraft.server.dedicated.DedicatedServer]: Starting remote control listener
    [03:51:15] [RCON Listener #1/INFO] [net.minecraft.server.MinecraftServer]: RCON running on 25.18.70.148:25575
    [03:51:15] [Server Watchdog/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: java.lang.IllegalArgumentException: timeout value is negative
    [03:51:15] [Server Watchdog/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: at java.lang.Thread.sleep(Native Method)
    [03:51:15] [Server Watchdog/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: at net.minecraft.server.dedicated.ServerHangWatchdog.run(ServerHangWatchdog.java:83)
    [03:51:15] [Server Watchdog/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: at java.lang.Thread.run(Unknown Source)
    [03:51:17] [Server thread/INFO] [craftdevcore]: World initialization complete.
    [03:51:20] [Server thread/INFO] [spookycraft]: Taking over the world!
    [03:51:20] [Server thread/INFO] [STDOUT]: [CoroUtil.forge.CoroUtil:initTry:132]: CoroUtil being reinitialized
    [03:51:22] [Server thread/INFO] [FML]: Unloading dimension 1
    [03:51:22] [Server thread/INFO] [FML]: Unloading dimension -1
    [03:51:23] [Server thread/WARN] [net.minecraft.server.MinecraftServer]: Can't keep up! Did the system time change, or is the server overloaded? Running 2862ms behind, skipping 57 tick(s)
    [03:51:41] [Server thread/WARN] [net.minecraft.server.MinecraftServer]: Can't keep up! Did the system time change, or is the server overloaded? Running 6170ms behind, skipping 123 tick(s)
    [03:52:14] [Netty Server IO #2/INFO] [FML]: Client protocol version 2
    [03:52:14] [Netty Server IO #2/INFO] [FML]: Client attempting to join with 68 mods : [email protected],[email protected],[email protected],[email protected],[email protected],[email protected] 2,[email protected],[email protected]_for_1.12,[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected]_for_1.12,[email protected],[email protected],[email protected]
    [03:52:14] [Server thread/WARN] [net.minecraft.server.MinecraftServer]: Can't keep up! Did the system time change, or is the server overloaded? Running 3925ms behind, skipping 78 tick(s)
    [03:52:17] [Server thread/INFO] [FML]: [Server thread] Server side modded connection established
    [03:52:17] [Server thread/INFO] [net.minecraft.server.management.PlayerList]: Aririseth[/25.17.230.100:51507] logged in with entity id 819 at (183.94866220559817, 89.5, 248.59969512971674)
    [03:52:17] [Server thread/INFO] [net.minecraft.server.dedicated.DedicatedServer]: §eAririseth§r§e joined the game§r
    [03:52:59] [Server thread/WARN] [net.minecraft.server.MinecraftServer]: Can't keep up! Did the system time change, or is the server overloaded? Running 2358ms behind, skipping 47 tick(s)
    [03:53:18] [Netty Server IO #2/ERROR] [FML]: NetworkDispatcher exception
    io.netty.handler.timeout.ReadTimeoutException: null
    [03:53:18] [Server thread/INFO] [net.minecraft.network.NetHandlerPlayServer]: Aririseth lost connection: Disconnected
    [03:53:18] [Server thread/INFO] [net.minecraft.server.dedicated.DedicatedServer]: §eAririseth§r§e left the game§r

    And her client side console log, I copied since the moment she tries to connect.

    22:51:52 game info [03:51:52] [Netty Client IO #0/INFO] [dsurround]: Dynamic Surroundings version 3.4.9.11 is installed on the server
    22:51:52 game info [03:51:52] [Netty Client IO #0/INFO] [FML]: Attempting connection with missing mods [betterfoliage, presets, fbp, soundfilters] at SERVER
    22:52:08 game info [03:52:08] [main/INFO] [net.minecraft.client.multiplayer.GuiConnecting]: Connecting to 25.18.70.148, 25565
    22:52:16 game info [03:52:16] [Netty Client IO #1/INFO] [FML]: Server protocol version 2
    22:52:16 game info [03:52:16] [Netty Client IO #1/INFO] [dsurround]: Dynamic Surroundings version 3.4.9.11 is installed on the server
    22:52:16 game info [03:52:16] [Netty Client IO #1/INFO] [FML]: Attempting connection with missing mods [betterfoliage, presets, fbp, soundfilters] at SERVER
    22:52:17 game info [03:52:17] [Netty Client IO #1/INFO] [FML]: Injecting existing registry data into this client instance
    22:52:18 game info [03:52:18] [Netty Client IO #1/INFO] [FML]: Applying holder lookups
    22:52:18 game info [03:52:18] [Netty Client IO #1/INFO] [FML]: Holder lookups applied
    22:52:19 game info [03:52:19] [Netty Client IO #1/INFO] [FML]: [Netty Client IO #1] Client side modded connection established
    22:52:19 game info [03:52:19] [main/INFO] [STDOUT]: [biomesoplenty.common.world.BiomeProviderBOP:<init>:61]: settings for world:
    22:52:19 game info [03:52:19] [main/INFO] [STDOUT]: [biomesoplenty.common.world.BiomeProviderBOP:initialLandAndSeaLayer:93]: Setting up landmass VANILLA
    22:52:19 game info [03:52:19] [main/INFO] [dsurround]: Setting weather renderer for dimension [overworld]
    22:52:23 game info [03:52:23] [Netty Client IO #1/INFO] [toughasnails]: TAN configuration synchronized with the server
    22:52:23 game info [03:52:23] [Netty Client IO #1/INFO] [toughasnails]: TAN configuration synchronized with the server
    22:52:23 game info [03:52:23] [Netty Client IO #1/INFO] [toughasnails]: TAN configuration synchronized with the server
    22:52:23 game info [03:52:23] [Netty Client IO #1/INFO] [toughasnails]: TAN configuration synchronized with the server
    22:52:23 game info [03:52:23] [Netty Client IO #1/INFO] [toughasnails]: TAN configuration synchronized with the server
    22:52:23 game info [03:52:23] [Netty Client IO #1/INFO] [toughasnails]: TAN configuration synchronized with the server
    22:52:23 game info [03:52:23] [Netty Client IO #1/INFO] [toughasnails]: TAN configuration synchronized with the server
    22:52:23 game info [03:52:23] [Netty Client IO #1/INFO] [toughasnails]: TAN configuration synchronized with the server
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] AO Level: 1.0
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Noise texture enabled
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Noise texture resolution: 512
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Shadow map resolution: 1024
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Shadow map distance: 90.0
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Shadow distance render mul: 1.0
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] shadowHardwareFiltering0
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] shadowHardwareFiltering1
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Sun path rotation: -40.0
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Program loaded: gbuffers_textured
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Program loaded: gbuffers_skytextured
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Program loaded: gbuffers_clouds
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Program loaded: composite
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Program loaded: final
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Program loaded: shadow
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] usedColorBuffers: 4
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] usedDepthBuffers: 3
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] usedShadowColorBuffers: 1
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] usedShadowDepthBuffers: 2
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] usedColorAttachs: 4
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] usedDrawBuffers: 4
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Framebuffer created.
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Shadow framebuffer created.
    22:52:23 game info [03:52:23] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Reset world renderers
    22:52:24 game info [03:52:24] [main/INFO] [shadersmod.common.SMCLog]: [Shaders] Reset model renderers
    22:52:24 game info [03:52:24] [main/INFO] [STDOUT]: [CoroUtil.forge.CoroUtil:dbg:156]: CoroUtil: resetting rotating particle renderer
    22:52:24 game info [03:52:24] [main/INFO] [dsurround]: Creating Tough as Nails SeasonInfo for dimension overworld
    22:52:24 game info [03:52:24] [main/INFO] [dsurround]: DimensionInfo{id=0, name=overworld, seaLevel=63, cloudHeight=128, skyHeight=256, haze=true, aurora=true, weather=true, fog=true}
    22:52:39 game info [03:52:39] [main/INFO] [net.minecraft.advancements.AdvancementList]: Loaded 755 advancements
    22:53:20 game info [03:53:20] [main/INFO] [toughasnails]: TAN configuration restored to local values
    22:53:21 game info [03:53:21] [main/INFO] [FML]: Applying holder lookups
    22:53:21 game info [03:53:21] [main/INFO] [FML]: Holder lookups applied

    Thanks in advance :3

    Posted in: Server Support and Administration
  • 0

    posted a message on [1.7.10+] Advanced Capes mod

    I see a lot of people saying that the mod is crashing when they open the cape gui, same with me, I will let you the crash report...



    Description: Rendering screen

    java.lang.NullPointerException: Rendering screen
    at nl.advancedcapes.capes.gui.GuiCape.func_73863_a(GuiCape.java:77)
    at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:368)
    at sun.reflect.GeneratedMethodAccessor23.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at Reflector.callVoid(Reflector.java:636)
    at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1457)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1117)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:397)
    at net.minecraft.client.main.Main.main(SourceFile:123)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Thread: Client thread
    Stacktrace:
    at nl.advancedcapes.capes.gui.GuiCape.func_73863_a(GuiCape.java:77)
    at net.minecraftforge.client.ForgeHooksClient.drawScreen(ForgeHooksClient.java:368)
    at sun.reflect.GeneratedMethodAccessor23.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at Reflector.callVoid(Reflector.java:636)

    -- Screen render details --
    Details:
    Screen name: nl.advancedcapes.capes.gui.GuiCape
    Mouse location: Scaled: (240, 139). Absolute: (720, 419)
    Screen size: Scaled: (480, 280). Absolute: (1440, 838). Scale factor of 3

    Posted in: Minecraft Mods
  • 0

    posted a message on Skin Problems

    Wow, read more, play less, The Nazis topic is dangerouse withoutknowing "oh good how bad can be a Nazi" please don't say nig*a, or sh*t, nazi its the worst concept, diavolic... f**ck off! E.U and Europe won the IIWW, then they write the history, because they won; yes, ther was a lot of as**oles killing inoccents (from two sides) but the history is more complex than that, if Hittler was victorious in that war, Roosevelt and his side could be the "bad guys" and we could be saing that being democratic and capitalist it's the worst in the world, stop believing that the world could end if nazis had won, or that the world coul be like wolfenstein, this sistem neither works, any politic and social sistem in the history isn't perfect, read more, study more, and stop talking about things you really dont know, sorry for this, but i really hate hypocrisy. I live in mexico, and no one cares about that here, this topic is too demonized in the Anglo-Saxon culture, there are no worse human beings than the Nazis and the Russians, right? curse, curse them all.......... e_e bul****th.

    Sorry for the off-topic, I'm just tired of the "hyper-moralism" of this age.

    Posted in: Discussion
  • 0

    posted a message on Leaver Transparency, model issues.

    Hi everyone, I need a little help with a resourcepack that I'm making, the thing is, that I'm trying to change the model of the lever with a "cross" parent model, but the texture is being loading without transparency , I do not have idea of what can I do to avoid this problem, I'm trying to use the lever because I need to simulate spikes and I can place it in different directions (on top, bottom and sides of the blocks ) so, it must be the lever block. I attached an screenshot to show my problem, the tharsparency of the texture is being replaced with the olive color instead of being trasparent. Someone knows if it's posibble to avoid this?

    Posted in: Resource Pack Help
  • 0

    posted a message on [1.7.10 - 1.15.2]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.27 released! (March 27, 2020)

    It's possible to add liquids from mods to the Enhanced Default shader?

    Posted in: Minecraft Mods
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