#⚙️︱authors-help
1 messages · Page 2 of 1
I have the Minecraft louncher... If i want to Play the New installed mods, the Minecraft Just Downloads a New louncher and there i have to Download Minecraft also again, is there a method, to get the mods on my already installed louncher ? because my WiFi is Bad and installing a New louncher Just takes about 3 hours and then i have to Install Minecraft Java also again ...
This channel is for mod developers, if you're a user looking for assistance please use #👽︱game-support or a game-specific support channel
Was wondering if there is a full list of everything in the forge MDK?
so uhm i was wondering if there is a way to summon entities after an event ?
as long as you have the level you can add entities to it with addFreshEntity
just.. open the forge mdk?
sorry if it is a really stupid question but like where do i find it 😅 i have it loaded onto my project and everything yet i am still clueless
You're not being specific enough for us to help you in any meaningful way
I am trying to find a list of all the methods added by forge, if there is one
Added to what?
And once your IDE imports the project through Gradle you should see net.minecrafforge:forge:<mc_version>-<forge_version> in your dependencies that will contain Forge and Minecraft with Forge's patches applied
there is not one. It would be massive
If you want you can browse their github, https://github.com/MinecraftForge/MinecraftForge, but that wont get you anywhere helpful.
What are you trying to do? What you are asking doesnt make much sense
anyone have any idea why this isn't working? it needs the "mine mine no mi" mod but its not seeming to work either way
can someone help me? Everytime I want to close curseforge/my PC, curseforge restarts and looses all the mods I instaled for minecraft and the progres I made in them. Is there a way to fix this?
That's more of a #🔥︱curseforge-support issue than a Dev issue (This is for mod/addon developers)
oh ok sorry
hello, if ive got a coding question, i can ask here, right?
do you guys help with 1.16.5 stuff as well?
i saw the forums stopped helping with 1.16.5
Better to just ask your question. Assume the forums you mean the forge forums. We are curseforge, which is not the same as minecraf forge.
help!! im instaled Curse Forge app instaling... and error
this is not a dev problem - you are not developing your own mod or software. use #🔥︱curseforge-support
it's working now
Have a WOW addon showing that it is ready for game version 10.0.2 even though the last release shows it's only 9.2.7. Not sure how to fix this or how that version even got bumped. - https://www.curseforge.com/wow/addons/out-of-mana-2
Is there a way i can make ATM 7 to the sky have good rewards?
In the YouTube videos i saw all the YouTubers got better/faster progress with better rewards
When I said to ask the pack devs I meant ask authors of the pack itself, not move to the dev channel 🤦they would know better for their pack.
The atm discord: https://discord.com/invite/allthemods
uploaded file has mods that didnt show here
first send of this will be deleted cuz it was in wrong channel
anyone using mcreator here? if yes i need help with biome weight generation, etc. even after reading the articles on the mcreator page my biome generates very rarely even if i put the weight to 100
The interface version number in the toc file seems bogus. It should be all digits if I recall correctly. So CF is probably not picking that up correctly.
Thanks for pointing that out. CF Build logs show no errors or warnings but I'll get it changed and see if that does the trick.
i'm having problems:
This isn’t a development related situation
Also, you’re trying to load Fabric mods in Forge
Go to #👽︱game-support or #🧱︱mc-other-help and post the latest.log
i want to play modpack on aternos with 3-4 player how can i play can someone explain me on dm
we have tlauncher
tlauncher is a piracy supporting launcher, we do not provide support for it. Talking about or attempting to get support for it will result in a ban as per our rules. See: #📛︱rules #8
You will receive no help of any kind
how do i add minecraft to my "choose a game" file thing?
my curseforge came with world of warcraft
(am i allowed to ping mods??
This isnt really what this channel is for. Its for people codding mods.
You downloaded the StandAlone version, which only supports WoW atm.
ohhh
!getcf
Minimum Requirements:
- OS Version: 10 or 11
- 64 bit Required.
- 350MB storage space.
- Microsoft .Net 4.8
- Intel/AMD quad-core CPU
- 8GB ram
[Windows Download]
[Windows Alternative Download]
If you are having issues with the Windows Download use the Windows Alternative Download to install Overwolf. Then download CurseForge from the App Store.
Windows Standalone: NOTE: ONLY SUPPORTS WORLD OF WARCRAFT CURRENTLY!
Requirements:
Uh, Windows? (No not the ones in your house)
WoW as that's all it's useful for..
Some sort of zoomy box that does teh verk.
[Windows Standalone] NOTE: ONLY SUPPORTS WORLD OF WARCRAFT CURRENTLY!
NOTE: ONLY SUPPORTS WORLD OF WARCRAFT CURRENTLY!
Minimum Requirements:
Something not windows or mac would be a start.
Hopefully it turns on.
A screen would be beneficial too.
If you have any other issues with the app itself please move to #🔥︱curseforge-support If you need minecraft help #🧱︱mc-other-help
As this channel is for people codding mods.
Hello
Someone know how Modpack Creators change spawnweight/spawncounts and more in 1.19.2 ?
I use the new Biome Modifier to handle the Mobspawning in my Mod but i have no idea how to help Modpack Devs to change them now.
Or its only possible to do this via Datapacks now ?
recently saw this one
https://www.curseforge.com/minecraft/mc-mods/spawn-balance-utility
also in-control is pretty good, although mod support is irrelevant to what it's doing
https://www.curseforge.com/minecraft/mc-mods/in-control
does anyone know how can i get a player's uuid?
i want that uuid that apears in /data get entity @p UUID command.
i want to leash a mob to a player
I suggest looking at how the lead does it
How do i change the backround and buttons on the start screen like PO3 or Tekkit?
for modpack devs
Mods that do that - 'fancymenu', 'packmenu'
Thanks, im gonna go make another mcreator mod and finally make the quests
edit: i added a rick roll if they hacked in the other armor pieces for it to exist
If i made a .json with it_it or something like that?
as the name
and the translation
would it work?
do you know how to fix my error?
If they knew they would have answered. Please dont random ping people (replies ping by default)
!noping
Please keep in mind - Quote reply is considered a ping!
⚠️You will be timed out / banned according to moderation judgment.⚠️
Um, briar, you want to be on a list of supporters?
dont know how else to speak because no ping
sry idk
I have no idea what you're saying about using a JSON. I recommended two mods that can be used to change main menu screen graphics and buttons.
Not necessary - and I think the term you're looking for would be 'contributor'
im trying to put a photo in my mod description and not sure how to get the "right" link for it
<@&1029742729472782430>
Not something you needed to ping the role for..
not sure you know what moderator means
yes, but the role should only be used for server moderation issues, not user probelms
does it matter if they know it? you are being both rude and breaking the rules.
not trying to be rude in any way, just trying to figure it out and dont know where to go
If someone knew and was available to answer they would have.
sorry didnt know how often you guys check, peace out
You did also ask in a room for people that code mods.
dont worry about helping ill figure it out
Pretty sure pictures need to either be hosted on an image hosting site like imgur to be linked properly on the description page. Not sure if putting them in the projects image tab would be the same or not
thanks, sorry again for the ping it wont happen again
I know Java but wanted to learn how to make forge mods for 1.8.9 any ideas how to start
my first idea is a chat detector like censor or smth that tells you when a toxic player is in the lobby
It's for practice
I have experience with coding plugins with spigot/bukkit
hey everyone
someone posted my mod on a website called tlauncher and theres no credit or any way to contact them
tlauncher is a piracy supporting launcher, we do not provide support for it. Talking about or attempting to get support for it will result in a ban as per our rules. See: #📛︱rules #8
the setting on my mod is "All Rights Reserved unless otherwise explicitly stated." so how are they allowed to use my mod
is there any way i can take it down
they even use the same pictures as the curseforge
All Rights Reserved means nothing to pirates and rehosting site
I really don't know
You can take legal action, but it's likely to be a waste of your money.
sad
anyone experienced with minecraft 1.7.10 forge mod coding
Do yourself a favor and use a modern version
id like to, but the server im doing this for is using 1.7.10 😦
i just need to find out how to make a keybind disconnect you from the server
That sounds sketchy to me
What's wrong with using the menu unless you're combat logging?
just convenience's sake
To save you literally one click...
automate all
Client automation could be considered cheating you know
its a mod just to disconnect 😭
ive seen in recent versions they use client.disconnect but i cannot find anything similar in 1.7.10
Still sounds to me like you want to make a combat log keybind which I would personally consider a cheat as it would not require you to stop, open the menu, and click disconnect like other players have to
thats ur opinion, i came for help man
So you admit you're asking for help in making a cheat?
no, thats ur opinion i said
It provides an advantage over other players, that is not an opinion
couldnt any player make the exact same plugin and be in the exact same situation
modding is free and does not require infinite wisdom
Modding requires following Mojang's EULA, which forbids mods that give any one player an advantage over another
bro wants to dc from the server
If you can't follow Mojang's EULA you're not welcome in your Minecraft Support channels
and he can do that with a button press and a click like everyone else
It does
i am reading it RIGHT NOW
Whats the issue?
apparently you cannot make a disconnect mod for minecraft because they are claiming it is a cheat
the thing in question may not be your intent jake but that's irrelevant to it in fact being an advantage against the eula
Why do you want to make a disconnect mod? For what purpose.
raizel wants help making a keybind to combat-log, stopping them from standing still in the menu which is the last chance for other players to kill them
Saving a single button press is not a "convenience"
"I didn't say it was a cheat I said it was a utility" does not fly with me
i have a streamdeck and use it to click pause on my spotify so i dont need to reopen it every second
thats convience
ok so ur admitting its literally your opinion
?
also more of the eula for u
Being able to instantly disconnect when a fight doesn't go your way vs someone who has to stand still defenseless for a moment in order to disconnect is literally an advantage over other players
we literally never said it was for combatlogging
he didnt
i didnt
no one has but u
assumption
your intentions of what it will be used for are irrelevant to the topic
Not declaring something doesn't mean it's false
u dont have to help if having an advantage is really whats bothering you so much lol
thank u sir
declaring you're only going to use it for innocent usage is irrelevant
so what is relevant ?
saying what it does ?
disconnect you immediately on keybind press ?
that's like saying you're going to use x-ray but not to use it for advantage
its a disconnect
ok but it literally disconnects you
thats the purpose
thats all it does
he wants to know how to do that with a mod lol
It can be used for cheating, I have no reason to trust you to not use it in that way
How can I create my own mod in minecraft 1.16.5
?!=
Forge = Minecraft Forge, This is a modloader often just called "Forge".
Fabric = Fabric MC, this is another modloader, just called "Fabric".
CurseForge = A Website/App that has content for games.
Mods = Individual mod files.
Modpacks = Multiple mods put into the mods folder or downloaded from CurseForge.
These are not Interchangeable! Please use the correct terms as it allows us to help you faster!
jake I have a duty to keep this discord free of cheaters and those who make cheats, it's not simply a matter of "don't support it but let them flourish on their own"
it literally is not a cheat man
ur being weird about it
its like saying people who use disconnect binds in csgo are cheating lol
gives me an advantage because i can leave the game faster
kill binds in rust
Disconnecting at the click of a key can be seeing as cheating. Even if thats not your intent.
this is an awful lot of fuss for something that's not even needed whatsoever
mf just wants it for himself 😭
If this is something you want to do you will have to figure it out, we will not help you do that here
Easy as that
Literally saves a single keypress, hence why I can only assume the intention is combat-logging
thats every single bind in every game
i set buy binds in csgo so i dont have to do that
Enough about this. Someone else had an actual question thats getting burried.
pretty sure he got replied to
Every person in csgo has access to source engine binds, not every person on the Minecraft server would have this mod...
There you go, problem solved
Cant help you there.
then dont
Noone here is going to help you either. Pretty clear by now on that
not helping bc they are being goofballs lol
Will have to find somewhere else that would help with something like this
truly a goofy team
Ok Enough. Any more talk about this will be removed at this point. You got your answer. It will not change
and banned, I've had enough
thanks for the help
What modloader are you wanting to make a mod for? Curseforge is not a modloader.
i don't even think they understood this isn't the Forge discord (anyhow...)
its dev help
yes, but we do follow mc Eula's as well as our own rules. Some people also think the cf discord is the official forge discord.. which doesnt help either
i know, im replying to briar, i know this isnt the forge discord, but its a dev help channel
for working on mods
ah, yeah.
Yes, but unlike the Forge Discord people need to be specific about which loader they intend to work on as in here we don't really have an expected default
Could be Forge, Fabric, Quilt, Sponge, Spigot, Paper, etc.
That is a weird request
Why not just press alt f4
Lol
Please don't re-ignite the dumpster fire
... that's exactly not how to use this role ping
oops
Remove optifine

And this is #🧱︱mc-other-help or #👽︱game-support, not #⚙️︱authors-help
okay. thanks, i'll try and contact you in #🧱︱mc-other-help
sorry
worked, thanks very much ❤️
You should probably ask the modpack creator about that. And this is not a support forum for users to ask why things aren't working. This is for devs/addon/mod makers to get programming help.
Ok ty
And where do I ask
Either in #🧱︱mc-other-help or #👽︱game-support. Or in their own Discord, if they have one.
what is the easiest way to get into minecraft mod coding?
easiest way is to learn java coding. once you have that you can seek out help is the minecraft modding discord or other places.
you know where I can learn java the easiest?
!noping
Please keep in mind - Quote reply is considered a ping!
⚠️You will be timed out / banned according to moderation judgment.⚠️
oh srry forgot
and no, i have no idea.
TBH, books
should be online stuff you can find, or enroll in a class
can a mod dev that knows how to do a mod write me privately I want to ask something because it would probably be advertising
Hi, A while ago I made a support ticked because my curseforge points transaction was never completed. The ticket seems to have been closed but my transaction still is pending.
Its quite a lot of money to just go poof, so I'd like to atleast have the points returned to my account if the transaction is not going to be deposited
!devdiscord This is a better place for it (more devs and creators)
Alright thank u!
No problem! Hopefully it gets resolved!
I hope so too 🙂
where is fml\:textures/gui/forge.png located in the instance's folder?
It's likely not and instead in the \installs folder with the core MC and forge folders. What are you trying to do?
customise the forge mod loading screen for my modpack
There are mods that can do some things. Look up "it's the little things". Also packmenu, fancy menu, better loading screen.
Oh I know about that I'm talking about the screen with the hammer hitting the anvil
I’m pretty sure that was something Forge itself did
I've seen other modpacks customise it. Eg. Sky Factory 4
oh yeah my modpack is 1.12.2
That was a version with the hammer striking the anvil, a different version had the hammer and anvil slowly spinning around
The version my modpack is using is the hammer striking the anvil
Hey all! I uploaded a new mod yesterday. It got approved this morning but I noticed that dependencies where not added automatically
Relations tab is empty and I'm wondering what effect that might have when downloading it in the launcher
I tried adding it to each file manually but Relations tab is still empty
I haven't had to do this for previous mods or modpacks and that's why I'm confused right now
Just realized I didn't mentioned that it's a Minecraft java mod. Versions 1.18.2 and 1.19.2
!devdiscord I think it's a good question for the dev discord
Sorry, but it says invalid invite
Huh.. doesn't for me. Gimme a second, I'll create a new one
Does for me too
Also invalid
Yeah, can't look at the previous invite links in the dev server. :| So that one is probably broken then. Will ask to update the bot command
guys if want to increase the number of mobs of a mod on minecraft for example in this case (alex mobs) what should i do, because i feel like i dont see as many animals as i should seee and that mod adds a ton of new animals to see just like 1 different type per hour..
Huh, since when did the CF Dev Discord need a verified phone? Neither this server nor the OW one has that requirement.
I think it's now the first server I'm in that needs one.
This server requires a verified phone from what I know.
(unless you were already a member when we activated that)
how can you like place blocks and destroy blocks in the world with fabric mods like you would be able to with plugins
you have been typing for like 5 hours
Ah, think I've figured it out. Users that have a role don't need to do verification. Seems what actually happened is my roles in the dev server vanished (my guess is the payout notification one?). I don't seem to be able to use the reactions to get it back.
or in other words how can i run commands
are you making a mod?
nevermind
I'm trying to make a 1.19.0 mod for minecraft on the latest forge release. I'm using IntelliJ on Windows 10. Whenever I try to run gradlew genIntellijRuns in windows cmd, it fails stating the following:
FAILURE: Build failed with an exception.
-
Where:
Build file 'C:\Users\RedRain0o0\Desktop\Development\Red's Enderium\build.gradle' line: 15 -
What went wrong:
Could not compile build file 'C:\Users\RedRain0o0\Desktop\Development\Red's Enderium\build.gradle'.
startup failed:
build file 'C:\Users\RedRain0o0\Desktop\Development\Red's Enderium\build.gradle': 15: Unexpected input: '{' @ line 15, column 11.
minecraft {
^
1 error
- Try:
Run with --stacktrace option to get the stack trace.
Run with --info or --debug option to get more log output.
Run with --scan to get full insights.
- Get more help at https://help.gradle.org
BUILD FAILED in 6s
My build.gradel looks like this at lines 10-20
// Mojang ships Java 17 to end users in 1.18+, so your mod should target Java 17.
java.toolchain.languageVersion = JavaLanguageVersion.of(17)
println "Java: ${System.getProperty 'java.version'}, JVM: ${System.getProperty 'java.vm.version'} (${System.getProperty 'java.vendor'}), Arch: ${System.getProperty 'os.arch'}"
minecraft {
mappings channel: 'official', version: '1.19'
accessTransformer = file('src/main/resources/META-INF/accesstransformer.cfg') // Currently, this location cannot be changed from the default.
Can you provide the whole project in a github repository?
Yep
How do I add a folder?
Wait
Nevermind
I can zip it
It's just the MDK with a few changes to the build.gradle
Seeing a github repo used like that is a tad painful but I guess it works
Honestly it is a bit painful to use GitHub if you're not using a proper git client
?
Ok then you'll want to learn to use it
Still looking into it
Ok
I'm following this tutorial if it helps https://www.youtube.com/watch?v=Dfx1mXcg2h8
Hello everyone, I am back to YouTube again after now finishing college, and so I have a bunch of 1.19 videos ready to be released, so I hope you guys are ready for the 1.19 modding game!
In the next video we will get straight into the real modding with adding items into the game! Remember, if you have any problems, please join the discord that ...
Oh my god, Gradle...
What a useless error message
Syntax error is ACTUALLY in your args for your data run config
Did you understand any of this or is it all copy-pasted from the tutorial?
Where you cut out "examplemod" and replaced it with archivesBaseName you also removed a comma that you didn't replace
Fixed it
so is mccreator good for starting or should I start learn java and then code the mods with java?
Learn java
ok short answer xD
MCreator isn’t a good thing to use
Mccreator works, for a time.
then you start doing complicted stuff and it either cant do it, or does it ih a laggy way.
then you have to port the entire mod away from mccreator anyway, so its better to just stay away
I still want to learn coding, but I don’t have the time
I know a 12 hour where someone explains java can I send it to someone that can say if thats nonsense or true you dont need to watch the whole video you can skip the video and just see what he says etc.
I dont want to watch the video and then I learned nothing
there are were tutorials pinned for learning java
but yamza seems to of edited them away
Want to start modding Minecraft? 
It is strongly recommended to know Java before starting, because Minecraft, and many mods, use more advanced Java concepts like lambdas, generics and polymorphism.
If you don't know all of these concepts, you may have some difficulties modding.
Here are some online resources that will help learning Java:
JetBrains Academy (free online course): https://www.jetbrains.com/academy/
Codeacademy (free online course): https://www.codecademy.com/learn/learn-java
University of Helsinki (free online course): https://java-programming.mooc.fi/
Basic Java Tutorials: https://docs.oracle.com/javase/tutorial/
Intorduction to Programming using Java by David J. Eck (free online textbook): http://math.hws.edu/javanotes/
Once you know Java, you can get started with these modding tutorials:
Playlists for different versions by Kaupenjoe: https://www.youtube.com/c/TKaupenjoe/playlists
McJTY's Modding Tutorial for Forge: https://wiki.mcjty.eu/modding/index.php?title=Main_Page
Official Fabric wiki getting started: https://fabricmc.net/wiki/tutorial:setup
NeoForge also has a wiki: https://docs.neoforged.net/docs/gettingstarted/
These extra unnofficial wikis are maintained by the community and you may find them useful.
Fabric: https://fabric.moddedmc.wiki/
Forge: https://forge.gemwire.uk/
The university one is quite good
I remember I did the university one but quit because a video tutorial wasnt in english so I couldnt do it
subtitles werent in english either
I didnt use any of the videos, the text was enough for me
theres also the option to skip a lesson if you dont like it or cant do it
I ran 'gradlew genVscodeRuns' for the setup first time around, and it failed at 'downloadserver' after ~4 hours due to connection loss. Second time around I did 'gradlew genIntellijRuns' and everthing before 'downloadserver' took about 1 minute. It's been 7 hour on 'downloadserver'. Is this normal?
that doesnt seem normal
somethings probably affecting your connection to the download servers
!hosts
On Windows
Press Win+R on your keyboard, and paste notepad %windir%\system32\drivers\etc\hosts
Screenshot/Copy the contents and paste it into the chat.
On Mac/Linux
Open a terminal window, paste cat /etc/hosts
Screenshot/Copy the contents and paste it into the chat.
can you send that here?
Copyright (c) 1993-2009 Microsoft Corp.
This is a sample HOSTS file used by Microsoft TCP/IP for Windows.
This file contains the mappings of IP addresses to host names. Each
entry should be kept on an individual line. The IP address should
be placed in the first column followed by the corresponding host name.
The IP address and the host name should be separated by at least one
space.
Additionally, comments (such as these) may be inserted on individual
lines or following the machine name denoted by a '#' symbol.
For example:
102.54.94.97 rhino.acme.com # source server
38.25.63.10 x.acme.com # x client host
localhost name resolution is handled within DNS itself.
127.0.0.1 localhost
::1 localhost
It's on 8 hours now
Can you download the server from the regular mc launcher?
Want to start making mods or custom content for The Sims 4? 
Depending on what you wish to make you will need different tools.
No matter what you end up making you will want https://sims4studio.com/ to package your stuff up into useable files.
The Sims 4 Studio also has an extensive forum and help community.
Their tutorial index is here: https://sims4studio.com/thread/662/index-studio-tutorials-online-manual, for easily locating tutorials, like this Getting Started one: https://sims4studio.com/thread/13876/learning-tools-srslysims.
Custom Content
For anything needing texturing or recolouring you will need Photoshop (https://www.adobe.com/products/photoshop.html), or a free alternative such as GIMP (https://www.gimp.org/) or Paint.net (https://www.getpaint.net/). These are also helpful for making other assets such as a project icon and touching up showcase images!
Blender is the preferred option for anything involving models: https://www.blender.org/. The Sims 4 Studio has blender integration built in for this.
Modding
Modding is mostly XML editing, although more complicated stuff requires Python.
The Sims 4 XML format is well documented here: https://lot51.cc/tdesc
For mods that involve Python you will want a good knowledge of the language, there are plenty of free online tutorials for that.
Other Resources
The Foxbury institute has a lot of tutorials for making Custom Content: https://thefoxburyinstitute.tumblr.com/
There is an unofficial Sims 4 modding wiki, although it is incomplete: https://sims-4-modding.fandom.com/wiki/Sims_4_Modding_Wiki.
The wiki creators also have an extensive discord with a lot of active modders, found here: https://discord.gg/qxz5Kn5
For those who do mod development, how would you approach redesigning the HUD for minecraft? Would you have to code for each HUD-modifying mod? Or could you blanket apply changes?
i need help
when i try to play a mod it opens the launcher so i click play and it loads but when it finishes loading it closes minecraft
and i have tried to repair installation
Your question doesn’t have anything to do with development
Hey doese anyone know how to become a werewolf mod in BlockBuster? if do text me in dms
This is not the channel for help with using mods, this is for developing mods
can you help?
No, and please move channels
is this the right channel to report a bug or something
No
What?
Is there a way to get all my mods' individual download counts through the CurseForge API?
Download counts don't always update properly on the site. They are still counted though, it will update eventually.
Preferably through one API call, I don't want to get ratelimited or anything
Ah, alright
How do I this error?
- What went wrong:
Execution failed for task ':downloadAssets'.
Failed to get asset: minecraft/lang/af_za.json
Failed to get asset: minecraft/lang/ca_es.json
Failed to get asset: minecraft/lang/en_nz.json
Failed to get asset: minecraft/lang/szl.json
Failed to get asset: minecraft/lang/zlm_arab.json
Failed to get asset: minecraft/sounds/item/goat_horn/call3.ogg
Some assets failed to download or validate, try running the task again.
- Try:
Run with --stacktrace option to get the stack trace.
Run with --info or --debug option to get more log output.
Run with --scan to get full insights.
- Get more help at https://help.gradle.org
Deprecated Gradle features were used in this build, making it incompatible with Gradle 8.0.
You can use '--warning-mode all' to show the individual deprecation warnings and determine if they come from your own scripts or plugins.
See https://docs.gradle.org/7.4.2/userguide/command_line_interface.html#sec:command_line_warnings
BUILD FAILED in 11m 50s
5 actionable tasks: 5 executed
how I can play piexlmon but won't let me play
how can i set blacklist/whitelist for byg biomes and minecraft biomes
Someone knows about blockbench ?
What documentation would I read to get a sense of what commands are available for manipulating Minecraft?
Chekc out the blockbench discord
Commands as in / commands like /time?
I meay be missing the term for it. Something like the base Java code of System.out and things like that
so methods and fields you can call on things
Usually people just use their IDE's for that, all decent ones have autocomplete and search
like so
Awesome, thank you!
This channel is for developing mods and modpacks, not fixing issues with them. Try #🧱︱mc-other-help or #👽︱game-support instead
I'm sorry for the question, I'm making my own mod for Minecraft and I don't know how to make a bow out of a regular item. Can anyone suggest how to do this?
Is this your own custom item?
The .class archives are models?
Java models are .class files because they are java code, however its basically impossible to turn them back into editable model files (like blockbench)
Yes
Make it a new BowItem, instead of a regular Item
(or if you have a custom Item class make it extend BowItem instead of Item)
hello
im trying to have obj models work in forge
any suggestions or something ?
in fairly new to Forge
How do I fix this?
2: Task failed with an exception.
- What went wrong:
A problem occurred configuring root project 'Create A Friend'.
Missing 'minecraft' dependency.
- Try:
Run with --stacktrace option to get the stack trace.
Run with --info or --debug option to get more log output.
Run with --scan to get full insights.
==============================================================================
- Get more help at https://help.gradle.org
BUILD FAILED in 16s
Show your build.gradle please
what's the best mc version to start modding in at the moment? I remember when I used to make some mods for fun 1.12.2 was the best (and latest) version with a wide range of mods, but now 1.16.5 and 1.18.5 seem to have a good amount too.
I got this as a create addon template
1.19.2
Is that because its the most up-and-coming, or the most stable?
its the current version and the one that will be supported by other mods for longer.
it also means you arent behind when you decice to port up
Hmmmmmm. Does that also apply to making new mod packs? Or will people generally play whatever version you feel like?
Odd question, but can curse forge see the popularity of certain versions and modpacks, in more detail then use regular folks?
probably, tho a lot of information is available through the api
I don't have to skill atm to mess with the API, but I'm glad to know the information is available.
there are community collections of some of that data like this: https://cflookup.com/MinecraftModpackStats
I feel a little bit like version chasing is a challenge for newbies making packs. I'm trying to develop a pack with a few custom mods and uhhh I feel like I've fallen so far behind
that site also has mod stats, and its interestong to see the difference between modpack and mod numbers https://cflookup.com/MinecraftModStats
yeah, it can feel like that a bit
especially if mods dont update to a certain version (ie tinkers isnt on 1.19 yet)
Oh man, waiting for botany pots was a nail biter
BTW, can I DM you a private question?
Non-minecraft related
yeah
I have noticed for geckolib mod it seems the newest one a least causes issues
!projectissue Report it to the mods devs
Please visit the project page for the content you posted about and look for a way to contact the developer.
Somewhere on the page there is usually a method of contact. Look for one of the following things:
Issuestab like the image below.- Discord link.
- Twitter link.
- Comments section below the project.
If no contact method exists you will either have to remove the project or find a solution on your own.
Hiiii! I'm starting with modding along with a friend and we are kinda confused about a couple of things.
Why are there people referring to clases that doesn't seem to exist in 1.18.2 but the names are really close like: HorizontalFacingBlock <=> HorizontalDirectionalBlock or SwordItem <=> ItemSword
Why is it so hard to find properly made documentation? It just doesn't exist and must look around everywhere?
Why I see examples of getDefaultState() but it says it doesn't exist? (Recomended Forge version for 1.18.2, using Eclipse)
Sorry for asking too much at once D: I made a post on mineacraftforum but it wasn't answered after the first day (https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/modification-development/3162994-cant-create-a-simple-block-on-1-18-2)
This is my first post here, I feel like everything looks fine but I'm missing something important. I'm not a noob at Java, but a noob at modding with forge.
...
The Minecraft jar that is available to use is obfuscated, so something wentlthrough and renamed and reorganized everything so it still runs the same but its not human readable.
This is a big problem for modders, so people started deobfuscating it. Making up names for the classes based on what they seemed to do. These are called mappings, because they map an obfuscated name to a deobfuscated (human readable name).
The mappings most people use in 1.16 and below were known as MCP, however with 1.17 Mojang released the official mappings for the game. These are the names that Mojang uses for coding the game (event includes all their typos 😆). Now most people use those and they are known as Mojmap.
This means that quite a few things changed names between 1.16 and 1.17.
OOOOOOOOOOH
wow that's a big game changer
Someone answered the post and used Settings, I guessed is Properties
ItemPlacementContext and StateManager don't exist, what's their Mojmap?
and the one for getDefaultState()
god how am I supposed to know all of this without asking XD
follow an up to date tutorial, not an old one
theres a couple in the pins in this channel
Note that most of Fabric, another loader, uses yet another set of mappings called Yarn. These are like MCP but different names again.
I believe thats where Settings come from
There are also tools to translate between mappings, like Linkie
https://linkie.shedaniel.me/mappings
when registering a block item it needs a registry name right? must be the same as the block?
yes, thats how minecraft stores your block.
it does not need to match up with the translated name, or variable name either (if you store it in a variable, ie static init with DeferredRegister)
I'm so confused with this crash
whats the crash report say?
[25oct.2022 22:20:20.683] [Worker-Main-8/WARN] [net.minecraft.client.resources.model.ModelBakery/]: Unable to load model: 'lightningmobs:lightning_block' referenced from: lightningmobs:lightning_block#facing=north: java.io.FileNotFoundException: lightningmobs:models/lightning_block.json
[25oct.2022 22:20:26.252] [Worker-Main-8/WARN] [net.minecraft.client.resources.model.ModelBakery/]: Unable to resolve texture reference: #north in lightningmobs:item/lightning_block
[25oct.2022 22:20:26.407] [Worker-Main-13/ERROR] [net.minecraft.client.renderer.texture.TextureAtlas/]: Using missing texture, unable to load lightning_block:textures/blocks/lightning_block_top.png : java.io.FileNotFoundException: lightning_block:textures/blocks/lightning_block_top.png
[25oct.2022 22:20:26.410] [Worker-Main-14/ERROR] [net.minecraft.client.renderer.texture.TextureAtlas/]: Using missing texture, unable to load lightning_block:textures/blocks/lightning_block_bottom.png : java.io.FileNotFoundException: lightning_block:textures/blocks/lightning_block_bottom.png
[25oct.2022 22:20:27.059] [Worker-Main-11/ERROR] [net.minecraft.client.renderer.texture.TextureAtlas/]: Using missing texture, unable to load lightning_block:textures/blocks/lightning_block_side.png : java.io.FileNotFoundException: lightning_block:textures/blocks/lightning_block_side.png
Caused by: java.lang.IllegalStateException: Some intrusive holders were not added to registry: [Reference{null=Block{lightningmobs:lightning_block}}]
```https://pastebin.com/B74QL1RR
I think that's the most important part, check the whole log in the bin if not
https://github.com/AylanJ123/lightning-mobs this is our repo
any reason you aren't using a Deferred register? its prefferred over the registery events
nothing in particular, should I switch?
yeah
I have an example here.
You create the deferred register, then register stuff to that. https://github.com/ChiefArug/complete-compost/blob/main/src/main/java/chiefarug/mods/complete_compost/Registry.java#L42
you then register the deferred register to the bus https://github.com/ChiefArug/complete-compost/blob/main/src/main/java/chiefarug/mods/complete_compost/Registry.java#L69
doesnt matter when you do that, as long as its before the registry events (usually done in your mod constructor)
oooooooooh
mmm would that fix the crash? I ask just to see if I should start right away or later when I can make at least one block
because if I do something wrong, the crash might hide it
it would definitely fix the crash, as im pretty sure thats caused by using the register events incorrectly (i have no idea how you would use them correctly because people tend to use Deferred regsiters instead)
oh lol
ight imma start right away
ill tell ya in some mins
what is ResourceLocation?
the identifiers minecraft uses for all irs resources
they have two parts, a namespace and a path and are generally represented like namespace:path
every object in each registry needs to have a ResourceLocation unique to that registry. your modid is usually the namepsace
OOOOOOOOOOOOH so that's such pattern
ok that makes it more clear
so path is the registry name
oh nice the crash is different now
now the game actually runs but then says
Mod File: main
Failure message: Lightning Mobs (lightningmobs) has failed to load correctly
java.lang.reflect.InvocationTargetException: null
Mod Version: 0.0NONE
Mod Issue URL: NOT PROVIDED
Exception message: java.lang.NullPointerException: Registry Object not present: lightningmobs:lightning_block
at com.modcrafting.lightingmobs.Registry.registerBlockItem(Registry.java:32) ~[%2380!/:?] {re:classloading}
```in that line I'm trying to set the same registry name, aren't blocks supposed to load first than their items?
guess I'll just write the same string twice at the moment
you dont need to set the registry name
you provide the name when you register it and thats it
that's where I'm setting it
wanted to make a helper to register block items, sending the block so it get the name after registering
but seems that with deferred it's still not registered at that point so it crashed, but now it's working :D
somehow model/texture still not working LOL and name is weird, guess must override something or set a variable
but at least is not crashing :D thanks a lot!
the log will have where it is looking for the model/texture
i believe your problem is that the folder in textures is called blocks not block
[26oct.2022 00:09:02.978] [Worker-Main-9/WARN] [net.minecraft.client.resources.model.ModelBakery/]: Unable to load model: 'lightningmobs:lightning_block' referenced from: lightningmobs:lightning_block#facing=north: java.io.FileNotFoundException: lightningmobs:models/lightning_block.json
[26oct.2022 00:09:08.428] [Worker-Main-9/WARN] [net.minecraft.client.resources.model.ModelBakery/]: Unable to resolve texture reference: #north in lightningmobs:item/lightning_block
[26oct.2022 00:09:08.694] [Worker-Main-15/ERROR] [net.minecraft.client.renderer.texture.TextureAtlas/]: Using missing texture, unable to load lightning_block:textures/blocks/lightning_block_top.png : java.io.FileNotFoundException: lightning_block:textures/blocks/lightning_block_top.png
[26oct.2022 00:09:08.697] [Worker-Main-13/ERROR] [net.minecraft.client.renderer.texture.TextureAtlas/]: Using missing texture, unable to load lightning_block:textures/blocks/lightning_block_bottom.png : java.io.FileNotFoundException: lightning_block:textures/blocks/lightning_block_bottom.png
[26oct.2022 00:09:09.221] [Worker-Main-11/ERROR] [net.minecraft.client.renderer.texture.TextureAtlas/]: Using missing texture, unable to load lightning_block:textures/blocks/lightning_block_side.png : java.io.FileNotFoundException: lightning_block:textures/blocks/lightning_block_side.png
actually no, it wont be that
you should still change that as a mojang employee has said it will be required to have the texture in the block folder in the future
I see a lot of people having it with blocks
oh
ah, your problem is using the wrong namespace in your model file.
atm its set to lightning_block, but the textures are in the lightningmobs namespace
oh I'm dumb as f*ck
BRUH
JAJAJAJAJA I see it now
lightningmobs:block/lightning_block_side then?
yep
it was with lightningmobs:blocks/lightning_block_side before
that means that it would look for a folder blocks?
ok this is half working now, the model in hand misses one side and the block state is still fully purple black
[26oct.2022 00:20:36.433] [Worker-Main-11/WARN] [net.minecraft.client.resources.model.ModelBakery/]: Unable to load model: 'lightningmobs:lightning_block' referenced from: lightningmobs:lightning_block#facing=north: java.io.FileNotFoundException: lightningmobs:models/lightning_block.json
[26oct.2022 00:20:42.267] [Worker-Main-11/WARN] [net.minecraft.client.resources.model.ModelBakery/]: Unable to resolve texture reference: #north in lightningmobs:item/lightning_block
```Now only these two
the item model for a block should just parent the block model
check how vanilla does it
ok
{
"parent": "lightningmobs:block/lightning_block"
}
that's how it currently is
{
"variants": {
"facing=east": {
"model": "lightningmobs:lightning_block",
"y": 90
},
"facing=north": {
"model": "lightningmobs:lightning_block"
},
"facing=south": {
"model": "lightningmobs:lightning_block",
"y": 180
},
"facing=west": {
"model": "lightningmobs:lightning_block",
"y": 270
}
}
}
```Is there something wrong in this model with the goddam north?
you forgot the block/ part of the model location
they may not have their models in a seperate block folder, not sure
vanilla definitely has it though
ooooooooook now it kinda works but 2 things
somehow, specifically that side is in purple
the others and even the bottom are looking fine
aaaaaand it's supposed to rotate with how you placed it but not sure if the code is ok
[Worker-Main-8/WARN] [net.minecraft.client.resources.model.ModelBakery/]: Unable to resolve texture reference: #north in lightningmobs:block/lightning_block
[Worker-Main-8/WARN] [net.minecraft.client.resources.model.ModelBakery/]: Unable to resolve texture reference: #north in lightningmobs:item/lightning_block
somehow still one side is not working, bruh?
the parent you chose requires a front texture
OH
guess ill put the same as side
now for the part of rotating, im tired its past midnight so imma try solve that myself tomorrow
thanks a lot :DDDDDDD
i think your problem with that is using getBedDirection... no idea what that does.
youll want context.getHorizontalDirection().getOpposite()
https://github.com/ChiefArug/kindled/blob/main/src/main/java/chiefarug/mods/kindled/block/MagicPumpkinBlock.java#L17
how weird, I was trying that and gave me errors about not existing
guess coding too late in night is a bad idea
definitely
still not working D:
yeah I'm leaving this here or I'll manage to get it to crash again
thanks a lot :DDDDDDDDDDDDD
GOD I'm a frigging idiot, state.setValue returns the modified state. I forgot they are inmutable so had to change
state.setValue() to state = state.setValue()
now it works, is far easier coding well rested than at 1 am
hey, is it normal that the methods have obfuscated names and there are no docs? Is a bit hard to do things like that
yes, that is normal
there is yet another mappings project that fixes that though
parchment is a layer on top of mojmap that also adds community sourced parameter names and java docs. switching to it is relatively simple
that is how to get started with it for forgegradle, which is what the forge mdk comes with
How am I supposed to register a global loot modifier serializer?
The Forge registry gives a supplier, not the forge registry. If I execute get() it always crashes
In what context are you attempting to register your serializer? In what event or method?
in a deferred register
I don't know why, from all registers, this is the only one that returns a supplier instead of the actual register, and it crashes
This is because it is a Forge registry and not a vanilla one, they are created at different times
Try using the ResourceKey instead of the registry itself
oh so blocks/items/etc are done first?
but why would it be crashing because of that anyway?
and dunno how to use that for registry
Because your mod is loaded before Forge makes its custom registries
oh
and you're using static init, which is fine if you use one of the DR.create variants that doesn't need an initialized registry
how do I do that?
I'm really new at modding
ForgeRegistries should have a resourcekey you can use, look around at the bottom
I use IntelliJ and have a forge 1.19.0 project made from the forge mdk. I'm trying to make a forge 1.18.2 project and every time I try to open it in IntelliJ it's gradle sync fails near instantly. I haven't edited anything besides the normal group and all the examplemod bits. I have JDK 17 as my JDK. I don't know what's wrong.
What does the build tab say?
?
What version of Forge?
recommended on 1.18.2
You mean build.gradle?
During Gradle import ForgeGradle will be doing things in the build tab of Intellij
this thing
found this other thing
That's the one!
???
IntelliJ loves to hide the full Gradle output when an exception occurs. To ensure you have the full logs, please make sure to click on the project name as demonstrated by this screenshot: https://media.discordapp.net/attachments/572261616956211201/1014887244638732308/unknown.png
Still nothing.
Put it in place of the registry so the second one gets used instead of the first
Click the refresh icon, does it do anything different?
This? If you mean this I've been hitting this.
I did mean that...
Hmm, click the gear and check your Gradle settings, what JDK version is it using?
Go back to the build tab and click the eye, is it set to show warnings and successes?
Are you able to use the terminal to manually run a build?
?
Go to the terminal tab, does it use cmd or powershell?
You mean like a gradlew or a gradle sync
gradlew build
Ok, powershell you'll need to add a ./ ahead of the gradlew
Oh I'm dumb, didn't realized that there is a class called Keys and it holds those HAHAHAH
Oh it's moved to ForgeRegistries in 1.19 where I'm looking
So just do "./gradlew.build"?
Space between them, not dot
the class Keys is inside ForgeRegistries lol
seems to work :0 the game didn't crashed this time
DERP
I didn't notice the subclass
now need to know if the creeper is actually dropping with 2% chance this item HAHAHAHA
me neither, I've been looking at why #create didn't realized I was using a key
then realized there are 2 fields with the same name, one in the registries and another in the keys
XD
Ok
?noping btw
Please keep in mind:
Replies ping by default, please turn it off with every reply, or don’t use the reply.
⚠️You will be timed out / banned according to moderation judgment.⚠️
Sorry
Also once it's done do you want me to send the entire log, or just the last bit?
I got
[minecraft/SimpleJsonResourceReloadListener]: Couldn't parse data file lightningmobs:lightning_shard_lm from lightningmobs:loot_modifiers/lightning_shard_lm.json
{
"type": "lightningmobs:lightning_shard_lm",
"conditions": [
"condition": "forge:loot_table_id,
"loot_table_id": "minecraft:entities/creeper"
]
}
I'm really lost at this part on how to do the condition for a creeper to drop it
this should make it right?
oh im dumb
missed a ", sorry for the spam D:
wait, still it's not working
doApply isn't even running, messed something up somewhere but I don't know
this is the serializer
Which mod is spice of life alternative for 1.18.2? Please ping me
Please ask that question in the appropriate channel, in this case #🔎︱mod-hunting :)
got this all working and even made config files and added looting extras :D
but I was thinking if it's possible to make it always drop X amount if the creeper is charged, but it seems that context doesn't give me the killed mob and charged creepers aren't a separate entity, so don't know how to make that, any idea?
what version is registrate please i am literally begging i hate this so much
I figured it out
I'm trying to spawn a custom lightning but I'm failing to do it, then tried with a vanilla one and still failing
Is this supposed to be done differently? Also, my console is getting spammed with [Render thread/ERROR] [minecraft/Util]: Entity lightningmobs:unstable_lightning has no attributes
Dunno why or how to fix it.
Btw, what should I be sending to EntityType.Builder#build(String pId), don't know what that ID is for
got it working after a while, seems like lightning texture is hard coded and needed to make a renderer, also to set the lightning position
My friend can't turn on curseforge, what can I do?
get them to join and ask in #🔥︱curseforge-support
Hello is this the channel where i can ask for help with curseforge and mods for my world of warcraft game ?
No, this is the channel for developers of mods and addons
But you can ask in #🧙🏼♂️︱warcraft-support
For some reason, some of my textures and models aren't working and I don't know why. The computer's model in item form works fine, but when placed in the world it breaks.
https://github.com/RedRain0o0/Create-A-Friend
the log (terminal output) will have errors saying what is wrong
i made a minecraft modpack and want to add more mods to it but i already published it how do i do that
Add the mods > test the pack > export the profile again > upload the zip to the packs project page.
ah sorry
Has anyone experience with connecting to forge server with packets? I mean, something like mcprotocollib but for forge servers
You mean aside from running a Forge client?
well yes
I am working on plugin that is making connection to the server and it works fine, but cannot connect to forge servers, mcprotocollib provides only vanilla protocol
And I am wondering if I can somehow connect manually
Wait you're making a plugin that enables a server to connect to another server?
Or do you mean you want Forge clients to connect across versions?
If it's the second one there is literally no benefit to using Forge packets unless the server is a Forge server, in which case the server would be another ungodly mishmash of Forge and a Bukkit implementer, which is not advised
Ym no
Plugin that allows use chat from discord
For hybrid server yeah
I am making connection to server in code and add listeners to it and it is controled by discord bot
Mcprotocollib allows to do it very simply, but it offers only vannila protocol
And forge require some handshake in login seqeuence as I saw
So I am stuck with connection refuse because forge server doesnt accept such connections
If you're using Forge just make it a mod and use custom packets
does anyone know something about code/visual studio code
idk what im doing wrong here
i have a few things im rlly confused about
so im tryna code a discord bot and it isnt a good sign that im stuck on running it..
ill show you
This isn't really the channel for that
ik but i wouldnt rlly find any other channel sorry
Maybe a thread in #🥑-off-topic-chat?
will do thanks!!
Right, there is some library for that?
in wow, what is the easiest way to change a cvar value? I want to change this value to 3 instead of 32. Would it be by creating an addon or running a script?
Just use Forge...
Hey ! I made a Minecraft server with forge on it, everything was all right but I then deleted a mod and added another one, from now on my server crash every time I try to start it, do somebody know how can I repair it ?
Here is the error message
this is not the channel for getting supoort with servers, this is for developing mods
try #🧱︱mc-other-help instead
If its crashing then use the other support channels, if its configing/scripting then it fits here
The second one
I am trying to create a modpack with Gregtech Community Edition Unofficial and in order to add more early game realism I want tree punching to be disabled. Is there a mod out there that can do this? I have already tried No Tree Punching, but it doesn't recognize Gregtech tools as tools.
Have you tried asking in the No Tree Punching discord to see if you can add the GT tools as tools?
Is that a discord?
Thanks for the help. I was certain that I couldn't find a discord link, but I was wrong. Thanks again.
How can I get a donate button on my addon page?
nvm.. I'm blind as a bat!
There is an error in displaying content in https://authors-next.curseforge.com/#/
help
I'm not here to help but there is definitely no way to help you only by saying help
Lol
show your files or more things and someone might help you
maybe you are missing some steps
I'm having a problem with my entity block, it activates and takes 15s to recharge, the problem is that if I leave the game while the blockstate is still off, once I come back it stays like that, the entity doesn't save so obviously it won't refresh back
how are you making it turn back?
counting the ticks
once is enough marks a bool to stop counting and then refreshes count to 0, starts again when used
Have a look at scheduled ticks like buttons do
They are saved on world close and loaded on world load
(net.minecraft.world.level.block.ButtonBlock#press)
:000000
That doesn't solve the problem of the BE not saving though, which is likely gonna be an issue later on anyway (unless the only purpose of the BE was to count ticks)
It's' completely obfuscated
but I guess it's that
yes, that is it
no idea why its obfuscated. you are using mojmap right?
I tried to get the mapping patch
I think it worked
but some zones are still obfuscated
those are 1.17.1 mappings, are you using 1.17.1?
Grab the correct version number from https://github.com/ParchmentMC/Parchment/wiki/Getting-Started
this just tells minecraft to run the tick method on your block (not block entity) in however many ticks
so the reset logic is done in that method
this has nothing to do with entities ticking (buttons, doors and pressure plates don't actually have block entities)
oh
I don't need a block entity for that then?
I thought it was the only way to count ticks damn
yeah
I am doing a custom lightning for the mod but I wanted to change the color
I'm failing at it, I copied MC LightningBoltRenderer to make it work and it renders identically
This doesn't make it yellow, I don't really know how it works
that looks like rgb values, you want something like 245, 212, 66 for yellow
https://g.co/kgs/tGAwUJ
oh wait, yes, but still doesn't work with any value
I put a dumb value, but not even setting the transparency to 0 made it invisible so it's directly not working
Is it actually spawning your entity?
(run /forge entity list just after spawning it, and check for your entites rl)
it definitely is
has custom sound, effects, range and duration, it all properly works
I made it so it doesn't transforms the vanilla mobs as usual (Cow -> Mooshrooms for example) so yep it's my custom one
It might have something to do with the render type then, not sure. I don't know that much about rendering
The people in the forge discord will know more about it
!mc-forge
perfect, thanks a lot
lol it was hardcoded JAJAJAJA
Typical Mojank
causas como agrego un mod pack a un sv
#📛︱rules 1
Hey bro, no puedes hablar español acá, es difícil de moderar. Try to speak in english :P
hey, what is the best way to find out why minecraft crashes? i dont get an error log, it just freezes, i think that it has to do with rendering but i do not know how to debug that
?mc-log
- Right-click the modpack profile icon OR click the
button in the modpack profile. - Click

Open Folder. - Open the
logsfolder. - Drag and drop the FILE named
latestORdebuginto discord.
Should still be some sort of log there. But freezes can be difficult to determine
[14:02:31] [Render thread/INFO]: unionlib's Clientbound packets registered
[14:02:33] [Render thread/INFO]: [STDOUT]: class_745['Equinox561'/50114, l='ClientLevel', x=49948.54, y=-59.00, z=49323.69]
[14:02:34] [Render thread/INFO]: unionlib's Clientbound packets registered
[14:02:34] [Render thread/INFO]: unionlib's Clientbound packets registered
[14:02:34] [Render thread/INFO]: [CHAT] Teleported L4stIdi0t to Equinox561
[14:02:34] [VoiceChatConnectionThread/INFO]: Closing audio channel for 2405bca0-81a9-4921-bd9f-ec707cc2b6b2
[14:02:34] [AudioChannelThread-2405bca0-81a9-4921-bd9f-ec707cc2b6b2/INFO]: Closed audio channel for 2405bca0-81a9-4921-bd9f-ec707cc2b6b2
[14:02:34] [NativeInitializationThread/INFO]: Initializing Opus decoder with sample rate 48000 Hz, frame size 960 bytes and max payload size 1024 bytes
[14:02:34] [VoiceChatConnectionThread/INFO]: Creating audio channel for 2405bca0-81a9-4921-bd9f-ec707cc2b6b2
[14:02:35] [Render thread/INFO]: [CHAT] Equinox561: sorry
[14:02:35] [Render thread/INFO]: [STDOUT]: class_745['Equinox561'/50114, l='ClientLevel', x=49948.54, y=-59.00, z=49323.69]
[14:02:35] [Render thread/INFO]: [STDOUT]: class_745['Equinox561'/50114, l='ClientLevel', x=49948.54, y=-59.00, z=49323.69]
[14:02:36] [Render thread/INFO]: [STDOUT]: class_745['Equinox561'/50114, l='ClientLevel', x=49948.54, y=-59.00, z=49323.69]
[14:03:43] [SoundSourceThread-2405bca0-81a9-4921-bd9f-ec707cc2b6b2/WARN]: Full playback buffer: 32/32
these are my last lines, and here i just force closed the application after waiting a minute
A binary search is a way of finding a faulty mod/plugin/addon when you have a lot of them, but without having to remove them one-by-one.
The procedure is simple:
- Take half of the existing mods/plugins/addons, and move them out, into another folder.
- Run the game.
- Does the issue still exist?
If YES: Repeat from step 1 with the current things.
IF NO: Swap out the current things with the ones you moved out, and repeat from step 1. - Repeat this process until the problematic mod(s)/plugin(s)/addon(s) have been found.
ill try that out, but there arent any good rendering profilers? because pie graph and the other graph is so not detailed,
Could use Spark: https://www.curseforge.com/minecraft/mc-mods/spark
but that is only cpu from what i understand
It should also show where freezes happen. Not that much experiene with it myself though
any good idea how to debug why there are render glitiches ? also a binary search?
For the future I'd only add a few mods at a time, so you immediately see what causes the issue
But afterwards, yea probably binary search
Something that happened to me was that
I didn't know how block states worked
and I thought it would be a good idea to put max integer property on them
XD game tried to make all possible combinations for a block that can be turned on/off, rotate 4 directions and have 2^31 possible different numbers
looking for someone to help me make a v2 of myy modpack woth 100k downloads
add me if your interested
What was the V1 of the pack?
am i allowed to put in links ?
This is not the channel to look for developers, this is for help when you are making mods/modpacks/content
We don't really have a 'looking for dev/artist' channel. Other servers do though, like MMD and MDC
What do you mean by mmd amd mdc ?
they are other servers that have specific request channels. MinecraftModDevelopment and ModDevCafe
Yo! I'm gonna be workin' on my second modpack! Does anyone know how to create a custom advancement system for a modpack?
like, with tutorials n shit
Might want to consider making a patchouli book - you can hide/show entries via advancements. Advancements themselves can be made by datapack
oh! is there a tutorial I can find anywhere?
Visit the patchouli project page for a link to their support and wiki
anyone know how to add to the lost citys mod to make roads wider, highways and maybe more realistic generation for a city centure or suburbian like areas
Might be better to ask the mods dev that. Also this channel is more for those Codding mods.
i need help getting things to lauch properly it the minecraft laucher keeps going offline and online
#🆘︱current-issues🆘 Read the whole channel, nothing we can do currently
ty ❤️
I'm having a bit of trouble with running JUnit tests, I'm using Java, Intellij, and Gradle. ```JAVA
import org.junit.platform.engine.*;
public class TestPrinter implements EngineExecutionListener {
@Override
public void executionFinished(TestDescriptor testDescriptor, TestExecutionResult testExecutionResult) {
System.out.println("RanTest");
}
}I am attempting to implement EngineExecutionListener but I am recieving the following error:
error: cannot find symbol
public class TestPrinter implements EngineExecutionListener {
^
symbol: class EngineExecutionListener```
I have access to EngineExecutionLister, java is not giving me any errors in the IDE and I can even middle mouse EngineExecutionListener to see the interface
It's even showing in external libraries
A mod I uploaded to CurseForge was immediately marked as "Malware Detected". Is there anything I can do about the faulty flag or is this normal or what
Hi everyone, i'm trying to make a block that you can equip on your head like a pumpkin. I know the pumpkin itself doesn't have code that makes this possible, but it is in the whole equip code together with skulls and such. Is it possible to achieve this with something like mixins? and if so: how would i be able to do that? Because i searched the whole internet and still don't know how i would be able to do this.
Thanks in advance :)
I've been playing RLCraft for a bit now, no issues but now when i try to play it says "error code 1", any fixes?
- Right-click the modpack profile icon OR click the
button in the modpack profile. - Click

Open Folder. - Open the
logsfolder. - Drag and drop the FILE named
latestORdebuginto discord.
i don't see the logs folder
skill issue
someone?
nvm finally found it
How ?
#🧱︱mc-other-help for this. This channel is for people codding mods
ah sorry
Hello I'm using curseforge API (Eternal API) in java but the search mod request response with mods and modpacks is there an argument or something to only retrieve mods or modpack ?
Aaah thanks!
were can you find dragon eggs in better mc forge because i cant find any
This isnt the channel for player help, this is for people developing mods
oh it says help but ok
@sturdy monolith Please stick to one channel
This is not that channel (this is for mod devs)
Hey everyone, I am trying to get into Minecraft modding. I wanted to make a scavenger hunt like mod for my first mod just to get used to the different events and what's possible. Stuff like on mob killed, on item crafted, on item pick up are all straight forward, now I was wondering if there is an event to check if the player has successfully traded with a villager (or if there is an alternative way)?
For Forge I assume?
VillagerTradesEvent maybe?
Otherwise you can use EntityInteractEvent and check with a delay if someone traded
Yeah Forge, sorry didn't mention.
I think VillagerTragesEvent isn't the right one sadly, I've already also looked at it but this doc https://nekoyue.github.io/ForgeJavaDocs-NG/javadoc/1.15.2/net/minecraftforge/event/village/VillagerTradesEvent.html
Looks like it gets just used to determine what the Villagers offer
Will look at this, thank you
You could always mixin into the function that processes the trade, and trigger something in your code
Does someone maybe know how I can show the Scoreboard programatically? I tried:
Level level = e.getLevel();
Scoreboard scoreboard = level.getScoreboard();
scoreboard.addObjective("Test", ObjectiveCriteria.DUMMY, Component.translatable("Test"), ObjectiveCriteria.RenderType.INTEGER);
But I am not quite sure if I am missing something or if I am even using the right parameters inside the function call. I am not getting any errors but also no Scoreboard
If it matters I am inside the EntityJoinLevelEvent and I do this snippet if the detected entity is a player
These questions might be best suited for the Forge Discord: https://discord.gg/forge
Not many developers are in here
Mostly users
Ohhh I see thank you
Hey everyone! I want to display multiple images side by side on my curseforge project page. Is that possible?
Markdown doesnt seem to work like intended and just shows the text
https://cdn.discordapp.com/attachments/782027635252920322/1041103990072545442/image.png
use the wysiwyg editor, the markdown one sucks
i think you can put images side by sie with it
Alright let me try...
!nospam btw
✅ Keep channels on topic.
✅ Use the proper support/chat channels.
✅ Check #👋︱welcome to learn about the channels.
⛔ DON'T Copy paste into multiple channels.
⛔ DON'T Ping or DM unless requested.
⛔ DON'T Report projects on Discord ➡ Use the website report feature.
⚠️You will be timed out / banned according to moderation judgment.⚠️
Oh my bad, I just didnt know which channel was the right one for my issue
It works, it looks absolutely incredible. Thanks a lot for the quick response <3
I cannot use CurseGradle to upload mods.
that would be a better question to ask the maintainers of cursegradle, because it isnt maintained by CF
alternatively you could try the dev discord, where people who might know more about this hang out
!devdiscord
hiya, im trying to compile a custom modpack to attach to a server for my friends we all have diffent interests with MC so ofc its hard to compile. i keep getting rejected and getting 'Invalid file extension, expected jar, litemod.' but as a first timer, im not exactly sure what this means so any help would be appreciated ty
to clarify sorry: its a forge modpack of compiled existing mods that include some of mine and friends favourites. im uploading a zip file (for what im assuming im applying for is a modpack) so im not sure why im getting a 'expected jar' error
Forge = Minecraft Forge, This is a modloader often just called "Forge".
Fabric = Fabric MC, this is another modloader, just called "Fabric".
CurseForge = A Website/App that has content for games.
Mods = Individual mod files.
Modpacks = Multiple mods put into the mods folder or downloaded from CurseForge.
These are not Interchangeable! Please use the correct terms as it allows us to help you faster!
Because Mods are required to be .jar files, whereas Modpacks are required to be .zip files
a modpack, forge edition on curseforge( obvy) ive updated the og message i sent with the extra info
You need to make a Modpack project then, you must of made a mod project
ah okay! ill try that and hopefully that works thank you!
Everyone else making mods: Look at my simple mod that adds fully automated constructions with thousands of blocks
Me making a mod: I think I got 'Hello world' printed out in the console.
Maybe I should start with MCreator (not to publish things), but to see what code it adds, since most of the tutorials I look at doesn't help me at all :'D
the quality of code MCreator generates is pretty bad from what ive heard from other mod authors
its not a good example
you would be better off looking at actual existing mods
also.. isnt hello world (or at least logging something) part of the forge mdk?
No, but it's as far as I got with my mod. I have an idea with what I want to do, but kinda went into the deep end by using Architectuary to make it easier for me to make both a Forge/Fabric version of it. So I got that part working.
But now I have no idea how to do the things I want to do. I can write software, but not mods.
And most tutorials feels like "You don't know this? ROFL. Go read the API documentation!"
ah.. starting with arch. oof
Yeah.. I thought it sounded nice with a abstract API to be able to make as little code as possible, but still compatible :D
It also doesn't help that even if I look at the most helpful tutorials, I can't wrap my brain around the (for me, coming from other languages) horrendous folder/directory structure required by java. I simply hate it
Is there way to backport mod from 1.19.2 to 1.18.2?
hey, so i wanna add a portable crafting table and i got the item and all done, but don't know how to make it open the gui on right click. i found the vanilla crafting table block code, but don't know how to implement it into the use method. here is what i have right now>
hello I have a problem on my Pixelmon I made a manipulation without wanting it that now I have a "compass" which tells me all the treasures are exc of the game
possible to help me remove it please because I also see the line in purple when there is a boss
This is not a support channel for Minecraft, please use #🧱︱mc-other-help for these type of issues
Ok sorry
how do i make a custom tab for the survival inventory?
The survival inventory doesnt have tabs
So you would need to implement all of that yourself
Yea, is there a way, or it like similar to creative tab but instead survival tab?
can u help me on doing that?
no sorry, i havent touched guis at all
maybe you could have a look at a mod like curios and see how they do it?
sure, is that curios API?
yes
there are also other discords out there with more experienced mod makers who could help you, like MMD (Minecraft Mod Development), MDC (Mod Dev Cafe) or even your api's server (forge, fabric, quilt, architectury, multiloader)
can u gimme the link of MMD or MDC?
they are easily searchable
ok thx anyway
cant find anything bro
and yes, that is MDC
okok
is there any API that allows u to create survival inventory tab?
Not that I know of, at least on 1.19.2
This is still the current way to sign up for an api key right? https://forms.monday.com/forms/dce5ccb7afda9a1c21dab1a1aa1d84eb?r=use1
From campaigns to creatives, lead generation & more, manage every request, contact or feedback with monday.com forms
thank you!
I got a modpack published to curseforge but its not showing up on the launcher, how do i get it there? every time i click "Install on CurseForge app" it only opens CurseForge and nothing else. its not working on 2 seperate PCs
link to the modpack?
!sync
CurseForge App and site do not share the same requirements! You can find things on the site but this does not mean it will be in the app!
For a mod to show up in the app:
- Projects MUST have a file marked as RELEASE
or BETA 
- Projects MUST be APPROVED
- Projects MUST have a file marked for the GAME VERSION SELECTED/LOADED
- Projects CAN'T be EXPERIMENTAL
- Projects CAN'T be ABANDONED
Files can take a while to show up in the app. If your files still have not shown up either your project is new and you have yet to mark a file as Release/Beta or there is issues with the sync system making it slow.
Vote this issue up if you would like to know when the last sync was! https://curseforge-ideas.overwolf.com/ideas/CF-I-1617
Can edit the file and change it from Alpha to Beta or Release,
its already uploaded to there browser page but not the apps, its a release now and its still doing the same thing.
May take some time to sync
ahh okok thank you
or its the crappy search
is there any api like that for 1.19.2
TabAPI
TabAPI is an easy-to-use api. You can add tabs with custom GUIs in the survival inventory just like TConstruct and Galacticraft!
How to:
Cr...
probably not
there arent any mods that need to use it so no one has bothered making it
Hey everyone! My mod just got rejected and I got this feedback yet I dont exactly know what they're referring to. Anyone have any idea?
What do your description and summary look like?
Summary: A mod that adds new Mushroom related things that feel vanilla!
Description: (see imgur)
https://imgur.com/a/3iZ4sec
You can't just post an image, you need to provide some text as well. Imagine the users who have either blocked imgur, or doesn't load images.
Or your image hosting goes down
So, more or less, take all the text in that image, stuff it into some nice text sections, and have that as well.
The image is directly loaded onto the page without making anyone click a link to open the image. It just fills the project page entirely
Am I forced to add the same info via text below it? That's far less aesthetically pleasing
Yes, you need to add some text.
As the review notice says
And it has to work well with the apps displaying the info as well.
I've tested a few browsers and so far it seems to work on all commonly used ones. Adding the text atm, will apply again shortly after. Thanks for the quick response^^
I'm not part of the review crew though, so they might poke you some more. :P
I'm just a community member just like you ^^
Noo not even more poking xd I bet that it'll be alright now
Luckily the reviews don't take weeks!
Is it possible for me to transfer a project to another account (moving all the earned reward points along side with it)?
Idk if ths is the right place but im making a modpack and I would like to prevent a specific modded ore from spawning.
Gobber seems like a cool mod but adds "luckyore" for no reason, I think I dont see it being vital to progression like the other ores and I want to remove it. How could I accomplish this?
i need some help
it helps when you detail the problem
The lucky ore gives you foods and i think sometimes seeds. You mine have to use a mod that modifies ores, depending on your version
1.18.2
What is a mod that modifies something like that?
Not an expert, but I believe https://www.curseforge.com/minecraft/mc-mods/ore-tweaker will help you with that. Caution: could cause a world crash if you're not careful. Do it on a fresh singleplayer world
Alright, I also made a backup!
Smart!
Do u know how ore tweakers work? Im worried I did it wrong, if not then I know I just cant remove it like this
I made this, then I put it into the data folder of the config.
I think that is how its supposed to be done right?
Did you look at your world after you did this?
You made sure it was in the right file location?
The data folder of the configs yes?
Damn I guess I might have to remove the mod 😦
Its right there where its supposed to be
try it on a singleplayer world first, and that gives you more space to fiddle with it
I also noticed ores I disabled from the mod config itself also was appearing so even the mod config for deepslate and nether ore (it did not have normal stone) did not disable it properly
U think it only works on new worlds?
No, but its usually better to test things on new worlds so you're not worrying about chunk loading or breaking existing things
i might be too stubborn, haha. They do have a discord
I reccomend you ask before you give up, if you have the energy for it
yes
my mod got reposted on curseforge, how can I take action against this?
Help, super rusty here. I have a Warcraft addon that I need to update. I found the path for cloning the repo locally and it appears to be https based so no ssh credentials like normal, what username and password do I use for pushing?
Open a ticket about it. Supply proof as well proving it was your mod.
How can I do that?
Can't open the app or would rather use the website? You can do so here: https://support.curseforge.com/en/support/tickets/new
Fill out the form with accurate detailed information, "It doesn't work" isn't helpful! What exactly doesn't work and why doesn't it work should be easy to answer!
Make sure to upload your Overwolf logs with the Upload File option on the ticket, information on how to get these logs can be found here https://support.overwolf.com/en/support/solutions/articles/9000176827-how-to-get-your-overwolf-logs
Appreciate it!
Thank God for notes. I found a guid in may password database under twitch that said login for git. I found it again in the curseforge Settings page under the My API Tokens tab, so yay that was obvious.
I wonder; what could be the consequences for people who directly steal and reupload my projects?
Does their account get terminated or something?
Depends on the license you use too. Some are more free than others
If it's a restrictive license, they'll probably get a warning first, and their project removed
If it keeps happening, I assume their account will be disabled. But that's up to the CurseForge moderation team
Alright, sounds good
Do reward points that they earned move to my account as well? The financial damage that this leak caused is huge
That can be clarified via the ticket. I'm not sure
im getting this when running a modpack directly off of bisect (forge client). anyone know why?
#🧱︱mc-other-help for this, this channel is for those that need help codding mods
OK, what am I doing wrong. I did the following
$ git tag v10.0.2.0
$ git push
$ git push origin --tags
And my addon is not getting updated. Is there a guide somewhere that explains the current process since it keeps changing?
The answer is patience, Overwolf is not Github so automated processes are scheduled and take time rather than running instantly.
Appears on runClient any ideas?
Did you try refreshing Gradle?
yes
!noping
Please keep in mind:
Replies ping by default, please turn it off with every reply, or don’t use the reply.
⚠️You will be timed out / banned according to moderation judgment.⚠️
Try running gradlew :build --rerun-tasks
Hi all! I’m new with Access Transformer and i dont know how to find runtime names (or SRG names?) of fields. Where have I to search? Thx
Install the mcdev plugin, that adds a right click action to copy AT's
or you can use linkie: https://linkie.shedaniel.me/mappings
Thx. I found it
Hey I've created an addon / project account for WoW about 2 days ago was wondering when it would get approved (it's the first addon under my profile)
Project/File moderation is done on these days unless otherwise mentioned:
Sunday, Monday, Tuesday, Wednesday, Thursday: <t:1631170800:t> - <t:1631199600:t> (Your time)
Friday, Saturday: No Moderation!
Projects are moderated First in, First out. If you submit late in the work day, it will likely get left until the next day!
New Projects or anything flagged for manual review: 1-3 Working Days
Updates to approved projects not needing manual approval: 1 Hour
-If your file has been "Under Review" for more than an hour, then it is at manual review!
Changes will only show in the app if the project meets the requirements in the ?sync command and up to 24 hours has passed from when it was accepted.
Thx!
or you can DM @kindred marlin (if you don't see the name you might need to join the MinecraftForge Discord)
Dear user, you might be looking for the Forge Discord server or trying to use a command that only works there. While CurseForge does contain the word Forge, they're not the same.
You may find the Forge Discord server here: https://discord.gg/UvedJ9m
Hi all! I'm trying to use access modifiers with minecraftforge in eclipse. It seems i've done all the passages according with the documentation, and to make it effective i should refresh the forge. Is there a Gradle task to execute? Or how do I refresh the forge?
it was easier than expected: I ran build and then right click on the project and refresh
Hello !
I would like to querry the curseforge api but even if I use my api key I get a 403 forbidden error
how difficult is it to code in Minecraft? always been interested in it but never tried
It's not about "Minecraft", it's more about Java as a whole. As long as you understand coding concepts and "how to code" ( which is actually the algorithmic part ) it should be quite easy.
There are a lot of sources out there that can help you improve both: language and algo.
After you know the basics of Java and some understanding of how to solve a problem with algorithms / code patterns you can start doing "Minecraft" things.
A lot of people start with mods in Minecraft without knowledge of patterns / algorithms / java specific things => that's how slow/bad mods are made.
How I recommended a lot of people at the university that I taught at to learn stuff:
- I would recommend something like https://exercism.org/ for learning the syntax of java. It also has some coding challenges that you can do.
- Some algorithms that you should at least have a bit of knowledge about: https://medium.com/techie-delight/top-25-algorithms-every-programmer-should-know-373246b4881b
- Next thing would be to understand SOLID: https://www.javatpoint.com/solid-principles-java
- Next thing, Design Patterns : https://refactoring.guru/design-patterns
- And after that I would start with starting to code a minecraft mod.
I know it's dauting, but you will get there eventually. ( you can start coding a minecraft mod while learning that stuff as well )
You can also disregard everything that I said and just start doing stuff yourself and/or copying off of people, and you'll get there eventually.
Theres also some resources pinned
How to add ore? In Minecraft forge 1.16.5