#⚙️︱authors-help
1 messages · Page 4 of 1
There is a method called inventoryTick in the Item class, it gets called every tick the item is in an inventory. override it to peform a custom behaviour like adding a potion effect to the entity who has it in their inventory
OMG IT works
question how to turn into mod?
so i can just throw it into mods? instead of manually placing datapack in everytime?
got it
this is the thing... that was created? so i can just throw it into the mods folder? or nah?
you add it to the worlds datapacks folder, or to the datapack selection screen when you make a world
how to make it into mod tho? so i can just have to run? all the time?
you need to add an extra file to the zip so forge recognises it as a mod
this the correct line of code public void inventoryTick(ItemStack itemStack, Level level, Entity entity, int p_41407_, boolean p_41408_) {
super.inventoryTick(itemStack, level, entity, p_41407_, p_41408_);
that looks like it
Converting a datapack to a mod using forges lowcode loader:
Unzip the datapack. In the main folder make a META-INF folder (so in the same folder as pack.mcmeta and data folder).
Inside the META-INF folder make a mods.toml file, which contains this:```toml
modLoader="lowcodefml"
loaderVersion="43"
license="ARR"
[[mods]]
modId="my_datapack"
version="1.0.0"
displayName="Epic Data Pack"
description='''
My data pack
'''
You can change all fields except the modLoader one, though loader version must be the same as the first two digits of the forge version you are targeting (43 is 1.19.2)
Finally rezip (select the META-INF, data and pack.mcmeta folders/file, then right click and send to zip) it and rename the .zip to a .jar.
Youll need to check if the entity is a LivingEntity, and if it is you can get its effects with a method and add a new one. Use your IDE's autocompletion to help
got it
ok so i can find the living entity would i use a if statement
yep
yes
anytime you want logic in your code you need an if statement
? this fine for setup?
if LivingEntity trying to use this but java says no and i am searching through auto complete and cant find anything like this
yep
Its highly reccomended to know java before doing minecraft modding, its incredibly difficult and frustrating if you don't.
Try have a go at some of the pinned java tutorials, and come back after you feel like you have a better grasp on the language
(figure out how to add blocks and items... Later.... XD)
it sad i know how to add blocks and items XD
textures and stuff as well
unfortunately you cant do that with just datapacks, you need java code
or a mod like content tweaker/kubejs/json things which allow adding them with a different language (zenscript, javascript and json respectively)
this your way of saying i am frustrating you ?
yes, i dont particularly want to teach you java. there are online tutorials that are so much better than me at teaching you
k
the funny thing is... all i wanted to was another amethyst type block
thats just blue instead of purple
(i really wish tinkers construct would finally update to 1.19.2 for realz.)
Just download paxi and put your datapacks in config —> paxi —> datapacks
I have it for my modpack and they run all the time + cannot be removed unless you edit the files
I was using the Goblin Traders Fabric (unofficial port) mod and it kept saying in logs “this.tiers” is null and that it loaded 0 recipes, + it had dozens of paragraphs of similar warnings with “word.word” is null/wrong at the top. Anyone know what the problem is? This is for a large 1.19.2 modpack
this is the channel for mod and modpack dev, not troubleshooting modpack issues. please use #🧱︱mc-other-help or #👽︱game-support
how
web search - lots of tutorials
what is the cooking time for stone? for my mod?
(blast furnace recipe.)
stone -> deepslate?
or anyone got any better ideas for the ability to get deepslate... without deepslate?
okay thank you!
post in the game channel for the game you are having issues with - this channel is for discussion of code / mod development
ah gotcha sorry
is there a way using datapacks... to have every structure generate. on plains biome... and like Instantly? (like a village right near a village... but every structure in the current version of the game?)
honestly wanna see what a superflat world would look like, if everything generated infinitely instantly.
like no spacing? between the structures?
Couldn't you just make the structure spawn weights very high so they spawn every chunk?
Did u check if there is a option for that? For example dnl datapack let me do that with it's files
hello I downloaded the pack and i was confused on where to go to allocate more memory can someone help me with that?
hi everyone could someone help me with a problem that i'm having when i try to update modpack i get this message ''No java executable found. Cannot execute post-installation tasks for forge'' all help is welcomed<3
This channel is for those seeking coding help for their mod or modpack. Please use proper support room for the game you are playing
ty<3
Can someone help me? I tried doing this but I dont really know what im doing
A mod called Parasite Overlast adds morning Radio Messages.
According to the wiki by the dev, I can add my own messages through a resource pack https://github.com/acherlin/Parasites-Addon-OverLast/wiki/Radio
But I cant get it to work, I dont know what im doing. I left a message asking the dev to help me but they dont speak english so a reply may take awhile
In the mean time I want to keep trying to get it to work myself.
Can someone help? I can send what I have done and maybe you can see what I did wrong?
This is what I tried doing
i have been trying to use the 20+ lucky block mod and everytime i load into minecraft i only have 8 mods installed and i dont have any of the custom mods how do i fix this
More of a #🧱︱mc-other-help question.
hello, how can i see wich mod make me crash from the minecraft log? i'm adding mods to my modpack but now it crashes and i can't find wich mod made me do it
Remove Magnesium
its the mod that makes me crash?
It's my semi-qualified guess at least.
okay, thank you!
i'll try, because when i make a world or try to join one it crashes
it works, thank you so much for helping me!
is there a way to include a datapack with a modpack?
If you are using a mod like kubejs and its is within its folders yes. Otherwise would need to upload the datapack to cf and export the pack with it.
how can you do it with kubejs and what do you mean with export?
Are you using the CF app?
yes
This isnt the channel for that, this channel is for people wanting help with making mods/modpacks ect
!mc-wording though
Forge = Minecraft Forge, this is a modloader often just called "Forge".
Fabric = Fabric MC, this is a modloader, often just called "Fabric".
CurseForge = A Website/App that has content for games and serves as a mod manager.
Mods = Individual mod files.
Modpacks = Multiple mods put into the mods folder or downloaded from CurseForge.
srry then which channel i go to?
Can you link one?
They all have different titles for different things and I have no idea how to search up what im specifically looking for
Thank you!
pls help
My mod was approved to the curseforge website, but when I do a search for it when not signed in, nothing comes up. Why does this happen
Link to your project page please?
Make sure there is a non-alpha file available
wrong channel
how can i fix that
That is not an issue for this place. Stay in #🧱︱mc-other-help
ok
no dms plz, check out the rules, and read what Rick wrote after my message.
Support is done here not in dms
Ty
Sorry
hello! so for some reason minecraft isn't recognizing my json files??? what's with that
version? logs?
wait, version of what and what logs
version is 1.16.5
i don't know how to send logs they're awfully long
wait nvm
alright, heh, i'm doing a tutorial that named its mod something different than i did
that was the issue
is fixed now
Are you coding a mod?
This room is for people that need coding help. If your having an issue with the curseforge app itself please us #🔥︱curseforge-support
how can I spawn an entity then add only that entity i just spawned to a list
If you want any help support for Forge on their discord they only accept questions about current versions - which rn is 1.18/1.19. How about 1.19.3 as it's current and likely to be a major version for mods
hey anyone able to help me?
im working on my mod... and converting it to a behavior pack... but it doesn't seem to be working?
This is the current layout of the folder. (all my mod/pack does is add recipes.)
recipes are stored here... much like a datapack
Layout of a recipe
Manifest file within the pack? so what is currently wrong? help?
(i couldn't find much on behavior pack samples... so i based it on this sample. https://github.com/microsoft/minecraft-samples/tree/main/behavior_pack_sample)
you would get better help in a dedicated bedrock modding place, not many people here do that
i found out why... its not working. bedrock recipes are set up differently 😐
where can i get a text editor that allows me to add lines... without using online editor?
Yo guys anyone knowing a Aimbot for Weapons in minecraft? An old friend from me coded one but i dont have the cheat anylonger. so i search a new one
Maybe someone can help me with find / code one? More infos in dms
We do not help with cheats here.
All they do is ruin other peoples fun.
Maybe someone can explain me how it works. Thats the only think i want
No.
Ask again and you will be banned
You have a day for reviewing the #📛︱rules and Minecrafts EULA, which you agreed to when you bought the game https://www.minecraft.net/en-us/eula
why is this all red
its failing to find it
Try go File -> Invalidate Caches
Tick the boxes and Invalidate
thanks it work
nevermind
it just didnt finish loading
where would it find it
when i do gradlew eclipse it does this
wait a minute
im using a jre
i need a jdk
i got everything working but now
what does the example mod do
where would it print tis
oh wait
the console
🤦
i need sleep lmao
im braindead at this hour
how do i make it send something in chat
You need to get the player or server from somewhere, and send it to that
Usually thats an event, like one of the PlayerInteract ones
now that i think about it i should prob watch tutorials to learn the basics of modding before i ask stuff here...
There are a few pinned here
I did mcjty's ones
well up to ep 3 then i got bored and felt i had learnt enough from them
why? and what would this mod do...
it would be like the statsify overlay but in mod form
so i can tell the player if there is somebody nicked in the game
My apologies if this is the wring channel but I am currently working on a minecraft modpack and I would like to configure a config file for a specific mod rather than having all of the players have to do the same thing manually when downloading the modpack if that makes sense. Does anyone know how to go about this?
Edit the config files needed, then export and upload the changes.
Not the place for this type of talk. We dont support cheating

This doesn't belong here
As I said to you in the other channel, their message wasn't for you
I would say dont cry kid
Be respectful please.
Hey. I need BIG help. I was trying to update my forge mod from 1.15.2 to 1.16.5 but i have some errors. Everything works fine, expect:
Can anyone help?
private static void genOre(Biome biome, int count, int bottomOffset, int topOffset, int max, OreFeatureConfig.FillerBlockType filler, BlockState defaultBlockstate, int size) {
CountRangeConfig range = new CountRangeConfig(count, bottomOffset, topOffset, max);
OreFeatureConfig feature = new OreFeatureConfig(filler, defaultBlockstate, size);
ConfiguredPlacement config = Placement.COUNT_RANGE.configure(range);
biome.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Feature.ORE.withConfiguration(feature).withPlacement(config));
}
//Custom Spawns for Custom Blocks
static {
END_STONE = FillerBlockType.create("END_STONE", "end_stone", new BlockMatcher(Blocks.END_STONE));
GRASS_BLOCK = FillerBlockType.create("GRASS_BLOCK", "grass_block", new BlockMatcher(Blocks.GRASS_BLOCK));
}
how to delete archived files
You need to make a ticket to have them deleted.
Archived files are kept so active projects that use them won't be broken.
No don't think that's true
Once archived, there is a delete button on the file page
But use with care, as it indeed breaks dependent modpacks
how would I Upload my Mod to curseforge?
go to https://curseforge.com and click the Start Project button
Then fill out the information it requests
ty so muh I'm making a IPhone mod
youll have to check that there aren't any copyright issues with that, cause apple owns the name iPhone
jphone - it's one letter better! 😄
dev help need help... anyway to make a mod/thing that summons vanilla structures? if you do a thing? or is der a mod that does this
for instance /summon village
does that work for 1.19.2?
small structures like trees, ores and wells
Good idea!
Hello, can someone help me, I lost my A2F and I can't claim anything from the store, does anyone know what I can do?
Info for Project Authors:
When opening a support ticket, make sure to select Author Support in the What kind of support do you need? box.
You also need to include a link to the project and your CF name!
Logs, Game and OS boxes can be ignored when opening an author ticket.
that I put in "Subject
"It's that I don't know how to speak English very well and I don't understand
Put something like "2FA rest"
thanks
Hey can i get help in adding a bland block to a mod?
I know how to do the json recipes for Behavior Packs/Datapacks and how to turn a datapack into a mod
Now im trying to figure out how to make a custom block
By bland block, i mean block that has no function when right clicked... (as in it doesn't do anything just a decorative/block?)
normally you would need to know java
but theres also a cool mod called json things
A mod that enables players to define blocks and items (and more!) via thingpacks, zip files similar to datapacks and resource packs
Issues: https://github.com/gigaherz/JsonThings/issues
Wiki/Docs: https://github.com/gigaherz/JsonThings/blob/master/documentation/Introduction.md
Source: https://github.com/gigaherz/JsonThings
Game version(s): 1.16...
do i just download it manually or what?
it also supports loading thingpacks as mods i beliede
yes
and if you ever decide to upload your mod to curseforge you can add it as a required dependency, so the app downloads it when someone downloads your mod
aha, it does load stuff from mod jars
heres an example data, resource and thing pack that is distributed as a mod https://github.com/SlimeKnights/TinkersThings/tree/main/src
can i private msg you? so noone else gets the um mod file?
plus you helpped me anyway in setting it up
I want to get into creating mods, how can I start? I’m experienced in js & cpp
You'll want to learn Java, though that shouldn't be too hard to pick up if you already know a couple other languages
There is a pinned message with tutorials for java and for mod making once you have a good grasp on Java
got it
This is a channel for people getting help developing mods, not using the app
Use one of the other support channels for that
oh my bad
Excuse me, what is the author console?
thanks
Hi. I want to make a custom cat and inherit most of its functionality, can I inherit it directly?
Like this
Can someone please help me? I moved my curse forge folder in another file in my pc and now all my modpacks are gone
Did you move the files to the new location after changing the path?
I firstly moved the folder from one place to another and then I tried changing the pathing because no modpacks were shown
Lets move this to #🔥︱curseforge-support as its not a mod code issue
Ok but I sent a message earlier and got completely ignored XD
Ok
Was wondering how to add a dependency to my mod, I tried using cursemaven but it failed to find it, although the cursemaven test link worked fine for me. I want the mod to be compiled and loaded up when I launch the gradle from Intellij. Sorry if this is a stupid question but this is my first time trying to do this, thank you!
Can you provide your workspace in a github repo?
Hello so Im would like to publish a modpack I made to curseforge but when I tried to publish it it was rejected becouse it was missing the manifest.json file and i dont know what is that.
I'm going to guess you tried to zip mods up and publish that as a pack?
yep
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.
?mc-packshare
- Click the Icon for the modpack.
- Click the
button next to play. - Click

Export. - Select the files that should be included.
- Send the zip to the people that want it! They can follow the instructions in
!mc-installpackto install the pack.
This option will make your pack public to EVERYONE, it comes with extra requirements and will take some effort to set up.
- Go to create a new project
- Fill out the information with a proper description of the pack. This should allow anyone to understand what the pack is.
- Click the Icon for the modpack in the CurseForge app.
- Click the
button next to play. - Click

Export. - Select the files that should be included.
- Open your Project that you made on the CurseForge site and Upload the file you just made.
- Wait for Moderation & Sync so it can show up in the client! (See
!syncfor limitations and!statusto learn about the moderation process and how long it will take to approve/decline)
You need to make the pack with the Curse App and then follow the steps above
ty!
?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.
You forgot to add the repositories block and put CurseMaven in it
in the build.gradle? its on line 169, unless it's supposed to go before the dependencies block
and no, the repositories block inside buildscript isn't correct either
I placed the repositories before dependencies and now it builds and loads
hi, how exactly does curseforge handle mod dependencies? In a non curseforge project I need to deal with dependencies and was hoping to do something similar to curseforge. our current plan was to create a sort of dependency tree and create an algorithm to go through and resolve it. Any suggestions would be appreciated.
Hi! Is this the right chat to ask for help w/ making mc mobs in Blockbench? Or is there a better chat to ask questions in?
You would probably be better of asking in the Blockbench discord, I haven't seen many other Blockbench users around here
Hi! I made a projectile and copy pasted the code from mc trident
the thing is it dosent move
this is the entity class
i want to make a projectile that comes back after it hits a block
i cant lauch any mods and it says couldnt load launcher core form if this is your first time running minecraft, please ensure you are connected to the internet so we can download updates. Then i press ok then it says unable to start the minecraft runtime enviroment. this is most likely caused by a corruption. please try to reinstall minecraft which i already did. please help
this is the channel for people developing mods, not people using them/trying to use them
need help adding optifine to all the mods 6 to the sky i downloaded 1.16.5 optifine added it to the mod folder launch the game and it is not there please help
#👽︱game-support was the correct channel for this, this channel is for those seeking coding help.
hey can i get some help curse forge only says oops, that shouldn't have happened
and i can't do anything at all to fix it
ive tried all of the firewall stuff and redownloaded it and updated all sorts of stuff but it just won't work
add multiple components and use Style and withStyle to format them
as you found § and \n aren't really supported
if this is client side you can manually get the translation and split that at \n
otherwise yeah, there isn't really a way
Can someone make me a mod?
Because I have no idea how to do it... and its driving me crazy
litterly portal to ocean biome world.
(like all just ocean biome.)
I need... Oil... XD
Any forge event for when a mouse button is pressed, regardless of whether the if you're in game or in the menu?
aint a minecraft or anything else issue but its a window one my colours are really weird :
High Contrast theme/setting maybe. But more of a #🥑-off-topic-chat thing, as this room is mostly for people making mods/addons and things like that. :)
okay thanks (sorry)
No worries!
Are public modpacks allowed to have shaders included in the shaderpacks folder? The shader in question is currently hosted on CurseForge, but there isn't any way I've found to "reference" it through the modpack creation process.
(Or should this go in the -minecraft-support channel?)
idk if i should ask this here but i made a pack for me and my friends but when we make a world it closes and doesnt tell us why
It looks like it's related to the SnowRealMagic mod, and possibly the same as this issue reported: https://github.com/Snownee/SnowRealMagic/issues/257
Oh, it might be something with Sodium then. Are you running it in your server's mods? It should be client side only.
i dont have a server
This is also an issue for #🧱︱mc-other-help OR #👽︱game-support . As this channel is for those seeking coding aid.
hi, need help
when i try to run my new mod via gradle (launch the client, etc) it exits with error code 1
- Right-click the modpack profile icon OR click the
button in the modpack profile. - Click

Open Folder. - Open the
logsfolder. - Drag and drop the FILE named
latestORdebuginto discord.
oh, shut up
Its an auto reply for the "error code #"
how can i provide logs from Idea? Just ctrl+c - Ctrl+v?
i guess, yeah
ah, whatever. Here, pure ctrl+c - ctrl+v from the console
solved: Mod ID must be all lowercase
Help pls:
private static <T extends Block>RegistryObject<Item> registerBlockItem (String name, RegistryObject <T> block, CreativeModeTab tab){
return ModItems.ITEMS.register(name, () -> new BlockItem(block.get(),
new Item.Properties().tab(tab)));
}```
this shows me an error in block.get(). I've made everything according to the tutorial
what is the error?
(when asking for help always include the error message if you get one)
requried: Block
Provided: <T>
i know this is about data formats, but idk how to fix taht
You can remove all the generics from here, you don't need them
replace T with Block and remove the <T extends Block>
and where do i do that? In main file or?...
in the code snippet you posted...
private static RegistryObject<Item> registerBlockItem (String name, RegistryObject <Block> block, CreativeModeTab tab){
return ModItems.ITEMS.register(name, () -> new BlockItem(block.get(),
new Item.Properties().tab(tab)));
}```
Like that?
yep
looks like you are importing the wrong Block
I see this channel is not so active
Devs don't really come here. For a few reasons.
lol
anyway
how can i add other mod as a dependency, and actually use items from there?
I have a pack development question:
If I want to have GIT track my changes to the Minecraft profile/instance I'm using to build my pack, I realized I should probably have ./Mods in my .gitignore so cloning or pushing doesn't redistribute the .jars that aren't supposed to be redistributed. However, if I do so, and I clone the repo (including all the instance metadata) on another PC (e.g. starting from my desktop and going to my laptop)... Will curseforge figure out from the metadata that it needs to download those mods, or will it get confused and think they aren't part of the pack (leading to a blank profile which is basically useless)
to put it differently: Developing a modpack is largely about adding/updating/removing, but if I can't/shouldn't have git track the changes to the mods folder, which is also one of the main things curseforge seems to track, what can/should I have it track? Is it sufficient to track manifest.json on its own?
i have a question: how can i use a mod pack i installed on mediafire?
This channel is for those seeking coding aid, please use #🧱︱mc-other-help OR #👽︱game-support
ok sorry
Where do I go to update the game to the newest patch?
nevermind sorry i seen this is the wrong chat
hello
how do I edit this to make multiple creative tabs so i can show everygun in each tabs category
or imma use my useless logic
compile fg.deobf("slimeknights.mantle:Mantle:${minecraft_version}-${mantle_build}")
compile fg.deobf("slimeknights.tconstruct:TConstruct:${minecraft_version}-${tinkers_build}")
minecraft 'net.minecraftforge:forge:1.18.2-40.2.0'
jar {
manifest {
attributes([
"Specification-Title" : "TinkersHeaters",
"Specification-Vendor" : "TinkersHeaterssareus",
"Specification-Version" : "1", // We are version 1 of ourselves
"Implementation-Title" : project.name,
"Implementation-Version" : project.jar.archiveVersion,
"Implementation-Vendor" : "TinkersHeaterssareus",
"Implementation-Timestamp": new Date().format("yyyy-MM-dd'T'HH:mm:ssZ")
])
}
}```
Help pls. Got the errors when added the dependencies
minecraft_version
tinkers_build
and
mantle_build
are defined:
minecraft_version = '1.18.2'
mantle_build = '1.9.25'
tinkers_build = '3.5.2.38'
people have made tools for this before, one of which is vaskii's instance sync (google it)
where are you setting those variables? (in which file?)
Thanks, I'll check it out 🙂
The Great Oracle Of knowLedGE (okay not a perfect acronym)... was failing me, but I tried again just now with slightly different terms and got it. Looks like it should do the trick 🙂
In gradle file
there are at least four 'gradle files'
particulary in build.gradle file
this one
set them in gradle.properties
no help at all
please stop with the pings
nope
click on the top most error in the 'failed to build' box in the bottom left, to get the full logs
https://media.discordapp.net/attachments/572261616956211201/1014887244638732308/unknown.png
sends me here with this error:
move it below the mc dep, i dont think thats what is causing it but its standard practice
i think the error is that you need to use implementation instead of compile
well, it handled most of errors
Build file 'C:\Users\User\Documents\mymod\forge-1.18.2-40.2.0-mdk\build.gradle' line: 151
A problem occurred evaluating root project 'forge-1.18.2-40.2.0-mdk'.
Could not find method compile() for arguments [DefaultExternalModuleDependency{group='slimeknights.mantle', name='Mantle', version='1.18.2-1.9.25', configuration='default'}] on object of type org.gradle.api.internal.artifacts.dsl.dependencies.DefaultDependencyHandler.
- Try:
Run with --stacktrace option to get the stack trace.
looks like you are still using compile, not implementation
i can't find anything about implementation
found, thanks, Chief
How can i make my block face other direction than north? NBTs?
preferably facing same direction as the player who placed it
or, because you are doing this based on tinkers, have a look at the smelteries block
that just sounds super dodgy @hardy brook, so i have removed it. This isnt a place many devs hang out anywa
okay
what type of files will work for minecraft mods
Can I ask why you're asking? What are you trying to upload?
What would be the method for running something when an item is eaten? Custom item to be exact and 1.19.3
you should check out this projects depending on what loader you wanna use as they are messing both with the eating animation https://github.com/Theoness1/EatingAnimation and https://github.com/MatyrobbrtMods/EatingAnimationForge they are working with a resource pack, so i guess you would have to make one for your mod too and if you wna't this mods as a depency of your mod so you don't have the trouble of implementing it you can just amke a texture pack as shown here https://github.com/Theoness1/EatingAnimation/wiki/For-texture-packs!
A forge port of the EatingAnimation mod. Contribute to MatyrobbrtMods/EatingAnimationForge development by creating an account on GitHub.
HELP - For some reason I can assign a Creative Mode Tab to my item, Can anyone help?
what version of minecraft will this be for?
1.19.3
you can check out this github repo for help as i am not a forge modder https://github.com/Tutorials-By-Kaupenjoe/Forge-Tutorial-1.19
I was watching his tutorials and following this guy, and went to his repository and checked if everytinhg was okay, and it tecnically was
yeah he is registering the tab now in the main tutorial mod.java and no longer directly in the items https://github.com/Tutorials-By-Kaupenjoe/Forge-Tutorial-1.19/blob/main/src/main/java/net/kaupenjoe/tutorialmod/TutorialMod.java
this has probably changed in 1.19.3
oh, yes that is correct
i guess this video might help you, when you are already following his tutorilas https://www.youtube.com/watch?v=zYaBiUN2Axg&t=536s
In this Minecraft Modding Tutorial, we are updating our tutorial mod from Minecraft 1.19.2 to 1.19.3 using Forge.
== SUPPORT ME ON PATREON ==
▶️ https://url.kaupenjoe.net/patreon
== ASSETS & DOWNLOAD LINKS ==
GitHub Repo: https://github.com/Tutorials-By-Kaupenjoe/Forge-Tutorial-1.19/tree/40-update1193
== 25% OFF FOR GAMING SERVERS ==
▶️ htt...
alright, thanks man
no problem
Need help on multiconnect
For some reason my game keeps crashing when I put something in a shulker box and try to break it and pick it up the code it is giving me is -1073740940
This channel is for those that need coding help, please use #👽︱game-support OR proper support room for the game you are playing
I'm trying to make a smelting recipe but it doesn't work, what is wrong with this recipe?
Nevermind it's solved
Are payments delayed this month?
Compared to other months, yes
ok
!devdiscord is a better place for these sorts of questions btw
The CurseForge Discord server for developers can be found here:
https://discord.gg/JwUXpc8n8M
ah, ok ty!
Hello! can someone help me ?
Providing the following information will help the team in assisting you:
- A detailed description of the issue you're experiencing
- If a mod/modpack/addon is involved, please specify the name
- Any screenshot/video/gif of the issue if you have
- Get your relevant logs ready, you can type
!mc-logs/!cflogs-appfor instructions
Some tips for explaining yourself better to save time and additional questions:
- Avoid using words such as 'it', say what it is :]
- Instead of simply saying something doesn't work, try to describe what's happening when you're running it
I just download curseforge app so I can manage mods for the sims 4
Are you coding a mod?
ahhh no
#🚶︱sims-support if you are having issues with sims 4.
hey so ive been playing better MC and its great but after a few days the color on my server looks like its starting to fade out. its dimmer looks like the colors being sucked from the blocks sorta speak lol
any reason this could be happening ? pls and thx
thought i was in the wrong one thx
hey I'm making a modpack and I was wondering if you are able to use abandoned mods or will my modpack be rejected? (minecraft modpack)
If it's on the site, you can use it.
thx
how can i have full logs of what is happening in game in console?
like, for example, "player dev broke dirt block at (coords)"
you would need to listen to those events and add log messages
and i do that via?...
The magic annotations
or a couple of methods on the bus
theres some examples in the forge mdk of them
maybe some useful links?
i cant find any
this page is good, but it doesnt have any examples https://forge.gemwire.uk/wiki/Events and doesnt describe the annotations
this image shows the few ways you can listen to an event
https://images-ext-2.discordapp.net/external/8A_5Ygwk478AVnczY6_6Mf_tk869BxgFyxQEOj_nE_0/https/raw.githubusercontent.com/MinecraftModDevelopment/Modding-Resources/master/eventhandler.png
and what if i need to listen to other mod's events?
Then you use one of the last 4 methods and only do it if the other mod is loaded
i cant remember how exactly you get a mod list, but start by having a look at the usages of the ModList class
it is loaded for my dev version of minecraft. I am making an addon, and i need to see what the mod does, that my block does not
are you doing this? https://github.com/SlimeKnights/TinkersConstruct/blob/1.18.2/src/main/java/slimeknights/tconstruct/smeltery/block/component/SearedBlock.java#L42-L47 or extending this class
yep, i extend it
to be sure, i've copied onRemove thing
and NewEntity, and IN_STRUCTURE
dont copy any of that
did you set up a block entity to be attached to your block, and is it being attached?
yep
breakpoint at that method and see what happens and doesnt happen when you break one of your blocks vs one of theirs
hi guys Who have problem with tacotip, addon to check gearscore?
how can I override a vanilla recipe, for example what I'm trying to do is override the wooden pickaxe recipe. But when I try to do that, it doesn't work and I don't know why?
What Minecraft version? Forge or fabric?
1.19.3 Forge
in newer minecraft recipes are all done via the \data method. which means you can easily use datapacks to change recipes. there are also mods (Crafttweaker and KubeJS) which you can write 'script' files for to do recipe changes in a more convinient and compact format
most modpacks actually trying even a little have some examples in their published files you can look at for examples
I require help, I trying to add a crop that acts like potatoes in minecraft, (black eyed peas). Everything seems to work, it drops the correct amount of items, and it works how I want it to except that the textures are not showing. I'm trying to solve this issue since last week. I'll leave my github repo here: https://github.com/MrNoide/Bean-Mod
If someone could help that would be amazing
The version is 1.19.3
im making a mod
I am having troubles setting up the environment for making a mod for 1.8.9
Forge on Minecraft I am on mac, can someone help me I have been going through many guides. Using eclipse
./gradlew runEclipseRuns is not working
Error:Cause: peer not authenticated
Does anybody have any advice on good API's/Methods to make a questbook for minecraft? (Standalone, not modpack)
Isn't that solely just for documentation/help with mods? (Examples: Tiny Logistics, Tinker's Construct)
oh. questbook
missed that bit
ye lmfao
might be able to do something with patchouli, as its pages can be advancement locked and advancememts can have quest like conditions.
otherwise no, questing apis aren't really made for use by mods, they are made for modpack makers
bc im tryna make a questbook for base minecraft, with compats for other mods
hm
alright
"otherwise no, questing apis aren't really made for use by mods, they are made for modpack makers"
when i have more experience theres nothing stopping me from making one
is among us on curseforge?
Site yes, app no.
If I were to make a model for an armor piece, what would I have to select in blockbench for the project type?
can anyone help me with this? i am connected to the internet what should i do
!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.
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.
and this is the wrong channel, as this channel is for development help for mods. your question would be better in #🧱︱mc-other-help
ok thank you so much <333
What should I do if the mod developer has not been in touch for a long time, and I want to publish a mod on this platform (I will specify the main site and the developer's discord), and the system says that the developer's written consent is needed?
what is the license their mod is listed as using
this mod is not located on this site, the mod is free and is publicly available, I do not know what license is installed.
it entirely depends on what license it is under - some licenses allow any use of code for any reason, and some strict saying you can't do anything with their code in any way
This mod is on the Planet Minecraft website and it does not specify a license, there is only one way to download and that is MediaFire. I can share the link with you in private messages.
sure
this is the wrong channel for this. The channel is only if you need help developing a mod and not for support with Minecraft. It would be better to ask this in #🧱︱mc-other-help. But make sure you have enough resources. Stop everything unnecessary to run Minecraft and also make sure to have enough space on your disk.
I recently started learning about mod development and wanted to make my own custom "plate" item, where each item in a specific list of items gets a plate item created which is coloured with the average colour in the texture of that item (aka if iron ingot was on the list it would get the average colour of the iron ingot texture) . My problem is I can't figure out how to work with colouring textures (not only for setting the colour but also the whole mess of having to have a specific colour code for each pixel in order for its colours to be shifted). It would be of great help if someone could refer me to a link or explain it in detail.
I tried going through the extra:1.18.1 files to look at something like leather armour but neither the textures or the model json files provided anything of use.
I also tried looking it up online but everything I found seemed to point to some 1.12 implementation or implements something into a class that I have no idea how to implement. A few reference links:
https://www.tabnine.com/code/java/methods/net.minecraft.client.renderer.color.ItemColors/registerItemColorHandler
https://nekoyue.github.io/ForgeJavaDocs-NG/javadoc/1.16.5/net/minecraft/client/renderer/color/IItemColor.html
https://forums.minecraftforge.net/topic/69181-how-do-i-make-a-block-colorable-exactly-like-the-leather-armour/
https://forums.minecraftforge.net/topic/105020-1171-changing-color-of-certain-layer-of-generated-model/
Running On:
-> Forge 1.18.1
declaration: package: net.minecraft.client.renderer.color, interface: IItemColor
Hello i want to make some of my custom blocks colorable exactly like the leather-armour. The basic color should be white and all other colors should have the additional info "dyed" under the block´s name. it should be able to craft the white ones with a basic-recipe i made and the other colors wi...
I'm trying to make a colored item using ItemColors, but I also only want 1 layer to be colored while the other is just normal. I'm trying to use the item/generated model, so I'm not sure how to do this because normally you'd just change the face tint index, but I can't find any elements and it se...
so am trying to make a modpack here,
i wish to make srp parasites spawn in lost cities just like seen in eg. rlcraft. i went to config and added them in as mobs for spawner. they appear in spawners but they do not spawn. after some playing i accidentally found out that they spawn only if player has active "curse" potion effect. and even than most of them spawn inside walls. how would i fix this?
Hi I wonder why i cant see my cc on curseforge I can see my builds and sims but not cc if have mark the scriptmod and i can see all in my game ?
use #🚶︱sims-support for sims stuff please
this channel is for those actually making mods/addons/cc/scripts
You can work with who ever you wish when making a project. Just make sure that you have an agreement with who ever you work with, have seen many groups run into issues when a team falls apart.
Hello, I've been working on a legacy mod with an outdated version of build.gradle
I'm making a personal modification to the mod, with permission from the original developer (they've even helped make it happen). The only thing I need to do now is to rebuild the mod, but gradle keeps giving me an error that's preventing me from doing so
This is the error that I'm receiving. Can anyone assist me?
Hey, does anyone know if its possible to change how breath works? I wanna make it so it stops regenerating in the rain
You could use a player tick event and decrease the breath counter if in the rain, or you could mixin to where breath regenerates and add a check for if standing in rain
this channel if for developers of mods, that need help not for support on minecraft ask your question in #🧱︱mc-other-help
anyone understand?
you probably have something messed up in your mod, as gradle has build fine
bruh idk
i dont see i messed up smt
without seeing the full error or your code i think no one will be able to help you
help i cant download curseforge on windows
i cant click it
but i can click on mac and linux
but im in windows...
so help pls
This is a channel for dev help for mods, please move to #🔥︱curseforge-support
sorry to ask but i have lost my worlds due to linking my account with curseforge app i have tried to log out and log in but it did not work could anyone tell me what happened
That isn’t a dev thing and CF doesn’t touch anything in the .minecraft folder
well my account got wiped and basicly replaced by a new one
i have been a builder for a while now and i have build quite alot of worlds im really sad that they are gone
Are you launching the game from the CF app when you see all worlds are gone
no from my minecraft launcher
From the launcher that isn’t opened by CF?
yes
Curseforge doesn’t touch that launcher
Screenshots would be fine
also it has taken over basicly
the build i built i have 3 more pictures
also i have not launched using rl craft
You need to use the launcher in the .minecraft folder after closing the one opened by curseforge. they are not the same.
i never opened it using curseforge
read this ^
RLCraft, it wouldn’t show that name in the launcher if you weren’t using the CF app
☝️
it does
Close all launchers
i did all ready its not fixing
also i shutdown the pc logged out of my account (in minecraft) and closed curseforge
Open the launcher that isn’t through CF app and see if anything is different
sorry to say this but can u not read
You are doing something wrong and you seem to refuse to see it
the screenshots i sent where made by me opening my launcher (from the minecraft launcher not the curseforge app)
did you go to the .minecraft folder?
no
do that
screenshot so i know you actually did it
it just opens under the curseforge not under .minecraft
didnt say to open anything
that is not the .minecraft folder
so you are in the wrong place
but im opening the minecraft folder how u are suposed to
why the hell should i remember this %APPDATA%.?
there i guess
and now what do i need to do?
Look in the saves folder
ok?
Are all the worlds still there
And it doesn’t touch the .minecraft folder where all your worlds are
yes i understand but its not helping the problem that my minecraft account is gone
Your account is not gone
also when i logged out and back in it sent me to the CF account
Logged out of what
or coppy
minecraft
You didn’t happen to mess with the file path the .minecraft launcher uses did you
nope
i dont mess with it unless its the mods or the resource packs folder
and i know that they dont change the game in a way to do this
actually my mods folder is empty
exept optifine witch i dont even use it in that way
open the minecraft launcher inside that folder.
how doe
If you go into the installations/profile list in the launcher that opens, what does it have set as the game directory?
Also what does this return if you run it in powershell?
Get-ItemPropertyValue "HKCU:\Software\Overwolf\CurseForge\" -Name "minecraft_root"```
i dont know what u mean sorry
There is an installations tab near the top of the launcher
well im on windows
but what was yamza going to do?
i dont know how to open the minecraft launcher from the .minecraft folder
How about we focus on what I asked you to do
the problem is i dont know how to do it?
Which one?
A.
or B.
what does it have set as the game directory?
Also what does this return if you run it in powershell? idk what u ment by that
Do you know how to check the settings of a Minecraft Launcher "installation" (really should be instance or profile but Mojang chose a stupid name)?
this?
Yes, now click the 3 dots on the RLCraft installation and click Edit
done
What does it say under Game Directory?
this?
That looks right for a CF-launched instance of the launcher. You said you never ran it from Curse?
yes
Close the launcher and provide a full screen screenshot please
A screenshot of your desktop with the launcher closed, please
? why u want my personal data
...I want to see the screen so I can confirm the launcher is closed completely...
Why do you have personal data on your desktop in text form anyway?
idk because i can
here
also its really messy on my pc
also here if u want
Looks right to me, try running the launcher
#🔥︱curseforge-support would have been a better place for this. This channel is for those seeking help for coding a mod.
hello making a modpack and was sent here
currently learning crafttweaker and all that for a light customised experience
but for some reason i can’t load worlds and its stuck on the loading square
is this supposed to be for the game suport channel….
I have one quick question:
How can I get a list of all forge ingots and iterate over it and getting the items texture?
when and what for?
(that sounds like a strange request. you should clarify what and why so you don't run into the xy problem https://xyproblem.info/)
More specification you can see on my previous question here which got ignored and piled under the rest. I am making a plate item that is generated from a texture which changes its color depending on the color of the texture passed into it (aka it gets the average color inside of the texture and sets that as the color of the plate item). I want to iterate over the items inside of the forge:ingots tag and from there generate each and every plate item accordingly
you can't do that unfortunately, tags are assigned when you start a world but items need to be registered and textures loaded before the main menu shows up
Is there a way to get a similar result differently?
*or does it have to be done manually (i.e. making every texture yourself and changing its color with a color editor, adding a model json for each one and so on)?
there is a library that can do that sort of thing, you just have to have a list of things (like ingots) that you want to process. i know the author of the library is quite helpful too, if you want to know how it works
https://www.cflookup.com/minecraft/mc-mods/dynamic-asset-generator
Library mod for dynamically generating assets at runtime.
Issues: https://github.com/lukebemish/DynamicAssetGenerator/issues
Wiki/Docs: https://pages.lukebemish.dev/DynamicAssetGenerator/
Source: https://github.com/lukebemish/DynamicAssetGenerator
Game version(s): 1.18.1, 1.18.2, 1.19, 1.19.2, 1.19.3
Modloader(s): Fabric, Forge, Quilt
so to my understanding this is going to basically do the same thing as doing it manually?
sadge :(
Well is there a way to just have a specific color set when registering the item? Like for example have a colorless texture and when defining the item itself you set it its color?
yes, you can provide a tint for white textures. its what grass and other foliage does.
im not entirely sure how it works, tho i believe its a registry somewhere
check usages of grass block items
its in code
Is the a way I can find it?
I'm sorry im new to mod development
so I don't know a lot of this stuff
I know where the external assets, models and tags are but I don't exactly know where to find the code itself
for defining the items
what ide?
Intellij Idea
press shift twice, then type in GRASS_BLOCK
this will search for that in class names, variable names and method names. if nothing comes up you may need to press double shift again to turn on search everywhere.
choose the result that is from the Items class, not the Blocks class.
the ctrl + click on the field in the class to find its usages, one of which will be for defining custom colour handling
I found this?
Here is what I found:
public static final Item GRASS_BLOCK = registerBlock(Blocks.GRASS_BLOCK, CreativeModeTab.TAB_BUILDING_BLOCKS);
Which leads into this and this:
public static final Block GRASS_BLOCK = register("grass_block", new GrassBlock(BlockBehaviour.Properties.of(Material.GRASS).randomTicks().strength(0.6F).sound(SoundType.GRASS)));
// Leads to:
public class GrassBlock extends SpreadingSnowyDirtBlock implements BonemealableBlock {
//...
}
Maybe its dependent on the Material its using?
You dont want the Block, you want the Item
the block uses a completely different system thats biome dependent. the item just has a solid colour
yes
It should have more than one usage (if smthn has only one usage intellij takes you directly to that)
Maybe I want to look at something like leather armour and its definition? Or possibly concrete?
ah, RegisterColorHandlersEvent on forge
yep. thats exactly it
the main mod class?
no, otherwise it will cause a crash on dedicated servers, which dont have client code
make a new class and call it ClientEvents or smthn
okay
and now?
I found one issue tho, I can't seem to find 'RegisterColorHandlersEvent' (at least my IDE doesn't recognise it)
what version?
of the IDE or the minecraft client?
mc version
1.18.1
ah
forge rewrote a bunch of rendering stuff at some point between 1.18.2 and 1.19, so you will need older stuff
yes
it would probably be a good idea to have a helper method for registering them that also adds them to a map with the value being the color, then iterate over that map in the event
yea
but okay
so uhmn registering an item with the hex color #eb4034 for iron dust (this should make it a red-ish color) would look how exactly?
.register takes in an item color which can be an anonymous class but also takes 'ItemLike'
i believe any white pixels in the texture will be purely that color, and any other pixels will be a darker shade
Item implements ItemLike, so you can just call .get() on your RegistryObjects
so something like this?
event.getItemColors().register(new ItemColor() {
@Override
public int getColor(ItemStack pStack, int pTintIndex) {
return 0xeb4034;
}
}, ModItems.IronDust.get());
yes
you should also be able to convert that to a nice lambda (intellij should be telling you to actually)
oh cool : ```java
event.getItemColors().register((pStack, pTintIndex) -> 0xeb4034, ModItems.IronDust.get());
tysm!
hey guys, how would i go about completely removing enchantments and enchantment table from the game? is it easier in fabric or forge?
dont want them to be available in creative either
thanks
Hello, I am trying to code in a block that is like the hay bale, yet it's not loading the textures now that I'm trying to get it to place like the hay bale. I'm in 1.19.3. I am quite new to modding, so I hope someone can help. P.S. the problem seems to be with the blockstates .json file yet I made it exactly the same as wood or hay bales but trying to use my model instead, yet it doesn't seem to be working.
I'm back with another question:
How can I add a Smelting Recipe without having access to the level itself (NOTE: at the registering step). I have created a SmeltingRecipeBuilder but I have no clue how to add it to the Recipe Manager?
logs?
recipes are added using json files.
the builder just allows you to generate those using the runData task
oh ok
but
how do I save it to the json?
like to the file itself
I know there is a .save method
but I have no clue how to use it
i havent done anything with datagenerators, i tend to just write json by hand.
McJty's tutorials do cover data generators, they are linked in the bottom of the pins here
I took a look at it but I don't understand where exactly he gets his consumer from
I managed to untangle everything and figure out whats going on but I seem to be running into an issue with data generators. (I think it might not be adding it as a listener). I have something like this:
ModDataGen.java:
public class ModDataGenerators {
@SubscribeEvent
public static void gatherData(GatherDataEvent event) {
<MYMOD>.LOGGER.info("ModDataGen gets called!!!!"); // THIS NEVER PRINTS OUT THE MESSAGE
DataGenerator generator = event.getGenerator();
if (event.includeServer()) {
generator.addProvider(new ModRecipeProvider(generator)); // Nor do any other providers
}
if (event.includeClient()) {
generator.addProvider(new ModLanguageProvider(generator,"en_us")); // This one as well
}
}
}
<MYMOD>.java:
@Mod(<MYMOD>.MOD_ID)
public class <MYMOD> {
// Definition for MOD_ID, The logger and other things
public <MYMOD>(){
IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus();
// ...
modEventBus.addListener(ModDataGenerators::gatherData);
modEventBus.addListener(this::setup);
modEventBus.addListener(this::clientSetup);
// ...
}
}
My question is, am I doing something wrong? Should I be adding it somewhere else?
It doesn't have logs afaik, it's just when I am placing the block, I get the black and pink block. someone did mention a "RotatedPillarBlock" class, yet I am not sure hot to implement such class into the main program.
everything has logs
are you running runData, and have you changed those mod ids in the build.gradlep
show your current code for making the block
Hi everyone! I'm a noob but have a bit of an apparently curly question. I've raised this in other servers (spread out over the week) but nobody's been able to figure out what's going on yet.
My issue: I have the bare bones of a mod, which adds none of its own content yet but it does depend upon two other mods. runClient will run Minecraft but it comes up saying my dependencies (MCA: Reborn and its own dependency, Architectury) aren't installed. However, I'm pretty sure I've added my dependencies in build.gradle correctly (screenies attached).
I used cursemaven and I ran a test to make sure it was fetching the right files and it worked just fine on the website. It appears I've put MCA: Reborn and Architectury's info in correctly, sothat shouldn't be the issue, right? I did try changing it so that the files are sourced from github instead but I did a worse job of that XD didn't even have a successful build, so I put it back the way it was.
Someone asked if I've tried just putting the mods into the mods folder, which I have (but apparently that hasn't worked in the dev environment since 1.12 or something). Another person suggested a clean and reload, which unfortunately didn't fix it either.
I'm sure I must've just missed something basic and dumb. XD Do any of you know what it is? Or of someone else I should be asking about it? I've obviously done something wrong but just can't figure out what. Or... is it supposed to be like this while you're developing the mod? O.o Surely not?
(Yes, I am making changes to MCA but dw it's opensource.)
Thank you so much for your time.
Oh and I'm working in 1.16.5 - sorry if that sucks
Can you provide your project as a github repository?
Sure! Sorry for late reply, someone came over
https://github.com/ArtofShannonLee/Shannons-Fantacy-MCAR
I'm a big noob and working from a template so sorry if it's messy or cringe or something haha
Ready to feel dumb?
Oh shit yes XD
Double check their mod ids 😛
hmm 🤔 brb
||architecturyapi -> architectury
mcareborn->mca||
faaark meeeeee
thank you I deeply appreciate you taking the time to find my dumb mistake. I'll fix that and try again. My lawd.
huh I thought those were descriptions where we could put whatever 🤦
In the cursemaven yes, in your mods.toml no
Also note that CurseMaven is unique in this respect and most repos you need to get the name correct, it's just that cursemaven goes off the numeric IDs instead of the full name you give it
Ahh I see! Thank you 🙏 the good news is that I no longer have that issue. The bad news is that now I have a new one. Something to do with jdk? I can just google this one though. Thank you. 😄
Please help with the mod Lightmans currency
When creating a permanent trader and after I enter the /lcreload command, everything seems to work and a permanent trader is created. But when I move into the world, there is no regular trader. What should I do?
!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 
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.
hello
any1 know why insanity craft wont open
Why isnt this working?
I checked my DNS like the website says and it still wont work
are you using windows 11?
Yea, im stupid
i didnt update forge cus i didnt read far enough down sorry!
yea when windows 11 came out alot of ppl are having issues with minecraft lately
I'm creating a companion like entity that you can interact with via a menu, I have a menu and a screen attached to it, but I need to be able to access the entity if a button is pressed, is there any way I can pass in a reference to the entity in the constructor? I should mention this is my first time working with gui so please be kind. Mc forge 1.19.2
NetworkHooks assumes you're using Containers rather than raw entities, you might need to make your own packets for this
what can i do
Close curse forge and one wolf completely or just curseforge if stand alone and retry
Hi guys, I'm looking for a bit of help. I've made a small texture for Minecraft & submitted it to share with everyone. Yet I keep getting messages saying I need to make changes, but it doesn't specify what changes. And I've looked up similar texture packs & I've done nothing different to how other's have submitted them.
The name of your project should give players a hint of what they can expect from your project, not the meta-data information.
The name of my project is what it is, a Tomato texture Plus
Note that you can use the project and file tags to set this instead.
The following information should not be in the project's name,:
- Game name (Minecraft, Terraria) Not included
- Project category class (mod, modpack, texture pack, etc.) Not included
- Project file version numbers Not included
- Release stage (alpha, beta) Not included
- Project category (tech, raid, pvp) Not included
- Information that is better suited in the project description such as features
Basically described what the texture pack is for & what it should be used with, as it's an addition to a mod that includes tomato's made by someone else. My texture pack just improves the textures for it.
Submitted 5 times & each time I get the same msg back & I've no effing idea what to change. If I had known submitting a simple texture was this damn difficult, I wouldn't of bothered.
?oops
- Make sure you tried these steps first
- Click the
Create logs.zipbutton on the bottom of the oops error. - Drag and drop the created file into this channel.
- Wait for someone to look at the logs and help you.
grab a vanilla one and edit that
Any tutorial?
uhh, just any pixel based image editing tutorial?
its not very difficult, just copy paste the pixels that make up a slot around
Someone contacted me about being a partner with Kinetic Hosting and getting a commission. Are we even allowed to advertise on project pages? I thought it was against the TOS or smth.
You can advertise the host you are with in your project description (if your crazy change logs)
Ok
Hi, I have an issue that CurseForge cannot detect my Minecraft installation
I am running arch linux btw
I reinstalled minecraft with Lutris, and as official package
MC isnt available for the Linux version yet. Only Wow
Should say next to the download on the site
Apps like ATLauncher, FTB app both work with Linux and CF packs tho.
Hi i am tryin to make my own mod, that is using a depency which i have added as following(Minecraft Version 1.19.2 & Forge version 43.2.4:
minecraft 'net.minecraftforge:forge:1.19.2-43.2.3'
implementation 'org.java-websocket:Java-WebSocket:1.5.3'
}
But that just keeps giving me the error:
Caused by: java.lang.NoClassDefFoundError: org/java_websocket/server/WebSocketServer
And when i go into to the minecraft log its says:
```Exception message: java.lang.ClassNotFoundException: org.java_websocket.server.WebSocketServer````
And If i decompile my jar, The only file is see are my own files
The whole log can be find here:
https://pastebin.com/SzBkYNfu
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.
Why?
How do I make items drop on the ground when you drop them and you have to right click to pick them up (like the infinity stones in lucraft)
theres an item pickup event, cancel that for your item
for the right click youll probably need to listen to the right click event and do a raytrace for your item
Thanks but how do I make them drop on the ground like this. Do I have to make the cube within the mod and then make physics for it or can I still use a normal item?
that looks like just an item model
unless it has different physics
if it has different physics you'll need to make a custom item entity and do stuff with that
can someone help me my skins won't load on the newest update even tho i set it to this red ninja but its stuck on this black girl skin and this only happens when i load up the new update on curse forge not the original java
Add this java argument to the arguments box in
(bottom left of CurseForge) —>
Minecraft: -Djava.net.preferIPv4Stack=true
and please use #🧱︱mc-other-help for further mc issues. this is for developing mods
I'm making a mod and I want to add custom weapons to it that automatically integrate with the 'Better Combat' mod animations. Do I just need to apply a tag to the weapons to get them to function as intended with specific animations, or is there something more complicated I need to do?
i think it is just data files, but you would be better off checking their wiki and discord (if they have one)
👌
Checked and it is just data files
but I can load a preset with about 3 lines of code so it should be super easy to get it to work
Correction: It would be super easy if I had any idea what I was doing
what version is best to create a mod on? 1.12.2 or 1.19.3
why my minecraftforge not had event folder?
You're in the wrong jar
so i leave it there and when i load up minecraft my skin will be bACK?
should be
before i put the code there i closed minecraft incorrectly on a server and now whenever i try to click play it says game crashed an unexpected issue occurred and the game has crashed were sorry for the inconvenience exit code 1
see the last sentence in my original message
oh ok
Hello, I hope this is the right place to ask- I am trying to set up eclipse to be the IDE I use to make mods. I followed the instructions in the README file for the forge install and have watched youtube tutorials, but I am not sure why I'm still getting this problem.
After setting up the project folder via Gradle, I open up the example mod file and it does not seem to be recognizing any of my libraries. For example, hovering over the package line (first line) says java.lang.Throwable cannot be resolved. I did some research and downgraded my Java version (currently using Java 17) and refreshed my dependencies. This maybe worked once, but then there was an error in the console (I cannot remember it now) so I restarted Eclipse and now it is back to the problems I described above. Refreshing dependencies accomplishes nothing. I have restarted the process from scratch and am not sure what to do, but I did find this (image)
Since I set up Eclipse to use the javaw.exe for the vm instead of JRE, I don't know what this is doing here and I am suspicious it is part of the problem. I would appreciate any advice anyone can offer.
how do I update my modloader?
!mc-updatemodloader
- Click on the modpack profile you are working with.
- Click on the
button next to the play button. - Click on the
Profile Options button. - Select the mod loader version you want from the dropdown.
- Play!
If you need to update to a new game version, a new profile is required.
Thank you
Yo
I have a minecraft mod for 1.16.5 which I want to upgrade to 1.19.2
I used the following function to add a message to the players chat history.
Minecraft minecraft = Minecraft.getInstance();
minecraft.ingameGUI.getChatGUI().addToSentMessages(message);
And I used this message to display a message on the players client. How would I do that in 1.19.2?
StringTextComponent stringTextComponent = new StringTextComponent(message);
minecraft.ingameGUI.getChatGUI().printChatMessage(stringTextComponent);
However It seems like in forge 1.19.2 ingameGUI ist available anymore
How did you import the project?
How soon after uploading a mod file to CF is it available on cursemaven/the beta site? Thanks to the confirmation notification i have a direct link to the file, but it isnt available from cursemaven (yes i tested it using https://cursemaven.com/test/) nor does it show when I look at the projects files list.
Direct Link
https://beta.curseforge.com/minecraft/mc-mods/mowlib/files/4412146
CMav Test
https://cursemaven.com/test/631455/4412146
Beta Site
https://beta.curseforge.com/minecraft/mc-mods/mowlib/files
(hopefully this doesnt resolve itself before someone looks at it)
it used to be immediate, files showing on the old site that is, is this just a beta issue of approved files not showing up quickly?
aiui the beta uses a system more similar to the app, which can take a bit to get new files
gotcha, thats a bit unfortunate, but i guess it is what it is.
Also will the CF authors site be updated with stuff for managing projects soon? I found it fairly difficult locating a way to upload files on the beta site.
yes, author stuff is coming to the beta site
Every way I could. Most recently, I used the steps in the README:
- Run the following command:
gradlew genEclipseRuns(I am on windows) - Open Eclipse, Import > Existing Gradle Project > Select Folder
but the first time I used the gradlew eclipse command to generate the project
hi can u guys help me
im trying to use badlion client whitout its launcher but with its source code on github
however, when I want to use the command gradlew build it doesn’t work : I can’t see the folder build or libs in my extracted badlion folder
can someone help pls
what is a good example of a "valid summary" for a minecraft modpack? I've tried several variations, each of which conforms to the guidelines given, yet my pack is rejected day by day now.
What's your current summary?
guys pls
"A large kitchen-sink modpack filled with mods for all types of players"
Revised to:
"A large modpack filled with technology and magic, designed to suit all playstyles."
Try being a bit more specific
But the moderation team can be quite strict yea
Which technology/magic mod
No need to mention "large modpack", and maybe specify some playstyles which suit best
^^
Use the CurseForge launcher
all the usual ones. botania, bewitchment, etc. tinkers, mekanism, enderio, etc
Just wanted to update- I tried the same process on a different machine and I am getting the same issues, so it is likely an issue in the steps I am doing. I just don't know where. I download the MDK files and imported them as a Gradle project just as the readme file instructs. I have eclipse vm set to use JDK-17.
Also, most of the debug suggestions are to configure build path or fix project setup, but i don't kow what it is uspposed to be
The question was for you :). Basically make the summary as if a new player doesn't know what those mods are
Its your pack that you spent hard work making. Show it off, its not just another boring kitchen sink pack, its something new
!notcf
thats a valid question to ask in this channel, just sketchy and unlikely that anyone will know the answer
The only place the notcf command should really be used is #🔥︱curseforge-support and maybe #💬︱general-chat
how do u play with friends on curseforge mods
You need to either make, rent or join a server. if for MC
I asked them which game they were talking about in the first place they asked
thanks for the help, its approved now!
i tried to run client and i got this error. I'm using IntelliJ IDEA and the corretto-18 SDK, same Language and same gradle JVM. Its all forge
click on the 'runClient' bit on the left and then scroll up on the right to see the actual error
also 1.16 uses java 8, 1.17 java 16 and 1.18+ java 17
no java 18 yet
im using java 18 on mc version 1.19.3
use java 17
thats what mojang ships with the launcher and what users will be using
same thing
Use MS Java or Eclipse Adoptium
go back to what i first said then
Sorry to bother, did I answer the question properly or did you mean something else?
You answered it properly... that should be the way you import it (as an existing Gradle project).
What did the console panel say?
it said the same thing, even after I added Eclipse Adoptium
FAILURE: Build failed with an exception.
- What went wrong:
Execution failed for task ':runClient'.
Process 'command 'C:\Program Files\Java\jdk-17\bin\java.exe'' finished with non-zero exit value 1
- Try: ...
Look higher in the log
where?
Scroll up in the log area...
Paste created of message.txt, uploaded by Cookie _.
It said the build was successful. I refreshed the project and it still was:
Sorry what's the issue then?
there are errors all over:
its as if libraries aren't being recognized or something
no matter how many times i refresh dependencies lol
When this happens in intellij it's usually because the cache is screwed ... does Eclipse have any options like Intellij's "invalidate cache"?
I'm not sure, let me look into that. Been a while since I used eclipse
Thanks for the help thus far, I'll get back when I've done more research
0h-I did repeat the process on another machine and I got the same issues, idk if that means anything
I don't think there is a built-in way to do so. I tried to clean it using cmd (https://www.ibm.com/docs/en/order-management-sw/9.3.0?topic=1-cleaning-cached-build-information-in-eclipse) but it did not fix anything. Would uninstalling and reinstalling help?
Also I just realized my replies are set to ping, that's my bad, sorry. Turned it off.
Though I am tempted to just use IntelliJ at this point
I set up the project in intellij and it works. Thanks for the help, hopefully I don't return here for a while lol
😄 Hello! I'm having a bit of trouble with a mod I'm creating that really should be a simple solution.
I'm creating a pretty simple mod for 1.18.2 and the idea behind the mod is that when you look at a mob, the mob get's a glowing effect applied to it. I already did all the math and tested it to make sure the Mod could understand what "looking at the mob" means. But when it comes down to applying the effect to the mob I am stumped. I'm using these lines of code to apply the effect
LivingEntity livingEntity = (LivingEntity) entity; livingEntity.addEffect(new MobEffectInstance(MobEffects.GLOWING, 200));
and I also set up some code to basically print a list of effects the mob I'm looking at has. Everything is working fine, except when actually looking at the mob in game, nothing happens. I even tested this with other effects like poison and same result. Any help is greatly appreciated
Two things are happening here:
You are presumably doing a raytrace on the players looking direction for finding entities. This only works on the client, as server raytraces don't hit entities. Only blocks.
Because of this the code to add an effect is only triggering on the client side, which means it never actually gets added/
You'll probably need to send a packet from the client to the server with the entities id, so the server can apply the effect.
oh hmm interesting, I'll make sure to check this out after I finish my homework👍
Can someone help me with this? I am trying to make a mod for Pixelmon 1.12.2 and this error keeps poppinig up, there is no extra mods added besides Forge 2860
You didn't set the MC_Version variable in the gradle.properties
It still didn't work
I'm having a small problem with my modpack i am currently making. It spawns way to many mobs naturally and it causes severe framerate issues. does anyone know a mod that will greatly reduce that?
in control is a very configurable mod that controls mob spawning
thank you!
is there anything like Bunker Down for 1.12.2?
i know Wasteland Reborn spawns you in an underground bunker, but it doesn't work with lost cities
#🔎︱mod-hunting for that sort of thing
thank you x2
this channel is for those developing mods, that doesnt seem like that sort of crash
#🧱︱mc-other-help would be better
thanks
What sort of client?
Anyone know a good way to access mod/plugin data that might be more efficient than json? Currently reading from a large file every time a common part of my plugin is used
a pvp client
Like im stuck at gradle build
I'm working with IntelliJ IDEA and I can't runClient because it'll fail with an error that says
"Execution failed for task ':runClient'.
Process 'command 'C:\Program Files\Java\jdk-17\bin\java.exe'' finished with non-zero exit value 1"
Check run/logs/latest.log
where is that?
is there anything specifically I should be looking for?
I'm a little confused by all of this
Hey, so I was making a really simple mod in Mcreator, and I was wondering how I put the mod on a curseforge pack. It’s not working because of a missing .json file (I think). (I don’t mean post this, I mean play it personally)
I uploaded the first jar for my new Minecraft project. However, it turns out it has a critical bug that prevents modloading with another mod that I only discovered after uploading it. What should I do - wait for the first jar to be approved, then delete it and submit the fixed jar, or something else?
submit the fixed jar, then delete the first one once its approved
i dont believe there's currently a better way to handle that sort of thing
also that sort of question would be better suited for the dev discord
!devdiscord
The CurseForge Discord server for developers can be found here:
https://discord.gg/JwUXpc8n8M
How do I register a new RecipeType?
same way you register most things
a deferred register is the usual way but you could also use the register event if you feel like it
Oh okay, thanks
- Right-click the modpack profile icon OR click the
button in the modpack profile. - Click

Open Folder. - Open the
logsfolder. - Drag and drop the FILE named
latestORdebuginto discord.
After installing FancyMenu my modpack started crashing with exit code 255 but even after deleting it still crashes
Paste created of crash-2023-03-04_12.54.07-client.txt, uploaded by Forz.
I forgot the password to my curseforge account and idk how to recover it
contact twitch support
They asked in another room and already left
I received this error when trying to run runClient in IntelliJ
I looked up the code and the suggestions were to update my drivers, but they are up to date. Any ideas on what I need to do?
This would be a better question for the Forge discord I think
i just started up a project and checked my project structure which i think was correct, but it still doesnt let me build the project because of some errors that i dont understand. can someone help me with this?
can you copy the entire log into a paste/gist and send that?
and I have another error
minecraft doesnt accept capitals in resource locations, which the string dados in your screenshot is a part of
If I write it like in the screenshot minecraft not even open
What does the crash report say?
Exception message: net.minecraft.ResourceLocationException: Non [a-z0-9/._-] character in path of location: chocium:Dados
Stacktrace:
its my first day creating mods 😦
as a general rule for minecraft, never use captial letters inside a string in your code. always use lowercase
in your screenshot you showed dados with a lowercase d, but the error says its uppercase
it needs to be lowercase
that error says that somewhere in your mod is the string Dados
you need to find that and make the d lowercase
you can use Ctrl + Shift + F to search your entire project for a string
use the In Project search, not directory
and you are sure its crashing with that ResourceLocationException now its lowercase?
yep I just google it
That is just what minecraft was disllaying when the crash happened, in this case the loading screen
its not an error, only part of the information given to you to help you find what caused the error
net.minecraft.ResourceLocationException: Non [a-z0-9_.-] character in namespace of location: Chocium:
The same but with "Chocium"?
yes
you seem to keep trying to capitlize things that shouldn't be captilized.
keep everything except the text in en_us.json lowercase
variable names are fine
so keep them as you had it
its only ResourceLocations (so most strings (text surrounded by ")) that need to be lowercase
I dont understand
every object (items, blocks, textures, models, biomes, dimensions ect) in minecraft has a 'name'
this name is known as a ResourceLocation, which is formatted like namespace:path
The namespace is usually the mods id (like minecraft) and the path is usually the objects individual name (like diamond).
Both the namespace and path must always be lowercase.
This means your modid (chocium) and any names for your items, blocks ect (like dados) must always be all lowercase.
Note that the name you set lang files (like en_us.json) is NOT a ResourceLocation, it is just a display name that can be anything, including captilized
not the class name or the variable name, but the string the variable holds (Ctrl + Click on the variable name to go to where that is defined to check it)
that is the class name, not the variable field name (sorry i was calling them variables before, they are actually called fields)
the field is the purple bit
that green text needs to be lowercase
so chocium
but if I write "chocium" it wont open
then that is caused by a different problem, because I know that it needs to be all lowercase
its "chocium"
try start the game again and see what goes wrong this time
its the same
it cant be
net.minecraft.ResourceLocationException: Non [a-z0-9_.-] character in namespace of location: Chocium:
okay
so somewhere else in your code you have a Chocium
the stacktrace (bit below the error in the crash report/log) should say exactly where (i believe intellij will even turn it into a clickable link to go to the code)
Hello! My college blocked the website to download forge for Minecraft and was wondering if there was another site to download it?
There may be, but that won't help as the forge installer downloads other stuff from forge
I can run it I just can’t access the site
cant you just get the zip file from someone who already downloaded it
Your issue isn’t development related so it doesn’t really belong here
"IItemClientExtensions" its working on 1.19?
hi, is this the place to report (for minecraft all the mods 8) 2 crafting recipes with the same form, impossible to make one as they share the exact same craft xD
That would be something to tell in the all the mods server
Anyone got an idea for a nice first mod, doesnt need to be too simple, just challenging enough