#⚙️︱authors-help
1 messages · Page 3 of 1
So I am making a modpack for the first time
and I had what I though was a issue
but someone is telling me this happens to heavy modpacks on low end pcs and is normal
so I would like to know if this is normal or a issue?
You've managed to ask us about something without identifying the thing
ISSUE?: When creaitng a world, it takes 1 min and 30? seconds for the first loading screen to go pass.
if someone tabs out or clicks the screen, minecraft bugs out and it goes "not responding" and does this
Is this a lack of ram issue? Did I make my modpack so big it needs more ram and does this? The world does load eventually
Sorry stopped mid typing to go somewhere else and ask something
Sorry for the picture, was having issues screenshotting the screen in the current system state when it was like this
Maybe I have too much ram?
I only applied around 8600
The world does load fine if I let minecraft continue
It's an issue of the game having to do a LOT more while generating the world and the game not making any system calls that tell the OS it's still running in the process
(Note: idk for sure what Windows uses to determine that a program is frozen, I think it has something to do with the UI but I might be wrong)
I just assumed it was frozen since I couldnt even tab out
but then it loads fine after letting it wait
So all I have to do is double check what mods I actually want and remove the extra?
This would be generation mods?
can mods that add new items also effect this or no?
What would u consider doing to your modpack when this happens?
I mean I have a crappy laptop, is it just bc of my laptop? Would this be fine on most pcs and they wont have this issue?
Having patience...
^
So its only because of my crappy laptop and anyone with better pcs would be fine? Or does everyone experience this?
Your impatience with the game loading is the only issue I see here
Is this normal for alot of mods?
I'm new to modding so I didn't know that if you have a crazy amount of mods, Minecraft simply has issues loading then it normally would with just a few mods and this is just a general rule to let it load without interacting with it and it will be fine.
It's not my lack of patience, it's more my lack of understanding of all of this. If that's simply it then alright, I will wait!
Just from someone without that knowledge, I thought my modpack was broken.
It's not broken it's just slow
Okay, thanks!
For those who make modpacks, I guess, why?
What are tips? Any?
I realized I'm some bedrock dude who went to Java to try a mod, learn how to pay and use my own hosted a server, that ended after other mods
Really find interest in the recent mods
Start making a modpack everyday for almost hours straight for the last 2 weeks and am like 60-65% and I realized this is my first time doing this, modifying configs and mod stuff.
So far it's working but, what are tips? I'm new at this in reality and probably don't know some stuff like I should
I know allocated ram exists, I didn't know that was a thing at first lol
Also know about mod licenses and not all mods can be modified freely without creator permission... sigh
Read all the configs of all the mods
You'll often find there are features that you never knew existed.
If you feel burnt out then take a break, go and do something else (preferably non mc related) for a bit.
And ask for help, its better than sitting there being useless for an hour
Ooo reading configs for all the mods is a great idea, I have only looked at the mods I wanted to tweak or to see if had options to tweak stuff. I'll add that to my to-do list tomorrow!
I been testing my modpack constantly with this random dude who knows most mods.. who also sucks at Minecraft but his knowledge is still useful and better feedback then my one brain
I'm so happy I'm mostly pass the state of making a survival world that seems fine but then breaks or crashes a day or two later due to a issue I would not have known unless I tested and actually played
go in creative in a bunch of worlds generated by the pack. as a former modder who worked on a basic world-gen mod or two, my world folder was always full of folder names like "New World", "New World 2", "New World 86", "Copy of New World 14", etc. This is because world gen is super complex and there are a lot of ways to break it as a modder if you're not careful.
fly around those worlds a good bit too
make the engine generate a lot of land
and now that generation is even more complex, dig deep holes too
bro easy
Do you know how to generate modded plants on modded blocks? (I use aternos, it's for my survival with my friend)
That's because Farmer's Delight is bugged with Primal Winter
aternos is a server host, it doesnt have much to do with fixing problems with mods.
other than the fact it restricts most of the things you can do
It is possible to modify the mods with their file. (.toml or something like that)
Most most mods dont allow fine tuning things like worldgen with just a config, youd need a custom datapack or script at the least
Ah damn, you know with which free host I could solve the problem (with a script or a custom datapack)
Nope, you genereally get what you pay for
You could ask the mod author to fix it tho
!projectissue
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.
Alright, well, I'm going to buy a server. Thanks 👍🏻
Okay, thanks!
Hello, i try to pull my data pack but they say that isn't have a good file type
Anyone know how to spawn a creeper with no Ai BUT facing a certain direction? Like to the right?
its part of their nbt i think, facing
So I will have to use a live ai trapped in invisible blocks?
no
Use this site to generate a command, the facing direction is Yaw. 0 is north iirc, 360 south
https://mcstacker.net/
U mean when making/using a mod with structures or that generates anything, I have to check if it generates right consistently? I think I know that already or did u mean world generation mods?
If so, I decided to go a different direction in that
Since not all structures perfectly work with other generation mods but I still want the game to look good, I decided to try to make vanilla look so good (Without shaders) that the player would not mine the terrain generation does not look different
Then I could try adding some new biomes here and there (Which I know is generation but I mean like not entire world generation) just to add a slight newness in the land itself time to time
I actually made vanilla look good at the moment and am just working on other stuff (and its performance isnt damming. I mean on a crappy laptop I could not do singleplayer but on a server I get alright fps on a crappy laptop and anyone with anything minorly decent gets 30-40 fps plus easily then anyone with a actual good pc get 60 plus fps... thank god I own a crappy laptop so I can test the limits of the modpack and allow more people to play it... although it hurts sometimes fps wise lol
I assume u meant terrain generation mod? or did u mean to me to look at something else? Why? I dont get the message so I said these two things trying to understand what ur telling me!
Hello
Ok guys i just want to see how to fix this problem
im kinda good with mods but not with modpacks
so here it's a prob (i think) from your programme
(curseforge)
so i just
downloaded skyfactory like a 2 weeks ago
i've been playing a lot but yesterday something
weird pop up
aaand when i clicked "ok" this poped up
i dont know what's happening like i didnt change any settings
1 i tried restarting my pc
2 unistalling and re-installing the minecraft launcher
3 deleting the modpack and re-installing it
but still nothing changes i really had fun playing and i just wish to play agian
Thank you.
Hey, this is not really a developer problem. Support usually goes in #🧱︱mc-other-help or #👽︱game-support
!mc-installfix
This is NOT instructions for Repair Profile! They are NOT the same! You need to do this!
- Click on the Minecraft Tab on the Left side of the CurseForge App.
- Click
button next to the Create Custom Profileoption. - Click
Repair Installationoption. - Play game.
NOTE: You will not lose any modpacks or worlds!
Ok Thank you so much for helping me have a good day 😄
what am i missing? why does the server not start?
java version wrong maybe? or what is it
what mc version is the server on, and what java version is the server using?
Hey so im working in 1.19 and im trying to register a CropBlock but i am getting a NullPointerException saying the RegistryObject doesn't exist. I did register the block using the same method as every other block so im not too sure where it's going wrong. Is there something i'm missing with CropBlocks?
Hello, I have a Minecraft server with a few friends and we looked for mods etc. It always worked but it hasn't worked for a few days and I have no idea what the problem is! I get into the launcher via the mod project, but when I start minecraft, the launcher closes, but nothing happens. If I then open it manually, it shows me: Game crash, exit code 1. I only have a little idea of codes, which is why I couldn't do it myself. I hope that someone has an idea and can help me! I've attached a screen and the crash report, hope that helps!
#🧱︱mc-other-help for this. This channel is for those that need codding help.
Are you registering your deferred register?
@real wasp ya, its registered in the main class. All the other blocks ive made work fine going through the same deffered register
Can anyone explain to me how I can proof to overwolf that I am the owner of a mod?
They refuse to take down leaked betas of the mods I got on my patreon because "there's not sufficient reason/evidence" to do so
Hello I have a short question. How do I add a dependency from maven into my mod.jar?
dependencies {
minecraft 'net.minecraftforge:forge:1.12.2-14.23.5.2860'
implementation group: 'org.jetbrains', name: 'annotations', version: '23.0.0'
implementation group: 'org.json', name: 'json', version: '20220924'
implementation group: 'org.projectlombok', name: 'lombok', version: '1.18.24'
annotationProcessor 'org.projectlombok:lombok:1.18.24'
}
These are my dependency I have. But they (annotations and json) are not getting compiled into my final jar
Adding a dependency doesn't include it in your jar
My mod has been on review for ~36 hours and the only response i have gotten was that the description needs to be better.
Fix the description so it explains the project in a way that would make sense to someone who is playing mc for the first time
Once done you project will be put back at the end of the que
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.
A bit late but they prolly mean shading
How do i make the .bat file for the modpack "all the mods 8"
Need to ask the pack devs, they arent in this discord.
ATM Discord: https://discord.com/invite/allthemods
how do i combine 2 mod packs together
That’s not a good idea, but you can make your own by taking the mods from both packs and put them together in their own profile
Is there any alternative curseforge support system? I am no longer receiving responses via the one I was using
So how does one get into the code of a mod?
Basically while I was busy doing something I had someone modify a mod for me by making that mods thirst system more punishing.
(Mod License allows modification)
But the version he gave me is too punishing, lasts too long and the effect does not go away so it's bugged.
He said he would fix it but now he is no longer available sadly and since I'm no longer busy I would like to learn how to fix it. The easiest part would be just lowering the amount of time it lasts and how punishing it is.
Something I probably would struggle with is figure out why the effect does not go away after it reaches 0 and stays stuck on that effect XD
I don't think you understand the person isn't available anymore, I am unable to message them as they aren't on the site
Sorry, there's different versions of 'unavailable'
Nah, its np
I'm checking if it's open source
The mod I'm modifying is "Survive" on curseforge
I don't see that's it's open source
But the dev on the page does say it can easily be modified with data packs so it is open source technically?
Not the same thing
Open source means they have the code freely available online, typically github
Hmmm, I have to figure out how the person changed the mod then
Look at what commands are available with datapacks
I do have the version before this where he did the other changes I asked where it was not broken for the thirst
typically a mod will have them listed
But that version did not have the punishing part lol
Did he make changes with a datapack, or the base mod?
Ahhhh
First the mod version I had was broken for 1.18.2 because it double registered configs, so he easily fixed that.
Then the mod didn't work in multiplayer because it was client side, the water drinking, not actually mod side. So he fixed that
Then I asked him to give me a version where the thirst system is slightly more punishing
He sent that and then that version is broken
So I have a version where everything works before it was punishing
But since I still want the punishing and since he technically left the code there since I have the mod jar, If I learn how he modified it I could get it fixed
Somehow
You have a custom version of the mod, vs what's on curseforge?
I reported these issues to the original mod owner about the bugs but they did not reply and it's been 3 months now so instead it just decided to modify it by fixing two bugs and making it's own feature more punishing, that's it
Ultimately, if the license allows, you can decompile the mod and make changes. If you know java, might not be too much suffering.
The license does allow it, I asked support what the custom meant and they said it allows modification
yeah, but according to the description for the license, you can't distribute what you change.
What are you talking about
Oh I'm planning to use this for my modpack
I'm not planning to use this as its own mod
1.18.2 modpack
I'll leave that for you and support, not my issue really.
I got the custom menu and all the other stuff but this is one of the last things I need to figure out
Support said I could put it in the override folder for my modpack and they would allow it!
Fair. best of luck on that.
Like I said, you'll probably have to decompile it to get to the original code and work from there
Okie dokie
have fun!
Oh I'm a dumbass
?
I just double checked, it says they temporarily disabled there account
Oooof
So they will be bac
But I can maybe learn
Eh I'll learn later, I have a irl job to look for.
Once I'm done with that and if they aren't available still after they come back on the 18th then I'll learn
👍
All the luck on the job hunt! Getting paid is important
unrel:
So to that one guy out there who DID log on just to read text walls in Intro, AND happens to be the only one who has the answer:
Hi, you beautiful unicorn. Discord needs more people like you, anyways,
I would like to create a 3d skybox, and have players spawn in ships. Each ship can hold 4 players and has its own room. The skybox projects into each room, but each skybox has a POV camera ("viewport?") of only THAT ship in the skyzone.
The ships helm can control the pitch, roll, and yaw and accelleration of it's personalized skybox cam through the 3d environment, and projects what it sees in real time to the view of the crew.
The goal: Give each ships crew the illusion they control a ship in actual space while standing on something with artificial gravity.
faking the scales. have the enemy ship practically occupy a room right next to another on the actual map itself, but when they see each other through skyzone perspectives they both have, they can be anywhere from right next to each other to on the other sides of planets.```
now that that is contained in its own bubble, you may continue
How much modding do you already know?
This ship part of this alone is going to be extremely complicated. Only 3 mods ever tried such a thing, and they all were pretty janky. Arcemedies ships was one of them, but I don't think it got past 1.12.2.
Actually reading that again, you don't actually want to make ships but a hologram sort of deal. Kinda like an FTL in Minecraft. I can't think of anything even remotely like that.
I think the only feasible way to do that would be to have a special dimension setup that is "space" and have the camera exist there as an object. Then you would need some kind of block that can project the viewpoints from the camera. The only similar thing I can think of for that would be the skyblocks from open blocks. But those only show the skybox for where you are.
Unfortunately Google wouldn't do much for you here, other than a starting point for learning to code mods.
Actually after a shower, if you downscale a lot of that you could probably do something fairly reasonable with some good storytelling and map building and mods that exist. Build each ship in it's own little box, have an airlock that connects them, but is locked unless they are near (if that is your intent). Use some teleporters to go to planets, the coordinates of the teleporters should be able to be managed by a datapack.
Then instead of all the actual space stuff you just have a star chart on a big monitor, where they control their position.
Still going to need some coding, but this would be a lot more reasonable.
Hellooooooo i have a pproblemwith my minecraft skyfactory 4
hello i have a problem with my sims 4
#🚶︱sims-support maybe for this? Also a good idea to explain your issue so that support doesnt have to chase you for it.
I asked in sims support i also looked at previous messages, nobody has talked about this issue, cf will not recognize my sims it is saying my sims is not a supported games, i only have a C drive.
i have already scanned and tried to manually add the game nothing works.
This channel is for those codding mods, should keep this in sims support
Since this relates somewhat to coding, what the hell does it mean to make an image atlas, and why is it a good thing?
its a big image made of lots of smaller images (in a process called stitching)
Its a lot more performant than lots of small images. Something to do with how gpus work and stuff
Is it something essential for making good mods/texture packs?
its an automatic process done when the game boots
some people also use them when making their textures so its easier to manage, then split that image up when finished (usuallt through an automatic process), but that is definitely not required
Thanks for the info
@median meteor This is not the place for that
Hello! New developer here! I added my github webhook but it keeps returning 302. Are these instructions still accurate? https://support.curseforge.com/en/support/solutions/articles/9000197281-automatic-packaging
I did notice inside of the curseforge project a Source tab (/settings/source) which has an Automatic Packaging - Package tagged commits option which I just ticked and saved. This doesn't seem to have made a difference on the 302 API response.
I think I see what is wrong. I think the ID is numeric, not the slug.
Hey everyone! I uploaded a new addon but it stuck in moderation. I've been told that I should describe it better, which I did (I hope well enough). 7 hours has passed and it is still under review. How long does it usually take?
!status
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.
is it no longer possible to put images side by side in the new beta version of curseforge?
@real wasp Hey may i ask something
You may, but there is no need to ping me or anyone else about it
oh sorry
i just wanted to know if i make a modpack do i get something
like payment or something cuz someone said you can get paid for it
You can choose to join the rewards program, which gives you points that can be redeemed for paypal money/amazon gift cards.
The number of points is based on how popular your project (mod, modpack ect) is
!rewards
okay thank you so much
Anyone know a good power mod for 1.12.2
Build craft seems too weak to power a tech gun turret
Anything modern, magic or futurstic that anyone knows??
Typo
#🔎︱mod-hunting would be better, this is for mod and modpack devs wanting help with devving
Right, my bad
Hello everyone,
i have a question i want to programm a Java Forge mod for the Minecraft version 1.18.1 and i dont know how to do that. I have experience in Java developement for Minecraft, but i want to programm a mod where the user does not have to install a mod but it is only on the server, e.g. as with bukkit etc. how do I go about it or what do I have to do so that it is only used on the server side?
Tried to upload a new add-on file and it is been sitting at "Processing" for about an hour now.
Is there anything I can do about it?
This is why I came here too, mine is also sitting in "Processing" so it's probably not anything specific with our addons
There’s not really anything you can do about it
Someone explain to me why alot of people dislike mccreator and the negatives of it!
ctrl + f
type mccreator
1.18.1 is unsupportef by most things, use 1.18.2 instead.
The server has accrss to most things, except rendering and client specific stuff. Any client only classes are marked with the @OnlyIn annotation, these are the ones you should avoid
So I can Use This Channel to Get a Some help in my Modding Minecraft. ?
Sweet ok I'll see if I needed any help here
Yes, this is the channel for making mods (though for any game, not just MC)
Ok
So can I Make a Update Screen just like Xareos minimap when I Release a new Update for my Minecraft mod the Screen pops up at the Start title screen
please dont. that shit is so annoying
Or I can Use UpdateJsonURl thingy on mods.toml
That will save me lot of headache for me
Ok lol I won't do that I'mma use a UpdateJsonURl thingy on my mods.toml
yep, use the json url. its much less intrusive
Does anyone know if Udemy's "Java Programming Masterclass updated to Java 17" is worth the money, even discounted?
probably not, there are equivilant free courses
Alright, thank you
there are a few pinned in this channel, the university one is quite good
Yeah, i've going through that one. What interested me on the Udemy one is it teaches intellij, which I struggle a bit with
theres not much you need to know thats ide specific, just how to search, find usages ect and where the settings menu is
(double shift, ctrl click and top right respectively)
intellij is quite good because the search searches basically everything, and a lot of stuff also has its own search box
I'll keep that in mind!
I've found for me the general usage of java is pretty easy to deal with, but reading through the code needed for modding is a bit thick. 😓
ah, yeah. minecrafts code can be a bit overwhelming
parchment helps with that a bit by providing parameter names on top of mojmap
haha
And the code that forge includes in the startup pack threw me off hard when I was initially looking at it, wasn't sure where to start on it.
What's parchment? And how would I get/use it?
its a set of community made names for parameters that are applied on top of the existing methodS class and field names provided by mojang
setting it up is just modifying the build.gradle and settings.gradle files slightly
i tend to delete most of the mdk, its pretty useless
Oh good, I was worried things would explode if i did, haha
I don't have great luck with code 😓
I appreciate that
Oh, for the re-textureing stuff, I suggest you guys add Serif Affinity Photo, a lot cheaper than Photoshop and less strings
Just my 2-cents
👍
that site is surprisingly powerful for what it is
Sorry, mixed it up with the Photoshop clone site that also exists
Like, it cloned Photoshop into a webpage and you can use it the same way
Hey
What are other ways to save structures when making a mod that generate structures
Because the dude I asked to help me used structure blocks and I was like.... Bruh
Can world edit schematics work or no?
(Minecraft)
From what I know, you can't load them in with datapacks, but its find if you want to just drop them in
Selenium apparently used worldedit schematics for https://www.curseforge.com/minecraft/mc-mods/pumpkillagers-quest
you should check out the code and see what he did
@late stag In case you wanna chip in to this
Yes cause I need help for saving large structures so I can add them to my mod to generate structures like it
It's possible to paste WorldEdit's schematic files into the world, but not without custom code
Structure blocks might be easier though 😉
But the place is too big for one structure block
They're certainly more friendly to datapackers
Just use multiple and jigsaw them together
https://gist.github.com/GentlemanRevvnar/387f9ee28613715c187a36dbc1dff35d
https://misode.github.io/guides/adding-custom-structures/
^^ Tutorials
They're very solid for a starter
What do you have against structure blocks?
everytime i import a modpack the modpack starts to download then disappears i dont know what to do
Need help
I wanted to change the loot tables of a mod
Asked the devs
they said used WinRaR and to unjar it
so I did all the changes to its loot tables
then I archived it into a zip using WinRaR
then renamed it from zip to jar
Does anyone know if I did that process right? Thats how u unjar a mod jar, mess with its contents then rejar it right?
Cause it keeps crashing with this jar now and im trying to figure out how to properly do this process but dont know
(and if I did do the process right, then maybe I just messed up one of the loot tables script and have to fix it but I need to know first if im doing it wrong in general)
Update:
I tried it a different way and it got the game to run but it did not register the mod at all, it does not exist although it is in the mod folder sigh
Update 2 This method does not work, I tried this without changing anything
I'm Having a Problem with my mod i tried to use lodestone as a mod dependencie in my workspace and its having an injection error, i am most likely doing something wrong but i dont know how to fix it. the workspace is for forge Minecraft. then heres also code about what i am doing in the dependencies part. i am not even sure this is the right dc server to ask this question.
Well if youre working on a mod with that mod you want to change as a depency you could most likely change the lootables just like you would do with the minecraft loottables.if youre working on a modpack with a mod that you want to change the loottables use a mod like kubejs to change them or else perhaps use a datapack.I am not sure if that helps, but i did change bewitchment loottables in fabric with the first possibility i mentioned.
Can anyone teach me how to create a serverpack?
?mc-serverpack
Serverpacks are special files uploaded alongside an existing project file. If the main file is rejected the server pack is also rejected.
You require an already uploaded export file to upload a server pack!
- Make the server pack by zipping up the required files by selecting the required folders & files. It should include the config and mod folders at a minimum, plus anything else you specifically required to run the server. Start/Run/Setup scripts are optional. Don't include modloader files or the minecraft server jar.
- Go to the
Filestab on the project. - Click the name of the file you wish to upload the server pack to. The pack and server should match pack versions.
- Click
Upload Additional File. - Fill out the form.
can someone help me figure out why this modpack of mine isnt working properly? it loads in but it takes a huge hit to my fps, does anyone here know how to make a modpack properly? i could use some help since i dont know what im doing in reality, you could even take a look at my mods and make the pack yourself to give it a test run for yourself to find a good pack like it
I want to remove recpies from the jei from a mod
Does jei have a config for that or a mod that removes certain recpies?
If your making a modpack you could use Kubejs for that.
Also crafttweaker depending on the MC version being used (JEI tweaker addon). Doing so removes the recipe visibility from JEI but the recipe still exists.
how to add lore to a item in 1.18.2
Um, how do I fix a "java.lang.IllegalArgumentException: bound must be positive"? google says it needs to be positive but im unsure how to fix the file to make it positive. It says I need to find where im passing a non-positive input to that method.
Ive looked through the crash report. I "think" its the Stoneholm. Not sure.
are you the author of stoneholm?
https://mcstacker.net/
And look at the /give item commands
with mods
in your own mod?
In a datapack for 1.18.2, can I add ForgeData as some kind of nbt data? Example of what I'm looking at for data. Asking here since its related to forge and all that, and datapack servers deal with vanilla
!!=
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!
ForgeData is nbt data?
Okay, it wasn't in the format i expected, so I wanted to be 100%. So i reasonably could set all that extra information
No, I am not. Its a mod pack.
then please use either #👽︱game-support or #🧱︱mc-other-help, this channel is for developing mods and similar
Ah, sorry.
so i know for blocks you can add the block to a file in the "tags" folder called "needs_whatever_tool.json" but im just curious how I would do this if i want it to require a custom pickaxe type
This channel is more for those codding mods,
oh sorry. Which should I use?
#👽︱game-support or a support channel that is for your specific game
ok thank you
Anyone know how to use the generator setting for lost cities mod
for some reason I am putting the only cities profile in the server properties in generator settings (also tried level type) and it does not work
Ima keep testing, no idea why its not letting lost cities work
Ok I just tested it by itself off my modpack, still not working
Its a relief it isnt my modpack but now im super confused cause this worked before
Would be best to ask the dev for lost cities.
I cant
they use git hub for issues
I was hoping someone knew
I am sure I just am missing a small detail
or misspelled it
fffffuuuuc# I finally gave up on my other thing and went to this and now this is having issues, its stressing me out things keep messing up. Time to ask dev I guess
Thanks
This channel is more for those coding mods. Lost cites does have a discord as well
huh
it does?
I did not see its discord on its page
are u sure it has one?
ah found it
was a text not picture link
Yeah, cuz im in it. Trying to find the link
found it
!moj
forge-1.16.5-36.2.34-mdk> gradlew genIntellijRuns
gradlew : The term 'gradlew' is not recognized as the name of a cmdlet, function, script file, or operable program. Check the spelling of the name, or if a path was included, verify that the path is correct and try again.
At line:1 char:1
+ gradlew genIntellijRuns
+ ~~~~~~~
+ CategoryInfo : ObjectNotFound: (gradlew:String) [], CommandNotFoundException
+ FullyQualifiedErrorId : CommandNotFoundException
Suggestion [3,General]: The command gradlew was not found, but does exist in the current location. Windows PowerShell does not load commands from the current location by default. If you trust this command, instead type: ".\gradlew".
See "get-help about_Command_Precedence" for more details.
not sure if this is where i need to ask about this but, yea
gives me that error when i run the command gradlew genIntellijRuns
try prepend a .\ to the command
hi im making a ore and ingot mod and wanted to add lot more ore and weapons to tinkers construct was wondering if anyone here was able to help me
Wondering if anybody could teach me curseforge and Minecraft log errors and stuff, just feel like one need to know these to help ppl in #🔥︱curseforge-support #🧱︱mc-other-help more effectively
hi everyone I need help making tags for custom tools, (like "need_cobalt_tool") that you can add to ores and stuff. I have this tag so far:
public static final TagKey<Block> NEEDS_COBALT_TOOL = BlockTags.create(new ResourceLocation(RPGDungeons.MODID, "needs_cobalt_tool"));
and this for the tiers:
() -> Ingredient.of(ModItems.COBALT_INGOT.get()));```
and finally this for the pickaxe:
```public static final RegistryObject<PickaxeItem> COBALT_PICKAXE = ITEMS.register("cobalt_pickaxe",
() -> new PickaxeItem(ModTiers.COBALT, 1, -2.8f, new Item.Properties().tab(ModCreativeModeTab.RPGDUNGEON_GENERAL)));```
but when I make the "data/modid/tags/blocks/needs_cobalt_tool.json" file and add the blocks i can still mine the block with an iron pick and it will drop
try mccreator its easy and it helped me create a ore and ingot mod that im still working on
yeah i was going to do that but I'm planning on doing more than just ores and ingots and tools and stuff
planning on new dimensions with dungeons and stuff
I advise against MCreator
also what is the difference between the data/minecraft and the data/modid folders
data/minecraft puts it into the minecraft namespace (which basically says minecraft owns that)
putting it into data/modid puts it into the modid namespace (which says the mod owns it)
ok so if i want a file in tags/blocks/mineable/pickaxe,json filled with modded blocks should that be in minecraft or modid directory
the namespace of the mineable tags is minecraft, because minecraft owns the tag. therefore you use the minecraft folder
if you put it in the modid folder the tag would end up being #modid:mineable/pickaxe instead of #minecraft:mineable/pickaxe
ok cool. and this is how you make a tag right
public static final TagKey<Block> NEEDS_COBALT_TOOL = BlockTags.create(new ResourceLocation(RPGDungeons.MODID, "needs_cobalt_tool"));
then add the blocks to the tag in the data/modid/tags/blocks/needs_cobalt_tool.json file
with this as the tier
() -> Ingredient.of(ModItems.COBALT_INGOT.get()));```
that seems correct, but the only way to make sure is to try
yeah i tried and it drops the blocks no matter what
regardless if your using the cobalt pick or not
did you set the block to require a tool? in the block properties iirc
i have it requiresCorrectToolForDrops() and in the data/minecraft/tags/blocks/mineable/pickaxe.json its in there
are you registering the tier anywhere?
yeah heres the tier registry class
public static final ForgeTier COBALT = new ForgeTier(4, 2031, 9.5f, 4.0f, 15, ModTags.NEEDS_COBALT_TOOL,
() -> Ingredient.of(ModItems.COBALT_INGOT.get()));
public static final ForgeTier MYTHRIL = new ForgeTier(5, 2501, 11.0f, 4.0f, 20, ModTags.NEEDS_MYTHRIL_TOOL,
() -> Ingredient.of(ModItems.MYTHRIL_INGOT.get()));
public static final ForgeTier TITANIUM = new ForgeTier(6, 3261, 13.0f, 5.0f, 30, ModTags.NEEDS_TITANIUM_TOOL,
() -> Ingredient.of(ModItems.TITANIUM_INGOT.get()));
}```
no errors in any of the files
I mean TierSortingRegistry#registerTier
i dont think so how do you register that
it seems to just be a static method you call
no, you register your tiers that you made with that method
im looking things up to understand more and it says to put it in FMLCommonSetupEvent
where do i make that class
thats not a class, its an event
make a public static void method that takes that class as a parameter
annotate the method with @SubscribeEvent and the class the method is in with @EventBusSubscriber(bus = Bus.MOD)
That creates an event listener, and the code in the method will run when forge fires the event
is it fine to do this in the ModTiers class (where im registering my tiers
yeah
public static void registerModTiers() {
TierSortingRegistry.registerTier(COBALT, new ResourceLocation(RPGDungeons.MODID, "needs_cobalt_tool"),
new ArrayList<>(Arrays.asList(Tiers.WOOD, Tiers.STONE, Tiers.IRON, Tiers.GOLD, Tiers.DIAMOND, Tiers.NETHERITE)),
new ArrayList<>(Arrays.asList(ModTiers.MYTHRIL, ModTiers.TITANIUM)));
TierSortingRegistry.registerTier(MYTHRIL, new ResourceLocation(RPGDungeons.MODID, "needs_mythril_tool"),
new ArrayList<>(Arrays.asList(Tiers.WOOD, Tiers.STONE, Tiers.IRON, Tiers.GOLD, Tiers.DIAMOND, Tiers.NETHERITE, ModTiers.COBALT)),
new ArrayList<>(Arrays.asList(ModTiers.TITANIUM)));
TierSortingRegistry.registerTier(TITANIUM, new ResourceLocation(RPGDungeons.MODID, "needs_titanium_tool"),
new ArrayList<>(Arrays.asList(Tiers.WOOD, Tiers.STONE, Tiers.IRON, Tiers.GOLD, Tiers.DIAMOND, Tiers.NETHERITE, ModTiers.COBALT, ModTiers.MYTHRIL)),
null);
}```
so something like this
yes, although it may not like passing null. an empty list would make more sense
crash
Exception message: java.lang.IllegalArgumentException: Method public static void com.thommayyy.rpgdungeons.util.ModTiers.registerModTiers() has @SubscribeEvent annotation. It has 0 arguments, but event handler methods require a single argument only.
you need to take the event as a parameter
so it knows what event you want
public static void registerTiers(FMLCommonSetupEvent event)
ok it works great! thanks so much!
can anyone help me load a nbt file in forge. I made a prebuilt dungeon type thing that I want to load at a set coordinates every time someone runs a command just stuck on how to actually load it. I have the nbt file already from the structure blocks
i got this and i don't know why
Does anyone know where the curseforge sitemap is?
It's not in any of the normal places and robots.txt doesn't have one
Kirby only supports sitemaps via plugins, but given that all of the major search engines can find resources posted via cf, I am guessing one exists somewhere
I'm interested in making some plants for minecraft 1.18.2. What would you folks suggest for a tutorial or guide?
mcjtys tutorials, then try it yourself (make a new class that extends PlantBlock and override methods to your hearts content)
Where would i reference PlantBlock? Forge's docs?
your ide
ah, so its something I would make
no, its an existing class in mc
I'm working on a modpack and creating the quest book in FTB Quests, as long as I credit the authors somewhere, is it ok to copy/paste info from in-game manuals and websites for quest descriptions until I am able to rewrite the rough draft? or is that still considered plagiarism?
mcreator and blockbench
McJty's tutorials on YouTube and anything but MCreator
is this question related to mod development?
This channel is for those codding mods, I told you to contact the devs of the mod. Which are not here
anyone knows what is up with mod authors not tagging their mods for either client/server on curseforge and not properly deciding the relevant side either in their mods.toml (forge, at least)? i'm confused as to why one would specifically omit specifying the environment(s)/sides on which their mods run 🤔 or even say BOTH in the mods.toml even though it's a client-only mod... could there be a valid reason or is it them just not knowing/caring about it?
also, yes
The one on the site is very new, its only been there for just over a couple of weeks.
I don't remember anything in the mods.toml about which side its on, tho i know the dependency list does allow specifying side per depenencie
made a little something to ease with creating my mod pack and it's not very accurate to say the least, which made me wonder. i'm looking in the minecraftinstance.json, the mods.toml and lastly any *.mixins.json if present - and even then some are unknown or obviously wrong (saying BOTH for client-only mods as per curseforge description)...
so, in the mods.toml, does one not need to specify any dependencies (like forge or minecraft) and if not, is it just convenience for the developer as to not care about updating any version strings etc.?
if it's mandatory, i'd probably go and create issues/pull requests, otherwise i won't bother to face mass-rejections... :/
you do not need to specify dependencies, but most mods do forge and minecraft cause thats how the mods.toml comes in the mdk.
ideally it shouldnt matter if a mod is server or client only, they should work fine on both (meaning it wont crash), even if thats just not doing anything.
ohhh, true! the last one is the real issue here 💡 was bothered by the server crashing and me having to sift through all the mods manually for the server pack... well, thanks for the quick response 🙂
fyi I worked over the last few weeks to make a server installer/launcher that scans through mod files to sift out client-only's. it's a bit brutalist but it works - for forge I made a compiled list of modIDs (a lot of mods are forks of each other and share the same modID so this actually works for quite a lot of mods!) and for fabric I cross referenced mods that have the "client" tag but also aren't required dependencies of other mods in the same folder. if you're interested i'd be happy to show.
sounds really interesting; of course i and probably a whole bunch of other people are interested! 👀
The modpack I'm working on is nearing completion of the rough draft for my quest book, am curious if I should just package it and submit for approval now?
Or should I wait until I have the rough draft more dialed in? Also maybe more custom modifications done through KubeJS to recipes and what not? Or is it good to just submit the project and keep updating it regularly?
keep in mind that if players start playing your modpack and you don't have the basics carved in stone (and a quest book sounds like a thing that should be in a good state on "release") it might get frustrating if the update path isn't clean, especially regarding kubejs stuff and recipes. i guess it depends on the range of modifications you're planning to make and the mods you are using
I just created my first addon any my users are having issues downloading it:
- on the file menu the top right button is bugged and gives a 404 error
- the curseforge "Install" button says its downloading the addon, but it actually does nothing
- the regular download button next to the "install" button works.
Anyone got a sec to maybe review some code and tell me where I am messing up lol. I feel like I am overlooking something so obvious and it is driving me nuts. The basic premise is you press a key and poof all of my Modded Liquid within an area disappears. The good news is I got it to work......inconsistently.....and it doesn't only remove my modded liquid but removes water as well despite my check in there. This is Forge and 1.19.2. If anoyne has a moment feel free to ping me and I will post the code.
Hey how can i have a scoreboard on a server i want to use a forge mod to get the money amount from the scoreboard how can i do this?
do you have any files marked as
or
?
Thank you, that helps, I think I need to wait until after Christmas to submit the pack, given those thoughts. The quest book is complete, just needs to be proofread and edited/rephrased so things aren't so wordy. I don't plan on adding any more major mods, and the KubeJS stuff will be mostly recipe additions, not removing anything that's currently there. The foundation of the pack is pretty solid, I've been tracking my tasks to make sure that I'm not missing anything.
Hey, i created a modpack this morning and it had minecraft in the name so it was rejected and set to requires changes, i changed all mentions of minecraft and updated it and it says it's been under review for a bout 5 hours now. Was just wondering if i need to wait a little bit longer or there is an issue i'm un aware of
!status
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!
Hello everyone!
I am trying to add Items from my mod to the vanilla creative tabs on forge 1.19.3
I figured out how to just add them, but i am wondering if Forge has a way to put it after a specific item like Fabric does.
If anyone knows the answer please let me know
Thanks in advance :)
Nevermind, I have the answer
i have a problem with the kimetsu_no_yaiba modpack
Report it to the packs dev then. This room is for people that need codding help
and where is he ?
!projectissue
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.
ok thank
Does anyone know if MCJty as a discord? have some questions about their tutorial
Yes
could i have an invite?
Most of their mods have the discord in the mods description tho
https://discord.com/invite/dRTtrdK
Thanks!
Do i need to download the mods I want as a dependency?
I'm getting an error in intellij that implies I do
> Could not find mezz.jei:jei-1.18:10.2.1.283_mapped_official_1.18.2.```
This is my code:
repositories {
// Put repositories for dependencies here
// ForgeGradle automatically adds the Forge maven and Maven Central for you
maven { // JEI
url "https://dvs1.progwml6.com/files/maven"
}
maven { // TOP
url "https://cursemaven.com"
}
}
dependencies {
// Specify the version of Minecraft to use. If this is any group other than 'net.minecraft', it is assumed
// that the dep is a ForgeGradle 'patcher' dependency, and its patches will be applied.
// The userdev artifact is a special name and will get all sorts of transformations applied to it.
minecraft 'net.minecraftforge:forge:1.18.2-40.1.85'
compileOnly fg.deobf("mezz.jei:jei-${jei_version}:api")
implementation fg.deobf("mezz.jei:jei-${jei_version}")
implementation fg.deobf("curse.maven:the-one-probe-245211:3550084")
// Real mod deobf dependency examples - these get remapped to your current mappings
// compileOnly fg.deobf("mezz.jei:jei-${mc_version}:${jei_version}:api") // Adds JEI API as a compile dependency
// runtimeOnly fg.deobf("mezz.jei:jei-${mc_version}:${jei_version}") // Adds the full JEI mod as a runtime dependency
// implementation fg.deobf("com.tterrag.registrate:Registrate:MC${mc_version}-${registrate_version}") // Adds registrate as a dependency
// Examples using mod jars from ./libs
// implementation fg.deobf("blank:coolmod-${mc_version}:${coolmod_version}")
// For more info...
// http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html
// http://www.gradle.org/docs/current/userguide/dependency_management.html
}```
Yes, i did leave in all the comments
you probably have the descriptor wrong
https://github.com/ChiefArug/ThermalSysteams/blob/main/build.gradle#L95-L99
specifically missing the -forge bits
feel free to copy from this if you want
Thanks, i’ll give it a try
Btw, i have a mod structure question. I’m making a mod to help my mod pack and supplement the other mods in the pack. Should i separate the code into the sections for each mod it modifies, or mostly keep it together in one .java?
or is there a another way that would be better?
it depends on how you feel you want to do it, although one monolithic file is a bad idea in most peoples eyes
I’m trying to learn good methods as early on a possible, so i’ll split it as best as i can
I was trying to find the forge documentation for dependencies. Would you have the link?
no, i tend to just copy from other mods
you would be better off looking at the maven docs too, as that what it uses (and what the odd formatting is for)
Okay
So its a garbage fire that works 👍
gradle sobbed at ${minecraft_version}. I know its a regex for that info, how do i make gradle see it?
okay. Do I modify the JEI version in the gradle too? I think i have it correct
jei_version=1.18:10.2.1.283
alternatively replace the ${minecraft_version} with 1.7.10 in all places its used
try w/o the 1.18:
I like having things adjustable where I can, I'll try to keep the version
I suppose now I will find a 1.18.2 with a working gradle and just yoink from there
you could also browse the maven manually to check the names and versions are correct by visiting the url in the browser.
the identifier is roughly equivilant to file paths with : and - denoting new folders
Ahhhh
I like the concept of the maven, I'm just having to adjust my brain to working with it
Got past those errors!
resource pack, and choose the datapack option for your main category
I'm following a tutorial, and I used the following code:
tag(Tags.Blocks.ORES)
.add(Registration.MYSTERIOUS_ORE_OVERWORLD.get())
.add(Registration.MYSTERIOUS_ORE_NETHER.get())
.add(Registration.MYSTERIOUS_ORE_END.get())
.add(Registration.MYSTERIOUS_ORE_DEEPSLATE.get());
But I'm getting the error that java: package Tags does not exist. How do i resolve this?
youll need to import it
Ahhh!
Please for the love of God learn Java before modding
Thanks for the encouragement
yup, tags class is not being recognized by the compiler. Like CHiefArugmas said, you will need to import the Tags class into your code, so you can just import it using the following import statement:
import net.minecraft.tags.Tags;
why are two fps counters being rendered?
package com.mizzy.gpt;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.eventbus.api.EventPriority;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
@Mod.EventBusSubscriber
public class FPSDisplay {
@SubscribeEvent
public static void onRenderGameOverlayPre(RenderGameOverlayEvent.Pre event) {
// get the current FPS value
int currentFps = Minecraft.getInstance().getFrameTimer().getIndex();
// get the font renderer
FontRenderer fontRenderer = Minecraft.getInstance().fontRenderer;
// render the FPS text
fontRenderer.drawString("FPS: " + currentFps, 2, 2, 0xff0000 );
}
}```
Thanks, getting used to doing real java
I think I replied to you once before but based on the code you provided the fps value is being displayed only once. Check if you got any other mod installed, could be that this code is being called multiple times, by either other mods or just by other code in the same mod.
Just look if the code is being called from multiple event handlers with different event priorities.
Trying to gauge what kind of mess i’m in for: does anyone have a tutorial on mobs/entities for 1.18.2 modding? I’m reading through source code atm and trying to get a handle on it
i want to start working on making my own sims mods, any idea how i can get started on that
Check the pinned messages here (the 📌 icon in the top right of Discord)
When multiple mods are modifying the same recipe, how is the "winner" determined?
For 1.18.2 java
if i have one mod making Golden carrots with 1 ingot and 1 carrot, vs the other using 2 nuggets and 1 carrot
So non-vanilla recipes
Ah
Both will exist
As long as they don't use the same recipe id
(which should be impossible as the recipe id should include the mod id)
So i would ultimately need something like kubeJS/CT to "clean up" the recipes
Or a datapack
Good to know all that. I'm seeing what I can do to convert my Kubejs scripts to java
uhh
Or more like, i'm seeing what's reasonable
dont do that
Hence me clarifying myself
At least for recipes
I'll aim more toward the item creation scripts then
Like I said, trying to do it within reason
Yeah, thats fine
if you do recipes in a mod, use json. if you use java to add recipes then things like kubejs cant modify it, as you have probably experienced at some point
Mcjty was teaching using datagenerators, but I don't think he showed how to use those for recipes if i recall correctly.
I assume I need to look into how Java can generate json to be able to do that?
he does show it for recipes at some point
I remember figuring out an issue with the ids it was setting
Hello again.
Following MCJty's tutorial, but getting an error in several of my classes that says java: no suitable method found for add(java.lang.Object,java.lang.String)
I know its because the line add(Registration.RAW_MYSTERIOUS_ORE.get(), "Mysterious Raw Ore"); is somehow wrong.
His code compiles and mine doesn't. I even tried copy-pasting his lines and his imports to see if it was a typo. No dice.
IntelliJ wants me to cast the line to several different things. Not sure what the way forward is on this. Any help is appreciated
His code for reference
https://github.com/McJty/TutorialV3/blob/main/src/main/java/com/example/tutorialv3/datagen/TutLanguageProvider.java
What does your RAW_MYSTERIOUS_ORE field look like?
What do you mean by field? To narrow it down
fields are a very basic concept in java
Modding Minecraft is not a good way to learn Java
Fine then, never mind on the question
anyone know how to open fusion crafting gui to make custom recipe
ya
anyone know how to convert that so itll work in fusuion crafting table recipe from draconic evoulutions
Does DE have a GUI for that? Is that what you're asking?
My minecraft when i grab an item glitches my entire game and basically puts me in like 1000x zoomed in, anybody know how to fix it
anybody know how to help me
Are you coding a mod? This channel is for those that need coding help
Codding? 🐟
Alright so I need help in something with Sound event
So my M1 grand ping sound is Not playing when Firing a last ammon
Even I did the Sound event class
But it's not working
Is there any fix I would be appreciated
have to be patient. If someone know they will answer.
How are you playing it? Got code anywhere like github?
Anything in the logs about it?
Alright so I Found the Issue
That it was in the code Not working properly
I'm using the official mappings
So I tried to Rewrite it
So I got the post shoot Event error that's it
So Tmr I'mma send the screenshot then you can help me
I'm using forge for 1.18 and I'm trying to add an effect to the player. I tried using:
e.getPlayer().addEffect() (e is the event)
but I'm not sure what to put as a parameter, or if I'm going about this the right way
What does it say you should put as the parameter? (ctrl click the method to go to its definition and see)
MobEffectInstance
new MobEffectInstance(true, 10, 0, 10, MobEffect.)
I have this under it
but I'm stuck again
What would I put for curativeItems
milk bucket i believe
Ohhhh items that can cure it?
some effects like poison also have honey bottles
That's super cool
Yeah
If this is a custom effect im pretty sure you need to register it, are you doing that?
No, I just want to add an effect to the player when they break a block
Thanks! I'll try adding an item stack
Alr here's the answer I got
e.getPlayer().addEffect(new MobEffectInstance(MobEffects.LEVITATION, 600, 2));
I found that I can leave some blank
I tried to summon a bee via:
var bee = EntityType.BEE.spawn(e.getWorld());```
However, this gives the error:
`Cannot resolve method 'spawn(LevelAccessor)'`
I'm not sure what to put instead as a parameter. Any help is appreciated. Thanks!
It's asking for LevelAccessor
However
Get world gets LevelAccessor
so I'm not sure what to do
can you show a screenshot of the spawn method?
Wait nvm
It's server level
server level and a whole bunch of other stuff
e.getWorld().getServer().getLevel()
Now I have this...
What's a resource key?
theres also Level#addFreshEntity that you could use, but that avoids a few checks that normally happen when spawning (depends on why you are spawning it as to if you want to use those checks)
Its a double ResourceLocation, with a path ResourceLocation and a namespace ResourceLocation
Usually the namespace is a registry and the path is an object in the registry, but thats not garunteed
Ok
I think I'll use the other method
So I put an entity as a parameter
i believe so
How does one get the level to create an entity object?
does the event have a getLevel method?
No, but it has getleveldata
Which is also a diff type
what event is it?
BreakEvent
Because the constructor for that has to take in a Level, you can safely cast LevelAccessor back to that.
Even if it shows red?
On that line
var bee = EntityType.BEE.create(e.getWorld());
^```
You need to cast it, which is a relatively basic java thing
Intellij is even offering to do it for you
Ohhh ok
Thanks
Yeah I'm pretty new to Java
Idk if I should've started with this
I have a lot of experience with python though
Its not really a good idea to start java with minecraft modding
There are some dedicated java tutorials pinned. You should be able to get through them quite quickly if you have experience with other languages though
Ok thanks! I'll look through em
so anytime i try to launch my mods the minecraft launcher never opens it just shows the loading screen then doesnt continue to open what do i do?
Dude it's a mc dev help channel please use the
#🧱︱mc-other-help
How long does it normally take to review a bukkit-plugins?
Let's goooooooooooooooo
It's finally Working
The M1 grand ping sound handler thingy
It was just a Code
Rewritten it finally got it worked
looking for someone who knows how to remove a certain item from appearing in minecraft loot chest
i know how to
dm me @dark orchid
@SubscribeEvent
public static void JumpEnderman(LivingJumpEvent e){
if (e.getEntityLiving() instanceof LocalPlayer){
var player = e.getEntity();
System.out.println("Interesting");
System.out.println(player.getLevel());
var TNT = EntityType.ENDERMAN.create(player.getLevel());
var TNTname = new TextComponent("HI THERE");
assert TNT != null;
TNT.setCustomName(TNTname.withStyle(ChatFormatting.DARK_RED));
TNT.setCustomNameVisible(true);
TNT.setPos(player.position());
player.getLevel().addFreshEntity(TNT);
Component textComponent = new TextComponent("Hiya pal").withStyle(ChatFormatting.DARK_PURPLE);
player.sendMessage(textComponent, player.getUUID());
}```
So I have the following function (ignore the name), and it seems to work without error. However, in game, it doesn't appear to spawn any mobs. The text works though.
Things I tried:
Changing the mob type
Changing where I get the level from
None of these work, and I'm stuck unsure what to do. Could it be a rendering issue? Thanks!
If you put a breakpoint on the if statement, does it fire?
The command fires anyway
and the text works
the text in chat
but the actual entity spawning doesn't
is it firing server or client side?
player movement is handled almost entirely client side
It's LivingJumpEvent so I believe it is client side
So how do I get the level from the server?
You could get the server instance from its static field, but that wont work in multiplayer
You'll need to send a packet to the server, and recieve that on the server to spawn the entity
Is there a way to do that with the Entity class?
if its a custom entity theres an easy way to sync data, otherwise I don't think so.
Packets are the way to go, though I don't know much about using them. Mcjty probably has a tutorial on them, or theres the forge community wiki, or other modding discords with more experienced modders like the forge discord, MMD or MDC
Alr thanks!
What's the forge discord?
!mc-forge
This is not the Forge Discord server
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
@prime sapphire regarding swapping code changes
You can launch in debug mode (the bug icon), which in addition to giving you access to breakpoints, and allows you to hotswap code by building again (Ctrl + F9 or the hammer icon).
Not everything can be hotswapped by default though, only method bodies mainly (no adding, renaming, removing methods, fields or classes ect).
You can solve this by using JBR (Jet Brains Runtime) to launch (top left -> ⚙️ -> Project Settings > Project -> SDK) and applying the jvm argument -XX:+AllowEnhancedClassRedefinition. Example of doing that here: https://github.com/ChiefArug/ThermalSysteams/blob/main/build.gradle#L27 (need to genIntellijRuns again after adding that)
This will allow you to hotswap adding/removing methods and a bunch of other stuff.
Note that even if you hotswap something, it may still need a client boot to properly init, like adding registry entries or event listeners (those are all done on client start and so do require a restart)
That's awesome!
So I can program a lot faster?
It doesnt help the actual writing speed of code , but it can help with testing and debugging code
which helps with the speed of my programming
thanks!
Holy crab cakes! This is a big time saver.
im trying to make a client side mod for 1.8.9 that prints out the nbt data of the entity you punch in chat anybody know how that would be done?
why?
Why do you want to print out the data though?
so that i can get the skins of npcs
i think its impossible but idk
Hello guys, since 4 days i cannot publish my Resourcepack on CurseForge, im always getting the same error.
its been also 4 days since i opened a Ticket on CurseForge but everything they said in the Ticket is not helping me at all.
Guys i beg you please if anybody here know a possible fix please let me know.
Hi, please disable all of your plugins, especially AdBlockers because they sometimes interfere with the websites.
Allright, i will try that definetly out, thanks for the tip! 
Np! Happy new years eve!
Thank you! Wishing the same for you 
Sadly didn’t worked btw 
oof
how do I save a blockbench model as a json?
Where is a good place to start learning how to create my own unique modpack... Like learning how to create a world like Stoneblock... and how to gate lock things for progression... also brining it together with the questbook?
can you guys help me to update to the 1.19.3 version? i actually tried a lot but nothing worked haha or isnt it even out?
I got it finally fixed after four days
and do you know what the problem was?
it was a goddamn "&" Symbol in my Filename which lead to the "Unknown Error"
i hate my life rn
This is the place for help with developing mods, not using the curseforge app
oh mb
Hello ! I'm Straixes and with friends we try to create our own mod with forge. Since 3 or 4 day, we try to create a new item which, when we use it, this item turn all blocks exept entity block and we try, and we try without success. We also search on internet for some ours but nothing.
Did someone can help me ? thanks so much and happy new year !!
(I'm on 1.19.2)
Could you elaborate on what you’re having trouble with?
how would i go about making a brewing recipe that lets you combine any potion with an item to extend the length by 0:15 infinitely
i see how to make a specific recipe (ex. awkward potion + spider eye = poison potion) but not sure how to do something like what glowstone does
is there no way to get 1.19.3 mcp mappings?
We don't have Forge mappings here, this is CurseForge, not forge :)
MCP is discontinued as of 1.16
Oh.
How do you prove that you have permission from someone to use their assets in your mod? My mod keeps getting rejected because I don't have any proof even though I have permission
!ticket-site You send a ticket with the information about your mod, and what assets are used, and some sort of proof (best take that with the person replying to the ticket).
Can't open the app or would rather use the website? You can do so here.
Fill out the form with accurate detailed information, keep in mind that simply saying 'it' or 'doesn't work' is very vague. The more details you provide, the more efficient help you will get.
Make sure to upload your Overwolf logs with the Upload File option in the ticket, information on how to get these logs can be found here
Anybody know how to add and what is the "manifest.json" file in a modpack ?
Answered you in the first place you asked, please try to sick to 1 channel when asking questions.
trying to put together a small modpack and wondering if theres anyone with programming experience that could help optimize the pack (248 mods)
I have Curse forge can't open can anyone help please
you were replied to in the first place you asked, spamming it all over wont help you get support any faster
This channel is for those that need mod codding support.
would mod optimization be another chat?
#👽︱game-support OR the room specific for that game. Otherwise can ask the author of the mod in question
Hello, can i get some help with my modpack
What are you coding?
This room is for those seeking coding help for their mods
#👽︱game-support OR #🧱︱mc-other-help would be better for this then
This still isn’t the channel for that kind of issue
I dont know much coding but is there a way to freeze the timer in a status effect in minecraft?
kind of open ended question - i just wanna know if there is a way to stop the ticks, for example when running.
would you have to make the game stop ticking or reset the timer to the current time to maintain it or something like that?
every tick add a tick to the duration
thank you very much
when i try to launch a modpack it says this
!mc-installfix
- Click on the Minecraft Tab on the left side of the CurseForge App.
- Click
button next to the Create Custom Profileoption. - Click
Repair Installationoption. - Play game.
NOTE: Although this might seem similar to the instructions of repairing profile, it's different and required. No worries, you will not lose any modpacks or worlds.
How can i create the "manifest.json" file cause idk how to ?
!mc-packexport
- Click the Icon for the modpack.
- Click the
button next to Play. - Click
. - Select files to be included (at least mods and configs)
- Share it with friends or upload to the site!
(It will generate the manifest.json for you)
Oh thank you so much idk that !
Hello I updated my modpack yesterday and have a problem now where when I enter my world it either freezes and crashes or it lets me play with roughly 2-3 fps. If I post the log of the world generating and entering could anybody here help me? Btw with updated I meant reduced modpack size, nothing was added
if you don't upload it, someone is gonna ask for it.
not me tho, been at this 5 am Texas Time. later. 🙂
having a bit of trouble. my mod can't be processed it's been two hours nothing, i retried and nothing.
Will go poke someone,
Does anyone know (could not find the answer on google) if performant https://www.curseforge.com/minecraft/mc-mods/performant conflicts with OptiFine or Betterfps?
I mean I know having all 3 isnt really needed
don't install performant it only works well with vanilla. does too many things to mess up correct game functionality.
ye I didnt add it when thinking about it. I left the message of out of curiosity
optifine is pretty much in that area often also
Kept OptiFine for its dynamic lighting
how big would an entity be with size width: 2f, height: 4f?
java version
Hey, just wondering, does every file you upload have to be approved individually? It took four days to get the first file I uploaded for my mod, and now I just uploaded a bug fix, and it says it's processing.
If things dont get stuck, and this is not the first file it can take 1h, if it takes more then 1h then it got tagged as manual review, 1-3 ow working days.
However does look like things got stuck, support has be notified.
The first file took so long because I had to prove I got permission from another creator to use some of their textures from a texture pack. I'm just kind of nervous that the other file I upload will also be manually reviewed and take a long time.
Global file processing isn't working correctly as the moment. It's being looked at
Should be good again!
Yo this question might be out there but is there any way to have an effect apply an attribute buff to a specific set of items when active?
or, in other words have the buff only apply when certain items are equipped?
you definitely can, its your effect.
i havent done custom effects myself, but it probably has a on tick method, and you can check the item being held/worn there, and modify the applied attributes accordingly
what does it mean? starting minecraft thru intellij idea(sorry if this is a stupid question, i just started learing)
Error occurred during initialization of boot layer
java.lang.module.FindException: Error reading module: C:\Users\Užívateľ.gradle\caches\modules-2\files-2.1\cpw.mods\bootstraplauncher\1.0.0\f55ddbb35612c6745cefc47d1a0d6dbfb25d3982\bootstraplauncher-1.0.0.jar
Caused by: java.lang.module.InvalidModuleDescriptorException: Unsupported major.minor version 60.0
Process finished with exit code 1
you are running it with the wrong java version
oh, thx
im super dum but when i download mods for java and click play it doesent have the right version, and when i check mincraft java its self it doesent have a mods folder
This isn’t a development question, please move to #👽︱game-support or #🧱︱mc-other-help
could some1 explain when *net.minecraft.entity.Entity#onUpdate() *is called?
i just wnat know if this method is called only when the entity moves, o rotate camera / moves or every tick
ctrl click it to see where it is called from
please help
how to do do the World files must contain a level.dat file within a root-level folder.
please help been trying to submit since dec 25 😦
pls help
!patience
The moderators on this server volunteer their time and knowledge to help people as they can.
Not everyone here will have an answer for you the moment you want it.
Time zones, work/life schedules etc. also vary when people are around to help.
TL;DR: Please have patience. IF and WHEN someone knows how to help, they will assist you.
*Note that you can also open a support ticket and wait for a response.
sorry
select all the world files and then send to zip. do not select the folder they are in, select the files in that folder
?
can i vc for i can screen share
@real wasp can we vc for i can screen share
sorry for pinging
no
it shows overides manifest modlist in the folder i exported
export profiles is for modpacks
yea
but you said you were trying to upload a world file
i am
so dont make a modpack export
i do not know what i am doing 😦
You need to select all the files in the world folder in file exlporer, then right click and send to zip
do you know where worlds are stored?
click Open Folder
open the saves folder
open the world folder that you want to upload
select all the files in there
right click -> send to zip
no
?
!noping
Please take the time to read our #📛︱rules
Please keep in mind that the reply feature pings the original message's sender by default, so please turn it OFF with every reply, or don’t use the reply feature and simply write your response in the channel.
The moderators volunteer their time and knowledge to help, you might not get your answers instantly. Describe what you need help with in detail and please patiently wait for someone to check and reply.
Do NOT DM staff members without being asked to do so.
Breaking this rule will result in being timed out / banned according to moderation judgment.
click Open Folder
open the saves folder
open the world folder that you want to upload
select all the files in there
right click -> send to zip
make sure to do the bold step
yes.
ok how u[pload
you upload the zip that you made after following my instructions
CheifArug i am so thankful for your help thanks
Perhaps Curseforge support was the wrong channel to request this help from, but does anyone know if there's an issue with localization substitutions dealing with subtabled subnamespaces?
I did run a search, and only found a single issue relating to what I'm seeing.
Regarding the automatic localization substitutions: I cannot get sub-namespaces to be inserted as subtables.
--@small martenization(locale="enUS", format="lua_additive_table", same-key-is-true=true, handle-subnamespaces="subtable")@
This should be correct, and it is handling the base namespace substitution without issues, but none of my sub-namespaces are being brought into the packaged contents.
I am quite certain I'm missing something tiny somewhere, but I'm going to go bald before I can see it. Any help would be appreciated.
Thank you!
can somebody help me how to make a world, where every chunk is a different seed? i saw a video on it, but i do not know how to remake it. i know that he made it in MCP reborn, i have no idea how to use that though.
See the pins for how to get started modding mc
I need to speak with somebody about harrasment made towards me by a developer of a addon made towards me? is there anybody on i can speak with about this
Depending on the severity, if it's criminal in nature and you are in the US, Canada, or the UK, you should file a report with your local Sherriff / Constable.
As for with Curseforge themselves, I'm not sure what power they would have beyond demonetizing the dev and removing their mods ...
Sorry I can't be much more help than that.
I have spoke with a officer on the issue. I need to report it to somebody that is in curseforge so they can deal with the complaint on the developer for the action
and take action on the developer
I realize it's not much, but I'm sorry you're dealing with this. It's not an easy thing.
thank you. No its not. The developer should have not done that to me. Console port addon for world of warcraft name dev monk
Hi, feel free to DM me about this @strange rune, here to help 👍
I would suggest you speak with the actual developer about this, as it appears to be a karen situation.
WoW ... might wanna button that up abit ... your *** is showing.
And that was need or helpful how?
How do i create a custom recipe for a non-craftable item?
datapack, kubejs or crafttweaker
Because calling out problematic behavior as it happens is the only way to ensure it does not continue, and it will always be a worthwhile endeavor.
Yea that's why I did so. 😉
Except I actually went to check to see what really happened. Developers don't usually act like what this person is saying, they do have a reputation to maintain. So I went to the source to confirm that none of what this person said actually took place at all. Did you?
Heh, I did not, and the beauty is that as a bystander I don't have to cus it's none of my business. I simply assisted the best I could. Nor should I need to deep dive the issue as it is between the person and the dev / curseforge, of which, you represent neither; thusly minding my own business.
I pointed them in a direction to take, and stepped back ... until someone decided to attack that person (even a sideways attack is still an attack, mediocre name calling notwithstanding).
So since this is now becoming an issue of personalities, I've said my piece, and am stepping away. Have the day you deserve.
sup. ¿How can i start to make mods?
The pins have some tutorials and guides
thank you so much
Yo How do I Create Branches for my Same Project GitHub Repo
Like I have my own main GitHub Repo branch for
1.19.X
I wanna make for 1.18.2 and 1.16.5
what git interface are you using? (command line, gh desktop, just github online)
Click the + button that says "new branch" when you hover over it
this is it for me, but im using the new ui so it will look slightly different for you
I have a couple questions, is there an html link that store the latest version or the total amount of downloads in a single line of code so I can use those numbers and strings in my mc codes?
there is not afaik
however there are some third party sites that offer such things as little image badges
Hey, can anyone help? I'm trying to add an image from Imgur to my mod description, and it isn't showing up. It just has the broken image icon with the description next to it.
Code please?
Code? I just pressed the insert image button. Do you want the url to my project or image?
Sorry, meant the code for the description, thought that it would leave some sort of markup code in the description
<p><img src="https://imgur.com/gallery/RYzNRSJ" alt="Glass textures" width="1360" height="1920" /></p>
needs to be i.imgur
tho imgur doesnt like u using it to host images for oher sites
What do they prefer?
You can upload images to the image tab, and use the direct link of those in your description. But I use a GitHub repo to upload the images for my descriptions. Imgur's ToS doesn't allow hosting for other platforms, GitHub is fine with it.
i dont know where to put this but this seems like the best place, so um my minecraft mod has been "under review" for almost 10 hours
can anyone help
i deleted it and resubmitted it about 3 hours ago and the problem persisted
!status
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!
thank you so much nothing ive submitted as ever taken more than 20 minutes so i was really confused but this really helped
can someone help it saying for me its under review for the past 1 days
it was also between the time frame
when building the currently reccommended forge mdk, Im getting a build fail with this error https://pastebin.com/GtTdZk7J
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.
no logs are being made in .gradle
ahh
scary gradle error
maybe try an older gradle version?
6 smthn
still giving Failed to notify build listener
not sure, youd probably be better off going somewhere with more knowledgable people
like the forge discord (tho dont go there, they dont support 1.16 anymore) or Minecraft Mod Development (google it)
i found the issue
i had to change the gradle version in the settings
because it would default to 7.3.3
its been 10 hours and its was posted in the time frame
So it's been 3 workdays according to that status message? Might be a lot in queue then
yes it has and ok that could be it
Do you guys deal with Java Server Issues? With the Java script themselves?
From oracle
you might want to state what your actual problem is so we can determine the solution or where it may be helpful to direct to
Basically i'm trying to run a Java Forge Server with Mods, (non-villina) and while setting up the server I have ran into this issue when trying to run the server.
ok how about showing a screenshot of your current folder with server files and put in #👽︱game-support . this channel is for people developing software or modpacks/mods
K!
can anyone tell me what im doing wrong? Im trying to remove 1 item from the itemstack and it works for a tick but right away it goes back to the count it was previously.
public InteractionResult useOn(UseOnContext pContext) {
Player player = pContext.getPlayer();
Level level = pContext.getLevel();
ItemStack itemHolding = pContext.getItemInHand();
BlockPos blockpos = pContext.getClickedPos();
BlockState blockstate = level.getBlockState(blockpos);
Block block = blockstate.getBlock();
if(block.equals(Blocks.REINFORCED_DEEPSLATE)) {
System.out.println("Reinforced Deepslate Clicked at" + blockpos.getX() + ", " + blockpos.getY() + ", " + blockpos.getZ());
itemHolding.setCount(itemHolding.getCount() - 1);
if (itemHolding.getCount() == 0) {
player.setItemInHand(pContext.getHand(), ItemStack.EMPTY);
} else {
player.inventoryMenu.broadcastChanges();
player.getCooldowns().addCooldown(this, 100);
}
}
return super.useOn(pContext);
}```
Is this mod running on the client or the server?
i think both? i mean it has blocks and everything so it would be needed on server and client no?
If it registers things yes, however things happening and then being undone is a classic symptom of doing things on the client when they need to be done on the server
the whole mod does register things, unless its different for each class
regardless i just tried changing it to this
public InteractionResult useOn(UseOnContext pContext) {
if(!pContext.getLevel().isClientSide()) {
Player player = pContext.getPlayer();
Level level = pContext.getLevel();
ItemStack itemHolding = pContext.getItemInHand();
BlockPos blockpos = pContext.getClickedPos();
BlockState blockstate = level.getBlockState(blockpos);
Block block = blockstate.getBlock();
if(block.equals(Blocks.REINFORCED_DEEPSLATE)) {
System.out.println("Reinforced Deepslate Clicked at" + blockpos.getX() + ", " + blockpos.getY() + ", " + blockpos.getZ());
itemHolding.setCount(itemHolding.getCount() - 1);
if (itemHolding.getCount() == 0) {
player.setItemInHand(pContext.getHand(), ItemStack.EMPTY);
} else {
player.inventoryMenu.broadcastChanges();
player.getCooldowns().addCooldown(this, 100);
}
}
}
return super.useOn(pContext);
}```
and it still didnt work so i removed the excalmation and it just stops removing entirely (doesnt even remove for a split second)
however if you only click with 1 item it does set the itemstack to null successfully
i'm trying to get forge 1.8.9 with mixins working but i can't seem to get it, when i run the mod from the launcher, mixins run but the forge mod doesn't show up but when i run the mod in the dev env (intellij) the mod shows up but mixins dont seem to work at all?
Are you sure that old version supports mixins?
There are ways (mainly library mods iirc)
Alright how do I Add Update json url
And which Url I put in my mods.toml file Every time I Release a new Update the player gets notified
only this line
giving me problems
Hi all! :) As a developer using the CF platform in my own 3rd-party applications, if I intend on making multiple applications, should I apply for multiple API keys, one for each application? Or should I apply for a single API key that covers all my use cases and use that key in all of my applications?
!devdiscord
The CurseForge Discord server for developers can be found here:
https://discord.gg/JwUXpc8n8M
The api related channel in here would be a better place for this question
Oh thanks!
Hey, if I try to make a mod with my own structures generating but I find them generating badly, what is that called? Bad generation offset?
1.18.2
i'm making a forge mod for 1.8.9 and i'm having trouble drawing on the screen, i've tried using net.minecraft.client.gui.Gui.drawRect and mc.fontRendererObj.drawString but i cant get anything to show on my screen
is there any different methods i should be using?
Is it possible for me and my friend to both be able to work on a modpack in curseforge?
Your asking if you both can have the same profile instead of sending each other the pack every change?
Only via you using some sort of worked out system like using a Google Dropbox or GitHub, etc with your files.
Any way to get all the "audio files" in realtime of a voice chat (i want to transcript them in real time using Microsoft API)? (https://www.curseforge.com/minecraft/mc-mods/simple-voice-chat)
!copyspam
Please do not copy and paste into multiple channels.
It won't help with getting assistance any faster and just spams the channels.
This is part of #📛︱rules 
on net.minecraft.client.model.ModelBiped
there are all the methods that make the body parts of entities move or rotate, I was wondering if there is any easy way to get the rotation of a body based on its state (crouching, swimming, pulling a bow) some1 know?
if i understand you right
here is the code
biped.bipedBody.rotateAngleX = 0.0F;
biped.bipedLeftArm.rotateAngleX = -1.0F;
biped.bipedRightArm.rotateAngleX = 1.0F;
biped.bipedHead.rotateAngleY = 0.0F;
biped.bipedLeftLeg.rotateAngleX = -1.0F;
biped.bipedRightLeg.rotateAngleX = 1.0F;
biped.bipedBody.rotateAngleY = 0.0F;
biped.bipedLeftArm.rotateAngleY = 0.0F;
biped.bipedRightArm.rotateAngleY = 0.0F;
biped.bipedLeftLeg.rotateAngleY = 0.0F;
biped.bipedRightLeg.rotateAngleY = 0.0F;
biped.bipedBody.rotateAngleZ = 0.0F;
biped.bipedLeftArm.rotateAngleZ = 0.0F;
biped.bipedRightArm.rotateAngleZ = 0.0F;
biped.bipedLeftLeg.rotateAngleZ = 0.0F;
biped.bipedRightLeg.rotateAngleZ = 0.0F;
biped.bipedHead.offsetY = 0.0F;
biped.bipedHead.offsetZ = 0.0F;
biped.bipedLeftArm.offsetY = 0.0F;
biped.bipedLeftArm.offsetZ = 0.0F;
biped.bipedRightArm.offsetY = 0.0F;
biped.bipedRightArm.offsetZ = 0.0F;
biped.bipedLeftLeg.offsetY = 0.0F;
biped.bipedLeftLeg.offsetZ = 0.0F;
biped.bipedRightLeg.offsetY = 0.0F;
biped.bipedRightLeg.offsetZ = 0.0F; ```
or sort of like this
yeah i already see it but i cant understand what ''rotateAngle'' is and offset
because i tried debug it, showing a line:
that line will be displayed whenever the player moves arms (attacking) and taking the rotationPointY values and displaying in a specific direction, it didn't work
+++++Crouching
if (entity.isCrouching()) {
float yaw = entity.getRotationYaw();
float pitch = entity.getRotationPitch();
}
+++++Swimming
if (entity.isSwimming()) {
float yaw = entity.getRotationYaw();
float pitch = entity.getRotationPitch();
float roll = entity.getRotationRoll();
}
+++++Pulling a Bow
if (entity.isPullingBow()) {
float yaw = entity.getRotationYaw();
float pitch = entity.getRotationPitch();
float roll = entity.getRotationRoll();
}
kinda like this
and I wanted to know if it would also be possible to handle this on the server side, even if the server doesn't have the client's render manager thread, I could recreate it myself based on the server's tick and player fields
yak ik
I intend to recreate minecraft's collision system, instead of just being boxes (aabb) having rotations based on the entity's body
https://www.minecraftforum.net/forums/minecraft-java-edition/redstone-discussion-and/2334195-detect-for-if-player-is-pulling-back-on-bow this might give you an answer
I was wondering is there was some sort of NBT tag that detects if a player is pulling back on a bow, or some sort of command block setup that will detect it
...
what is this?
you can only detect if player is shooting an arrow , when the arrow is released
i already knowd detect, i just really want is how get the rotation of the entitys body part
ohh
this talks about body rotation and head rotations, nothing more about body parts
Are you coding a mod? If no please use the proper game related support room. This room is for those seeking coding aid
that is not a dev question - read the topic header for this channel
for app and website issues please use #🔥︱curseforge-support
Hello,
does anyone have a good toutorial / documentation on how to create a custom main menu in forge 1.19.2?
alright, forgive me for this, but in my defense, i was told to. what should i, a peasant who owns no domains, rename com.example.examplemod to?
yourDesiredTopLevelDomain.YourNameOrAlias.YourModName
for me its de.timlohrer.MODNAME
For you its maby com.averygoodboy.MODNAME
Does that answer your question?
yeah
awsome 👌
i suppose i can use com without getting arrested
haha
It's only to identify your froject, so that there will never be two with the same id being used togeather, since that makes java k*ll itself :D
As far as my dumbass knows :D
what version is you mod for?
1.16.5
Follow this... Got me a prettx good understanding of everything https://www.youtube.com/playlist?list=PLKGarocXCE1EMxeBvqsOWZVkYD_Vd_uwW
thamks
np
Can anyone help me test my new mod that scales boss health with the amount of players in the game?
How would one go about making a cable that attaches in a fashion that redstone dust does? I know that I need to render said cable but that's as much as I have figured out.
Im kindof wondering the same thing... Maby we have to look at how fences work...
Just a guess tho
hey could i get some help with a crafting recipe
In a mod your making? or something else? Need to give more info on what your doing
i am making a mod
{
"type": "minecraft:crafting_shaped",
"key": {
"a": {
"item":"minecraft:amethyst_shard"
},
"S": {
"item": "minecraft:string"
},
"c": {
"item": "minecraft:stone_bricks"
}
},
"pattern": [
" s ",
" s ",
"cac"
],
"result": {
"count": 1,
"item": "newhope:amulet" i honestly dont know what i am doing wrong here
recipes are case sensitivr
funnnnnnnnnnn
the log file should also say what is wrong in more detail
thank you'
there a way to make it so the player get a effect when a certian item is in invitory'
yes, use a custom item class and override the inventory tick method to apply he effect
i am relatively new so plesae elab
i got the custom item class
Do you know how to override a method in java?
thats not actually required, but yes, most of the time that will be there.
If you don't know java you will have quite a hard time modding, and learning java while modding isnt the best idea.
There are some dedicated java tutorials in the pins
Servers are different from singleplayer and I want to run 1 command for players who download my server file
How could I do that? I assume something with KubeJs startup script? Just 1 command
/function dnl.lib:server
functions can be done via datapack
Uh. do you guys happen to use MCreator?
Trying to basically make a mod... that gives recipes for things. for personal use... (since idk if making the mod public has idk other things involved.)
So i got MCreator... and have no clue how to change it settings. so i can see the stuff better?
no
the code mcreator makes isnt the best, and its often hard for people who use it to fix bugs because its not entirely their code
if you want to change recipes use a datapack
Its for forge.
mc version?
idk what a datapack is... or how to make a mod at all.
1.19.2
(honestly i grabbed MCreator, because it was the only thing i could find at the time.)
(I HAVE No IDEA wHat IM DOIN.)
(Im sick of waiting for others to make mods... so im just WINGING it.... XD)
datapacks are sort of half mods
they are built into vanilla, and allow modifying/adding worldgen, recipes, loot tables and more.
all mods are also datapacks, you can rename any mod to a .zip file then open it, and the data folder in there is like the data folder in a datapack.
a good place to start with datapacks is the mc wikis page on them, and misodes json generators (google those)
where do i get basic template. to make datapack?
this seems... more complicated then clicking buttons.
https://minecraft.fandom.com/wiki/Tutorials/Creating_a_data_pack this link is better.
This tutorial shows how to create a data pack. Data packs can be used to add or modify functions, loot tables, world structures, advancements, recipes, tags, dimensions, predicates and world generation. There are some things that you should not do while creating a data pack. Here is a list of "don'ts": Release Minecraft versions or modifications...
thats the page i was intending you to find... i never gave you a link
okay... uh what is the group for?
in the generator? for the code?
and how to get 1.19.2?
hover over the ℹ️ symbol to get information on what that is
uh..... (guy who basically never uses the book.)can i put anything then?
as for changing version, find the green button that says a version
if it does not have the exact version then use the one before that, as it means the format didnt change between then and your version
just leave it blank and it will be fine
yep
i am back lol
i figured out how to do a use overide but how to do a inventory overide
@real wasp does this count/work?
yes
then download... and add to world? as the datapack?
oh, yeah
Forgot misodes has a download as datapack button. you can definitely use that and then add to the world
so basically this application will solve my issue.
also can a item only have 1 use
yes
tho it wont help if you want to add recipes to modded machines, those you will need to manually create the json for