#⚙️︱authors-help
1 messages · Page 18 of 1
Why do you need to run a command automatically?
Nvm i found another solution
I want use blockbench but what model i should use like java block/item or modded entity
is this an area for modpack developers aswell?
Yeah, although if its an issue with crahsing it fits more in #🧱︱mc-other-help
Pls help me pls
Your question would be more appropriate in the BlockBench Discord
Ok thx
This isn't changing the Blockoutline, I assume it is not possible for TallFlowerBlocks???
private static final VoxelShape SHAPE = Block.box(4, 0, 4, 8, 16, 8);
@Override
public VoxelShape getShape(BlockState pState, BlockGetter pLevel, BlockPos pPos, CollisionContext pContext) {
return super.getShape(pState, pLevel, pPos, pContext);
}
yepp, i was having an issue finding the damageItem's minecraft mapped version (hurtAndBreak)
i fixed it now, i jsut started minecraft modding so common issue ig, i was manually decreasing durability
Can anyone help?
hey. i was wondering if theres a mod that allows for configuration of loot tables ingame?
or something similar
im in dire need of help trying to install wondertrade onto my pixelmon server and i am having no luck with it
register your block atrubutes
You guys are talking in the wrong spot
what is this channel for ?
Look at the channel topic
where?
oh ok thx
Channel description
For mobile: top right
PC: top of the screen
Hello ^^
Hope its the right channel 😛
Someone know how to use EnumProperty in Blockstates without creating a new Enumclass for it ?
I need my own EnumProperty but i set it via other code depend on content of block.
EnumProperty Types are only defined in Blockstate.jsons
Btw i work with Forge for 1.18.2 😛
public static final EnumProperty TEST_MYNEWSTATE = EnumProperty.create("testenum", p_61589_)
No idea what to do atm.
Used Java rarely and MC Modding is also new for me 😛
or i need still to use the basic vanilla Enum Types that exist and parse my own via code in ?
Did you figure this out yet?
Atm i use IntegerProperty for it.
But EnumProperty is better so other Modders and Modpack Creators have a better structure to work with.
but its not so important for the moment ^^
the bigger deal i have atm is store nbt data on itemstacks by default.
if i do this via customcode in any itemclass it works only via CreativeTab and JEI.
But if the Player usw /give or something other the stored NBT Data in the Itemclass get ignored.
InventoryTick is also useless.
I need a way to store them by default or a tick methode that works in Player/Mob Entity - Block Entity and Item Entity Inventory.
But if i read it correct in any Post on any Forum it say its not possible 😛
Umm, can we talk about this: https://blog.modrinth.com/modpack-changes
Like why?!?!?
What the point of trying to open the api up while doing this?
Modrinth didn't go through the API.
They bypassed it and directed the CF CDN directly without permission
When offered to discuss the situation they refused
This never happened.
We never bypassed the CF API. Our products have never called the CurseForge CDN nor API
The API no. The CDN yes. If you changed that after we requested. Then thank you
No problem, we are more than happy to comply with your request. I just want to make it clear that we have never called your CDN. The format could specify it, but it was up to launchers to implement it
If only that first part was in your reply to us except just "And what if we don't?"
Also, "we're just putting it out there. Not our fault if others use it" is the same level of excuse as "I'm just asking questions"
We were still deciding, that's why we didn't say that we were complying then. You can't expect a small company with 5 part-time unpaid team members to make such an important decision in 24 hours. That's why we asked what the consequences were, to help aid our decision. That email did not equate to "refusing to comply", like your team made it out to be to launcher developers
Hi guys! What programs do you use for 3D modelling? Are there any special ones for Minecraft? Also sorry for my bad English!
Blockbench is the go to standard.
Heyo! What would be the mod that adds tree branches / rocks that spawn on the ground? (forge, 1.16.5)
So... trying to get a custom dimension to work in 1.18.2. 😢 I already have 1 that does function and load on it's own. I have a second dim that is the problem child. I'm using open loader to globally-load the datapacks that house them. I get-
Caused by: java.lang.IllegalStateException: Trying to access unbound value 'ResourceKey[minecraft:dimension / minecraft:thebriars]' from registry Registry[ResourceKey[minecraft:root / minecraft:dimension] (Stable)]
Does it happen if in a regular datapack?
(Ie loaded when you make the world rather than loading with openloader)
Hello
how can i use mod in my mod
for example
i have this mods :
#1 : Mod For Entitys
#2 : Mod For Items
and i want to add that entity from mod #1 loot is item in mod #2
how can i implement that ?
Use a loot table in a datapack.
you do it the same way in a mod
so how dose mods work that in the beginning of game they say you want an other mod to
like libary
how should i use that like that
for example
i add mod #1 as libary to mod #2
What...?
You add it to the build script or drop it in the libs folder then set the requirements in the mods.toml
But you dont need a mod to edit drops.
and is there any Toutrial to make api ?
Tutorial to make an api...?
If you are asking for a tutorial to make an API you shouldn't be making an API.
Learn how modding works first.
Are there any tutorials on adding connected textures to a mod?
what u wanna do with the API ?
hello
wgy this is not working ?
it should canclel death but it is not
what is proble m ?
Does DEADED print to log
Hey there I am running into an issue with some models into a new mod
It seems like it is not able to find the model file although it seems to exist to me both into the src code and into the generated jar file
https://cdn.lightdream.dev/explorer_8YWyebC7lb.png
https://cdn.lightdream.dev/idea64_y7dWVbjZKD.png
Hello
i have problem in blockstates
why this line dose not increase STATE value of blockstate
?
*line 35
what is problem ?
?
Line 35 in the images where you cropped off the line numbers?
Is there a way to set the path to the blockstate to be something else other then the default one?
how do you make an item not get consumed in a crafting recipe? 1.165 . trying to add some new items in but i cant seem to find any info . want to put hammer and nugget in grid and get nails and a hammer back
Specify
what should i do ?
Specify what you want it to do
.
i want my ore to spawn like this pic
on top of blocks
i dont want it to spawn *under blocks
like this pic
then
you can set
the y value of the ore spawning
to above the usual y level of ur biome spawning
or something similar to that
Make it, check if there's air above it, if yes it's fine if not y++
I'm probably gonna sound useless, but I need a base template for a 1.16.5 mc mod because for some reason my intellij refuses to build the gradle.
Hello,
I need help, I want to replace the default Zombie by my own Zombie who extends Zombie class. That is possible ?
And How to do that ?
Thanks a lot 😉
I try to do that :
But it doesn't work ...
try events
when mob spawns check if it is zombie
kill zombie and spawn you mob
Yeah i do that currently but i want to find a better way
More optimize
where shoul i check that
cause i didnt fing any events for ore placement
and other
this is all of the code :
so where sould i check that ?
should i use openjdk 18 when making a mod for 1.19?
!java
Minecraft requires specific Java versions to run, pick the correct one for the version of Minecraft you are playing!
Good question actually 🤔
i found a video that says 17, and it was uploaded yesterday so ill just use that
yeah 1.19 is java 17 and above
Hey
Someone know something about a value limit for IntegerProperty for Blocks ?
rly no idea what happen xD
maybe im too weak and need to sleep but i cant see any problem O.o
btw its 1.18.2 Forge.
Error: java.lang.IllegalArgumentException: Cannot set property IntegerProperty{name=mynewstate, clazz=class java.lang.Integer, values=[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138]} to 129 on Block{chicken_roost:alpha_roost_container}, it is not an allowed value
Hello, I come with a question for Modpack developers.
I just made a modpack containing 120 mods.
But I have a problem, my modpack is kinda instable and need a lot of RAM ressource for make it work ( more than 10GB )
I would like to know how to optimise it, if there is tools or if you have some advice to do it.
If you want to see the mods and help me, the name of the modpack is : Edge of Infinity.
Forge or Fabric ?
Forge , so I can’t use Sodium or things like that
Reduce the Amount of Mods that add custom Mobs.
Mods that add too many Decoration Blocks.
Check for Mods that adding similar mechanics and keep only one of them.
Install Ferritcore or entityculling.
Thank you, I’ll try it and come back for help if needed 🙂
and no idea if PlayerRevive is compatible with Corail Tombstone
Is there a way to edit a .class file, I am trying to port an older mod to a newer version, but I need to paste/edit the older code for newer versions?
Or how do I complie a .java file to .class file
It won't be copy paste
? please explain?
Methods changed, minecraft changed, need to replace stuff to get it working again
yes I understand that, but I am very new to this so I am testing what is broken, and try to learn how to fix those things etc so on and so forth
If you don't know how to compile a jar then you should start with following some tutorials on mod making so you know what you are doing
And if you work from class files you are gonna have a bad time decompiling
Get the source project instead and permission of the original developer
like import the .zip file of the source code?
unfortunately the project isnt maintained/no activity on git either
Thats why I am attempting to port it
Then make an issue on the project?
Unmaintained?
Unmaintained does not mean that there is no way of contacting the owner is there?
Most of the stuff that I have on curseforge didn't get updates in years, will see it in a day when somebody posts something
Yeah he doesnt repond to the curseforge post either so?
How long did you wait? And post the github
And where did you see me telling to ask HIM for an update?
You needed to ask for permission!
there is no way to contact him directly, he has no contact info on his youtube or any of the websites which are linked to the cf page
it might just be personal project for now anyway
You said there was no activity on git, where did you find git?
Or can you at least link that website?
Dev available on twitter: https://twitter.com/cuchaz
Build a sailable ship out of blocks
Wiki/Docs: http://www.cuchazinteractive.com/ships/
Source: https://github.com/cuchaz/ships-mod
Game version(s): 1.7.10, 1.6.4
So, tried sending a DM on Curseforge? Twitter? The contact page on his site? https://www.cuchazinteractive.com/contact.php
click the link and find how to contact via some sketchy ass site/forums thing
.. sketchy? I only see Mastodon (basically new twitter), Twitter and Minecraft Forums?
The official minecraft forums...
ye mastodon
Then use one of the others?
Im hosting a fabric server but it's not recognizing I have mods installed that it's supposed to load. any ideas?
#🧱︱mc-other-help for this
oka
Thank you CurseForge team for the new dashboard! It's very VERY helpful and looks beautiful and clean!
Hey ^^
someone here worked with forge 1.19 ?
atm searching for a way to get a random itemstack from tag.
in 1.18.2 it was easy but in 1.19 i can not find anything about it.
ItemStack newcustomstack = new ItemStack((ForgeRegistries.ITEMS.tags()
.getTag(ItemTags.create(new ResourceLocation((badbreed).toLowerCase(java.util.Locale.ENGLISH))))
.getRandomElement(new Random()).orElseGet(() -> Items.AIR)));
was the old way
So.... i want to add an entity to a loot table.... does anyone know how i might do that?
Entities cant be the result of a loot table, only items
using craft tweaker now.... would this work?
Hey someone here already used biome modifiers for 1.19 forge to spawn mobs in the end ?
Copying this over here, since this seems the better place for it:
If this isn't the right place for this, forgive me. I'm looking for what it would take to commission someone to either make a mod, or help my idiot self set up a java 8 environment for coding. Because i cannot seem to get that to work
I dont do commissions for mods, but im happy to help with setting up a dev enviroment.
What step are you stuck on? (And what modloader and ide are you using)
I am using the forge modloader, and i frankly will use any ide. I have tried IntelliJ, Eclipse, VSCode, and Sublime. And for some reason, it just is not clicking
Rather frustrating
Unzip the forge mdk to a folder somewhere, doesnt really matter.
Then open the build.gradle in an ide of your choice, i prefer intellij but eclipse works fine too (i dont reccomend either of the others tho).
So the build gradle trips me up.
And do we want to make this a thread?
Sorry, that wasn't the part that tripped me. I think it was the maven. Please continue
After opening it change all occurences of examplemod to whatever your mod id is
Then you will need to refresh gradle, in intellij that can be done in the gradle tab on the right, with the 🔄 button
where would the examplemod be? I'm doing a search and not getting it
It will be in build.gradle, src/main/resources/META-INF/mods.toml and also in the main source sets path and class name.
Oh cool, for some reason what i have for documents doesn't have the literal examplemod text, so i assume i make my best attempt at it?
Can you send a screenshot of the file structure in your ide?
Ah
I screwed it up, huh?
Im pretty sure that is the forge dev kit, for developing forge
Then what is the correct thing to download for developing a mod for forge?
The MDK, from here: https://files.minecraftforge.net/net/minecraftforge/forge/
And i grab the Reccomended mdk, yes?
Grab the latest
k
MDK or installer? Asking the simple questions to make sure I've not screwed myself up completely
The MDK, the installer is for using mods, not making them
THought so, ty
When i make the project in intellij, should I use the Minecraft option?
Starting fresh on this one
ok, done. Now going to change the examplemod
Ctrl +Shift + F should be able to do it for you
Yes
Sweet!
Press ctrl twice very quickly and then type in gradle genIntellijRuns to the window that appears
That will allow you to run the game with your mod installed using the green play button at the top right
oh cool. I need to fix the dependency real quick
it says i'm missing the minecraft dependency...
What did you change?
I changed the examplemod wherever it was, including the class names. And there were two instances of it in the dependencies. So i know that's where I screwed up.
The modId="forge" and "minecraft"
but does the [[dependencies.examplemod have to match the modId?
Yes
Good to know I was overzealous
You also need to change the examplemods in src/main/java/com/examplemod/ExampleMod.java
In the path, filename and the actual file
gotcha
And just to cover my bases, is a " - " dash okay?
I really appreciate the help
Underscores are better
I'll change that then
Ah-Ha! built!
And now pressing play
It did not explode, but I didn't get the launcher as i expected. Unless i wasn't supposed to expect that?
It will just launch
It doesnt need an account or anything, but you cant join online servers
A tad sketchy, but thats how it works
I mean, if I've got it on my machine and no online play, then that's not the worst
so it runs the execution and says it was successful, but no launcer
*launcher
Is this the green play button/runClient that you are running? Or smthn else
ah
IT'S ALIVE
Stupid question, when I'm coding the actual body of the mod, what folder do I stick that in
In the src/main/java folder, in a main classpath (like com/examplemod, which is the default).
This corresponds to a line in the build.gradle too
Notee that if its a domain then you should own the domain (so if you dont own epic_compost_mod.com dont use com/epic_compost_mod as your classpath).
If you dont own any domains then just use your username instead of the com, as thats not a valid domain.
That makes sense
where in the build.gradle do i include the additional classes?
And because I have to log out soon, what is the best place to learn more about this? I've seen tons of conflicting sources.
Search it for com.examplemod, and replace that. You only need the classpath, not all classes
excellent
(Or com.yourmodsname if you apready got rid of all the examplemods)
As for learning more there are discords dedicated for this, theres a forge wiki, a forge community wiki and quite a few tutorials on youtube too
Excellent, thank you again for the help.
I am trying to use CurseMaven to add mods to my forge dev enviroment but implementation fg.deobf doesn't work for a kotlin build.gradle does anyone know how I do it in the kotlin version
Trying to put together a fabric modpack and not sure where to start or how to bundle mods together. I created an empty project on CurseForge but cant find the proper next steps
I have all the mods I'd like to add, but other than that I'm still googling to figure it out
making a texture pack and it shows this with the white background (the middle glaive is a trident and shows the regular trident texture but white when holding)
i edited the textures in MS paint, 1.18.2 anyone know how to fix this?
#📛︱rules 4
#📛︱rules 5
All I did was hashtag rules. How is that ping. I even turned off ping.
I can turn off ping.
Like this
See, now it worked
And plus, a hashtag is not an @
Mobile does not show it sadly
Ehhhhhh, not entirely true, some mobile platforms don’t show it
iOS discord does show it
Replies ping per message, not turn it off and it’s off for good
That time, you didn’t ping
Now drop it, you know what you did, don't do it again
im trying to create a texture for the shield but this is all it shows, anyone know how to fix it?
it is a smaller texture so heres the new texture in case that helps
- your base resolution doesn't match the item you are drawing.
- you didn't update the UV used on the model so the texture is being clipped to a specific portion of the image.
Is there any sort of crash course guide for someone trying to make a modpack? All I've been able to find is the basics of 'make the profile and add stuff' but trying to look between all the stuff is making my head spin a little. I've already got some of the obvious stuff put in like JEI at least.
Thank you. In the one place I failed to look 🤦♂️
I really want to make a texture pack, but don't know how. I really need help.
do you need help editing the textures or help getting to the textures to edit
No it's not that. I want to use a reliable app for texturing, but don't wanna use Photoshop cuz that costs money.
There's an online version of photoshop
I mean I have Krita, but I really don't want to resort to mspaint.
Photopea Online Photo Editor lets you edit photos, apply effects, filters, add text, crop or resize pictures. Do Online Photo Editing in your browser for free!
Ik, but that's editing.
I want to make them from scratch.
Affinity Photo is also pretty cheap, or if you want pixel only, aseprite
https://www.aseprite.org/
Which i've used and enjoy
Thank you!
And the photopea can still be used to draw
I'll check it out tomorrow.
Have fun!
How do I fix "Caused by: com.mojang.authlib.exceptions.MinecraftClientHttpException: Status: 401" in Idea https://pastebin.com/NKSjgz1f
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Here is the mod but its empty
Check your spelling in your json
Caused by: java.lang.ClassNotFoundException: com.nagrandhero.inventroyjukebox.inventroyjukebox.InventroyJukeBox
hey i'm developing a minecraft forge mod but it throw a FileNotFoundException on my assets but the assets are in the resources folder can someone help me?
Provide your code in a github repo please
Oh I fixed this issue by the time you posted this but thank you
do you mean me?
how does one make custom leaves shear ?? tried copying the birch leaves drop table and replacing with my mod stuff but it doesnt seem to work . am i missing something ?
Is needing to allocate around 6GB of ram normal for a modpack? I haven't had to up my ram allocation when using other packs with more mods in them, so I'm somewhat concerned about how mine's doing.
Yes
Does anyone recall how to change default world generation difficulty? Google isn't giving me anything besides changing it when a world is already made.
I need help with creating my own 1.12.2 mod, the Forge version I am using is 1.12.2-14.23.5.2859, I've been trying to run the build.gradle with Eclipse and nothing is happening. I've tried to reinstall all of the necessary programs, reinstall the MDK for Forge, re running the batch files, nothing is working. How can I fix this issue?
I've also tried drag and dropping the files into Eclipse and nothing still won't work
Is this normal for a 1.12.2 Forge mod startup?
Hello, anyone know how to modify the main menu, for example, put a button to get directly to a server?
The mods packmenu and fancy menu both let you easily change the main menu buttons, within what's possible. You can publish modpacks with a server list already installed in the multiplayer menu - people usually get the hint.
how can i make a modpack with stability
Can anyone help me with this error that I keep getting? I am trying to make a Minecraft 1.12.2 mod and Eclipse keeps showing this error, how can I fix this?
Exception in thread "main" java.lang.ClassCastException: class jdk.internal.loader.ClassLoaders$AppClassLoader cannot be cast to class java.net.URLClassLoader (jdk.internal.loader.ClassLoaders$AppClassLoader and java.net.URLClassLoader are in module java.base of loader 'bootstrap')
at net.minecraftforge.gradle.GradleForgeHacks.searchCoremods(GradleForgeHacks.java:85)
at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:86)
at GradleStart.main(GradleStart.java:25)
That means it's trying to use Java9 or later, which 1.12.2 (and earlier) Forge will not run on
Do I need Java8?
Yes
Okay, I will try that out, thank you
Best way to nab vanilla sprites to edit?
Fabric 1.19 way to disable vanilla ore generation and use custom ore generation?
Datapacks.
but with datapacks I would have to make entire biomes right?
Good lord, does anyone know how to use the Better Questing system? I've been fine so far, but I'm trying to make a quest where you can turn in one of a variety of items, and I just can't figure it out. Anything I do either has the item not show up at all, or says it requires both items.
so i am making a modpack with a lot of quests. tho i have an angel ring mod installed but the recipe is way to easy for my modpack so i am just wondering if anyone has a mod or a way that i can alternate the recipe for the ring
Crafttweaker or kubejs.
would people say that the armor from gobber is better than the armor from projecte or what would you say
Hello! Pack dev question here, so please correct if I'm in the wrong channel.
I'm looking to built a 1.7.10 pack with every single Thaumcraft 4 addon, or mod that integrates with thaumcraft. Is there any way to get a list of mods which have Thaumcraft as a dependency for 1.7.10?
Using the curseforge site, with required dependencies, there's a lot of modpacks (over 600 pages worth) so If i could filter this to just mods it'd be great.
I do not believe there is a way to do that.
Hopefully something that can be addressed along with better search options in general, but that won't be any time soon.
thank you very much for the help! time to suffer.
Sort by required dependencies instead of all or include as include is unique to modpacks.
!java your using the wrong version of java for your server. Also next time use #🧱︱mc-other-help for server help
Minecraft requires specific Java versions to run, pick the correct one for the version of Minecraft you are playing!
So I’m trying make a data pack for cobblegenrandomizer and I was wondering if it was possible for me to add modded ores into the pack? Do I just write in the modid:block where it would be Minecraft:block
Also what would the “type” be because with vanilla blocks it’s “type”: “Minecraft:item”
Would I just do “type”: “forge:ore”
#🧱︱mc-other-helpwould be better for this. As this is more for Mod Creation help.
how much will i actually need to learn in the tutorials point course to be able to mod minecraft? Do i need to do the Java Advanced section?
How do I setup the 1.8.9 intellij mod environment
It’s saying the build.gradle is wrong version
Change the version of gradle in settings of idea
And you need older version of intellij
test different mods you like and remove ones that cause issues which cannot be solved
Hey, how i make a custom bow with custom arrows that have the power of boncy among the monster in a certain radius, in 1.19 forge
