#⚙️︱authors-help
1 messages · Page 6 of 1
Lan and Modded MC has never worked all that well, as Minecraft's LAN was really only built to support Vanilla. Modded introduces a lot more files that may need to be synced per player, this can be taxing on a lan connection, due to the host needing to work double time (or more depending on player count)
Easiest fix: make a local server and join it !mc-installserver OR rent/find a server online to join.
can some one help me with the mod
custom loading screen
My loading screen json file
{
"renders": [
{
"image": {
"parent": "builtin/image",
"image": "config:textures/loading_screen.jpg"
}
},
{
"image": {
"parent": "sample/bottom_bar",
"position_type": "BOTTOM_LEFT",
"offset_pos": "BOTTOM_LEFT",
"colour": "0x80_00_00_00",
"position": {
"width": "screen_width",
"y": "-18"
}
}
},
{
"image": {
"parent": "sample/bottom_bar",
"position_type": "BOTTOM_LEFT",
"offset_pos": "BOTTOM_LEFT",
"colour": "0x80_3E_3B_36",
"position": {
"y": "-18"
}
}
}
],
"functions":[
],
"factories":[
],
"actions":[
],
"variables":{
}
}
My config
Configuration file
debug {
B:resource_loading=false
}
general {
# The maximum fps to target for the loading screen. The default is 75. Values between 2 and 300 are allowed.
I:fps_limit=60
S:random_configs <
sample/default
sample/white
sample/scrolling
sample_panoramalower
>
S:randomconfigs <
sample/vcity
>
# Sets the config to use for the custom loading screen. Use 'builtin/random' for a random loading screen on each load.
# Alternatively you can prefix this with 'config/' to load from the 'config/customloadingscreen/' directory.
# Or you can use 'sample/slideshow' to display images from config/customloadingscreen/slideshow#.png.
# Or you can set this to 'config/example' to use the default example config.
S:screen_config=config/vcity.json
# Sleep for a tiny amount of time each mod progress stage to make configs that rely on receiving all mod load stages work a bit better.
B:smooth_init=true
B:use_custom=true
B:use_frame=false
}
can some one help me with the Loading Screens mod on curseforge
im trying to replace the zombie pigman with other animal varients, i managed to add the sheep as a replacer but i have other textures for other animals such as a cow and human types put once putting the textures into the folder only the sheep one works how do i make the resource pack to spawn different varients
here is an example of the one i replaced but i want different vareints, i have the textures ready but they wont show up ingame i named them zombie_pigman2,3 ect.
i have this textures and many more but they wont appear as these texttures are not replacing the original zmpigman.png so how would i be able to add different looks to the one mob
im using 1.12.2 with optifine and have randome entites and custom entities enabled ingame
Hello! I uploaded my modpack for review and it was recently approved, but then instantly rejected by the system with this message:
"Invalid manifest.json file:
References invalid fileIDs: fileID: 4110436, projectID 709661 (project-709661), fileID: 3722535, projectID 601840 (project-601840)."
What should I do?
Project 709661 is: project-709661
Adds an item that regenerates durability over time
Game version(s): 1.18.2, 1.19.2
Modloader(s): Forge
Project 601840 is: project-601840
With this mod you can craft name tags
Game version(s): 1.18, 1.18.1, 1.18.2, 1.19
Modloader(s): Forge
You have 2 deleted mods and this isn’t the channel for this kind of question
Sorry! and thank you! WHere should i ask for modpack support in the future?
If it has to do with uploading the pack #🔥︱curseforge-support if issues in the pack itself during gameplay/trying to launch it, #🧱︱mc-other-help
Gotcha. I just asked here because i had a fatal error with minecraft before and I was told to ask here. But now i know. Thanks! Is there any other issues with the message i should fix or should deleting those two fix it?
Delete the two mods, then re-export
Gotcha, ill do that now
I want to add an item that acts both as a sword and shield, how to go about it?
(ping if replying)
hello I came for help (if there is a solution to my problem) concerning Minecraft
Are you coding a mod?
no
#🧱︱mc-other-help then. This room is for those seeking coding aid.
ok is there one for another help
here ?
have a look at the ShieldItem code and the SwordItem code, and then make a new class that extends one of them and adds the extra code from the other.
i was hoping to avoid doing such a thing, but it looks like I have no choice
thanks for the help
!mc-installserver
- Check if the modpack has a server pack, if it does: use that and skip below.
- Go to the Forge website http://files.minecraftforge.net/ and download the Installer for the forge version the pack is using.
- Run the installer and choose
Install server. Do not install to your desktop. Also do not install inside a OneDrive folder. - Run the server using the forge.jar. A file called
eula.txtwill be generated. Open it and changeeula=falsetoeula=true - From the Client; Copy the
modsfolder,configfolder, and any other folders needed for the pack to work into the server folder. If the modpack has a server pack, use this instead! - Run the server again.
- Port forward your machine if needed. (Google it)
You could also use this community made tool for installing packs! Instructions are provided on the site.
!mc-lan
Lan and Modded MC has never worked all that well, as Minecraft's LAN was really only built to support Vanilla. Modded introduces a lot more files that may need to be synced per player, this can be taxing on a lan connection, due to the host needing to work double time (or more depending on player count)
Easiest fix: make a local server and join it !mc-installserver OR rent/find a server online to join.
Hi, I'm new to modding extremely, and I've been following the Playlist by Kaupenjoe for Forge 1.20 modding and I've followed some of his 1.19 all the way up to ore generation. I added tree generation, it worked, but I added ore generation and now the game won't get past the menu screen, Gradle is giving me an error of java.lang.IllegalStateExeption. anyone know how to help?
I've been trying to update/port the 1.16.5 mod "Actually Unbreaking" to 1.20.1 forge. I think I've figured out most of it, but am now getting an error saying "java.lang.reflect.InvocationTargetException: null" when launching the game with the mod in the mods folder. I have included the crash log, and the latest log.
Paste created of latest.log, uploaded by shatteredprismatic.
Paste created of crash-2023-07-18_12.01.13-fml.txt, uploaded by shatteredprismatic.
ok lets assume im running a server off of arclight and my friend made a base code to run a server off of the computer at its purest form but the problem is i cant run it if i dont know how to set it up can someone help?
i need someone who is good with code
So basically your using some 3rd party server tool, and trying to run with bare bones code.
how i can fix this
thank you, i was able to do it(despite my lack of coding experience and understanding) and was satisfied with the results ,i might post here how it was done
The gist of it was that there was no need for an extension from ShiledItem class, it can be implemented through sworditem class itself
I'm trying to test my mod and it keeps failing to run :runClient from gradle. I've tried looking everywhere else and I found nothing. I'm using Intelij btw and new to Java
I can provide the logs if needed
well I'm adding the logs 🙂
Paste created of latest.log, uploaded by ajayxd__.
Paste created of debug.log, uploaded by ajayxd__.
looks like it might be a graphics drivers problem
is there an hs_errpid in the /run folder?
if so, send it
Mb for not responding sooner forgot to enable notifications and here you go:
I'll just downgrade my drivers to see if it fixes anything 🙂
fixed it turns out my drivers where severely outdated lol thanks for you help
how do you get a project on the curseforge app?
!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)
Second section
!sync
The CurseForge App and website do not share the same requirements.
You might find content on the website that won't be on the app.
In order to show on the app:
- Projects MUST have a file marked as __Release __
or __Beta __
- Projects MUST be Approved
- Projects MUST have a file marked for the game version selected/loaded
- Projects CANNOT be Experimental
- Projects CANNOT be Abandoned
!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!
I want to create a new Mod for Forge so whats the current "1.12.2" Mod Version of Minecraft? Like whats the most used version
1.18.2 or 1.19.2
normally i would suggest going for the latest version, but thats a bit... messy now with the whole neoforge split
I am trying to create a clothing pack for MCA (Minecraft comes alive) reborn, I follow the guide somebody posted on the fandom but it isnt showing up when I add it to the resorce pack as intructed
idk what to do and I need help
I can send the file or I can send SS or however you want
(the pack is for a friend)
I will be offline from 10pm EST to 10am EST
ima post the file if anyone wants to look at it
here is what I was using
https://minecraft-comes-alive-reborn.fandom.com/wiki/Custom_Skins_(Without_editing)
I am not a mod maker so I have no clue where i went wrong (or what im doing)
hey i just got forge and the only games are minecraft world at war and the sims is there any way to get other games?
the windows standalone only supports a few games, you need the full version for the rest of them
please use the support channels for further support tho
Hi guys, I am currently working on a mod that involves adding custom tnt to the game. This custom tnt is suppose to be an endgame item obtained from mining uranium. This nuke when detonated will explode a massive area. I have no idea how to make custom explosion. The default Minecraft explosion will not work because of how it’s logic works. If any one can help please do. Thank you🙂
@vocal yacht and @plain raven we dont do job postings/looking for coder/artist ect here
try the Minecraft Mod Development or Mod Dev Cafe servers instead (google them)
explosions are just setting a lot of blocks to air, so make a method that does that instead of using Explosion#explode
Ah I see fair enough, thought I could post it here too, I'm already there and already made, sorry about this tho
If someone could, walk me through the process of creating custom TNT for forge I would greatly appreciate it.
Hello guys. I have some questions regarding some basics of putting together modpack. Could you guys help me out?
Please
ofc, you just need to ask the question
hi im trying to make a modpack but when i try to play there is no loot in chests and no blocks drop
What mods are you using
100+ mods
Jeez
yeah
Do any of them have something to do with loot?
i dont think so
That’s strange
You could try to remove the ones that you think might break something
ok
We want to keep this Discord server clean and organized for everyone to find what they need easier.
As part of that, this server does NOT allow LFG (Looking for Group) or self promotion outside the dedicated forum channel.
Please use the #1032223688180895804 forum when you're looking for people to play with or want to promote a thing you made!
oh sry 😰
It was not meant as a promotion but as a help. The mod is not yet online anywhere.
oh i misunderstood, thought it ws already live, then leave it here
Hi guys i am a mobile application developper and i want to be a mc developper and i learned java is this sufficient
Yes
i learned java
Yab msg me in private
There’s a bit more to it
ok
hi i have probleme
how do I setup eclipse for use with mdk 1.12.2 2859
https://docs.minecraftforge.net/en/latest/gettingstarted/
while the forge docs only support the newest versions - most of what it goes over for this stiill applies to that old version.
I dont see the whole build.gradle file etc
and I dont see exactly how I load the files from the folder where all the forge stuff is on eclipse unlike the other version of the mdk I was using (2847) which made an eclipse folder with stuff
you might be interested in this legacy modding discord
https://discord.gg/FXtdu5Uq
I assume this is the right channel to ask
I was recently experimenting with custom texture packs and I ran into an issue. The mod that I am retexturing has two doors, with two different animations, One slides up, One slides down, I managed to give them both a seperate texture (screenshot one). But the animation still forces one texture to be loaded on both. I figured it out how to swap them (that's how I got them inverted) but now I can't get an uninverted texture on the sliding upwards door.
As you can see, this one uses the corrext texture (LEFT)
however, the other one texture swaps to the top (RIGHT)
can yall help me with this, I asked for help 5 days ago and have not gotten it
Or at least tell me if your not going to help
your files all have extension names that don't belong there. crack open your ZIP file and look.
pack.mcmeta.json should be only pack.mcmeta
pack.png.png should be pack.png
female.json.json should be female.json
etc etc
the file you posted didn't even have any actual assets in it
yes, Idk why, Im working on that trying to fix it and get the proper file to you
Its missing the entire texture file
here we go
again, this is a MCA clothing texturepack
not a block texture pack
Will a mod I've made on 1.12.2 2847 work on minecraft 1.12.2 2858?
probably
hello my mod file is getting denied and i have tryed to fix it but i cant does anyone know how i can fix it
Trying to create a 1.20.1 Forge mod project, and when I ran the runClient task it threw me this error:
Paste created of message.txt, uploaded by kun4i_.
intellij?
If by that you mean the IDE I'm using then yes.
yes. is it a new project using the MDK or a previously working project with files?
it's a new one
in the information box at the bottom does it show more error information when you click the top message on the list (left side) ?
?
The error log I sent was all the error information it had.
send run/logs/latest.log
wait
before that
Does having mods installed in the .minecraft folder affect anything here?
the .minecraft folder has no relation to mod dev
you dont even need mc installed normally to dev mods
oh alright
not sure where that is located
didn't know that existed
Paste created of message.txt, uploaded by kun4i_.
net.minecraftforge.fml.loading.moddiscovery.InvalidModFileException: Invalid modId found : mediterranean-weaponry (main)
spaces and () arent allowed in modids
I'm pretty sure I didn't add spaces.
I'm gonna double check.
does the package name have to match the mod id?
I'm gonna try replacing the dash with an underscore
welp
Problem solved.
Never using dashes for my mod ids ever again.
is anyone by any chance willing to help me port a 1.16.5 mod to 1.19 (so its compatable with all 1.19.x versions)?
it should be not too complex i hope theoretically seeing as its an extremly light mod and doesnt add any items or entities?
or if anyone could just let me know how hard it would be to do so
(i belive i do have the source code and that its allowed to be modified, also the project hasnt been updated in 2 years now, it only has 1.16.4 and .5)
do you know much java?
thats the funny part
like nothing at all
so i would assume it would be as hard as a fat man climbing/hiking up a mountain 
which is why i mainly asked if someone else knew how to do it
though theoretically based on my understanding of the mod the main issue would be the version setting?
i dont belive there was any massive coding change between 16 and 19
the main isssue would be all of minecrafts code being 'renamed'
at least to my knowledge
minecraft by default is obfuscated (parts of code are renamed making it hard for a human to understand)
in 1.16 and earlier versions people made things called 'mappings' that turn the obfuscated code into human readable code.
late 1.16 mojang released their official mappings, so people switched to that for new versions (some 1.16 mods also use it,but its kinda rare)
there are tools to convert between the old mappings an new mappings tho
the main one i believe is FART (forge auto renaming tool).
after that the issue would be code that has been replaced/removed, which is where java knowledge would kinda be needed
1.7—>1.8 and 1.12—>1.13 were both big changes
so a monkey bashing at a type writer might take too long to do so?
if youve never done coding before then yes
if you know another language and are good at patterns/problem solving youd probably be able to do it
does being semi-fluent in dumb
count as another language? XD
but if its patterns and problem solving i might have a chance
but uh
do you by any chance have a link to said FART tool?
(also either way if i manage to figure stuff out i greatly appreciate the help so far!)
nvm its not fart, not sure what thats for
its this script https://github.com/SizableShrimp/Forge-Class-Remapper
hello my mod file is getting denied and i have tryed to fix it but i cant does anyone know how i can fix it
!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 
i already answered you in the first place you asked
Anyone?
sorry i did not see that and im just trying to look for how to solve it
if the mod uses regular models for the doors (unlikely) you could override those and do all sorts of texture stuff in there, but otherwise its probably not possible
Afaik it uses seperate obj files
Each part dissapears once it gets out of sight
How do I make an item use a different 3D model, (E.g use a 3D Model Magazine) but assign a different texture to it?
Which mc version is best with fabric and forge?
I made an mcreator forge mod 1.19.4 and I tried to open it with intellij. Before today I could use intellij without problems but now when I opened it all imports starting with net.minecraft don't work. It is like the ide doest get the Minecraft assets
Please ping me if u know how to fix this and want to help!
How do I setup an animation library for eclipse to make a mod on 1.12.2, Like how do I add the library say idk geckolib or smth then import the neccessary geckolib files
Like the animation.geo.json etc.
Hey guys, so I am working on a mod that adds custom items and recipes to the game. In my recipe json file the Minecraft name space is underlined and not recognised by forge
did you do "minecraft:" like that
I’ve fixed it
👍
how do i access the backups of my skyfactory 4 world it just recently crashed and it wont let me back in the world not sure if there is anyway to get my world back?
Hey! I’m looking to mod a indie unity game with VERY little knowledge of how one would do this. Are there any videos showing how one would go about doing that?
Or will it be ridiculously hard
This is also a online multiplayer game
I'm fairly certain this is a chat for minecraft modding
Dunno if you'll find much help here
Depends on your skill.
If that game you're gonna mod has a decent modding documentation and you're good at learning by reading, it might not be that hard.
But you need Unity knowledge before hand.
And also don't take my advice too seriously, I might be wrong.
It’s not Minecraft
This is a chat for any modding, but cause Minecraft is the most popular game on CF its usually MC focused, and other games arent as likely to get help cause people dont tend to know them
It might be worth looking at existing Unity games with community made mod support
Yeah but it's effectively become a mc focused dev help
so i want to make a Hollow Knight mod for myself (probably spread it around for other people too), any advice on how to start?
a mod for hollow knight, or a hollow knight themed minecraft mod?
HK themed mc mod
but making a mod for HK wouldn't be too bad either
imma start with mc tho
If you don't know java, learn that first. You will have a hard time without it.
Then go for a basic mod tutorial, and start your mod from there
There is a pin with links for all of that
Who knows how to code a Minecraft plugin in java here? I have a mission of great importance ^^
how do i turn a zip into a java mod that i can put into my mod folders
And what zip file is it
Ok so, I am trying to make my own mod pack for my server SMP. And every time I try to upload the mod pack to the project it keeps getting rejected due to not having a "manifest.json" file. I have no idea what that is or how to fix my issue. Can someone please help me out?
Please ping me when someone reponds.
Are you making the pack in the CF app?
What is CF?
?noping
Please take the time to read our #📛︱rules
Keep in mind that the reply feature pings the original message's sender by default, so please turn it OFF with every reply (you can hold down shift when replying to do the same), or don’t use the reply feature and simply write your response in the channel.
The Moderators & Helpers 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.
CF = CurseForge
Yea, I made a new project then went to go upload the zip file with the mods in it and it got rejected due to not having that manifest.json file.
This is where I am uploadin the zip file too
Did you export it from the app, or did you try to take the file as it appears in your file explorer
It is just a folder with the mods. I did not export from the app. How would I go about doing that?
?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!
- 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)
🔸
Thank you for your help
This has been under review for like 6 hours.
!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!
May want to add more to the description, doesnt really tell users what the pack can do.
It’ll get rejected for having modpack in the name
and i need a website or a app so i can make a nice picture for my modpack, like a minecraft picture
i need a beta tester (can be two) for a modpack
ik but i have two wait for 5 days
and i really need the beta testers
5 days for what?
to post again
you want not need fyi - figure of speech
what
guys whats the best version to make modpacks in?
1.12
whichever version has the most mods you want on it
can someone help me understand whats going wrong
Hello, how can I change my avatar in Curseforge? I updated my avatar in twitch two months ago, but I still don't have an avatar in Curseforge 😥
log out then log back in on curseforge
Thank you so much. It's work
So I need a bit of help.
I wanted to make a mod. But I want this mod to be an addon for an existing mod. Like, This mod adds certain things (Like Recipes/Items/Advancements etc) to an already existing mod. But I dont know how. Is there a certain way? Would appreciate some help.
yes it is possible
Could you explain or show me the way?
In your build.gradle add curse maven to your repositories block
// the repositores { } bit should already be there
repositories {
maven {
url "https://cursemaven.com"
}
}
and then add the maven snippet for the mod from its files tab to the dependencies block, so it looks like this:
// again the dependencies { } block will already be there with something in it about minecraft
dependencies {
minecraft '1.19.2' // this will be smthn about minecraft, i cant remember its exact format. Just dont change it
// add the line here, like so:
implementation fg.deobf("curse.maven:complete-compost-634342:4573606")
}
Thank you! 🫶
my friendhas max storage on his OS drive and he whants to swich how?
This isn’t the channel for that
srry im new
#🧱︱mc-other-help message
if the project on GitHub already uses eclipse structure it shouldn't be too hard @dusk pilot
does it use?
I don't know
have you developed mods before?:
no
im trying to edit the dependencies of a mod because it has an outdated one that keeps crashing the game when used with newer versions of that dependency
Create: Mounted Storages
And what’s the outdated thing it wants
Expanded Storage
it's using the one with [Forge-Unused] at the beginning of its name
i was trying to get it to work with the newer version
What version of Minecraft are you trying to use
1.18.2 with forge 40.2.0
Show the logs from when the game crashes
?mc-logs
- 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.
Paste created of latest.log, uploaded by thinkingbeanz.
If it wants the older, you need to use the older
You’re also missing a mod it wants
what mod is that? as far as I know, it doesn't need any mods other than the Create mod, which only needs Flywheel
New logs
Paste created of latest.log, uploaded by thinkingbeanz.
Minecraft armour customization mod. Contribute to Armourers-Workshop/Armourers-Workshop development by creating an account on GitHub.
Minecraft armour customization mod. Contribute to Armourers-Workshop/Armourers-Workshop development by creating an account on GitHub.
what happened? I'm not obfuscated the code, and jar is normally.
i suspect it could be the try-with-resources block in the saveSkinToStream method.
fernflower doesnt fail on it, but it certainly doesnt look pretty. (i dont know what decompiler cf uses)
It's just rejected now. These codes have existed for a long time, and they were last released 3 weeks ago
yes, the checks that are failing here are relatively new (they are aa part of the malware response)
what do you mean, 'just rejected'?
You can see the commits. I tried to delete some code to solve the rejected problem, but it is still rejected for the same reason.
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.
sorry, it is typing wrong. “rejected in today”.
i can't open support.curseforge.com, it says 403
When I try to upload my project, It just says "Internal Server Error" I've already tried multiple times and keep getting the error
hello im trying to apply a few paper patches using mixin but im having a hard time fining MapItemSavedData and ServerLevel classes
https://github.com/PaperMC/Paper/blob/master/patches/server/0976-Only-tick-item-frames-if-players-can-see-it.patch
https://github.com/PaperMC/Paper/blob/master/patches/server/0614-Limit-item-frame-cursors-on-maps.patch
https://github.com/PaperMC/Paper/blob/master/patches/server/0310-Fix-sounds-when-item-frames-are-modified-MC-123450.patch
could i get a hand plesae
Why not ask in the Paper server
because i would need to find the equivalent in forge, but take the logic from the paper patch
so for example in paper the class is named ServerLevel but i dont know what the equivalent is
im using arclight which is from bukkit if im not mistaken
Can someone help me with my problem?
that sounds like mojmap, which means its identical on forge
but it doesnt seem to show up, maybe im missing something ?
i have no idea then. you should probably talk to the arclight people about what mappings they use
Nvm wrong channel
i'm getting an error from curseforge about this class, anyone know what's causing it?
https://github.com/thedarkcolour/ExDeorum/blob/main/src/main/java/thedarkcolour/exdeorum/client/CompostColors.java
?mc-wording
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.
i looked for other people who've had this problem and i haven't seen any solutions :(
Ah. This is because of changes being made to the Curseforge file scanning for accepting files. Not sure if this is something for Curseforge to sort out or mod author...
CurseForge detects things like HikariCP as malware currently too, it's definitely a problem on CurseForge's end
!ticket-author if you need help figuring out how to fix it, open a ticket
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.
Hey I'm not thr most experienced java programmer but I have been trying to make a mod to edit the fishing rod logic. I did whats probably the classic newbie and asked chatgpt but after 10 or so different solutions none would work.
Fishing Rods pull in entities when you reel in. I was trying to make it so that the rod still attaches to the entity but when you rightclick it doesn't pull them in. Specifically I wanted to apply this logic to players. I would like to implement this all while still allowing normal fishing.
I would appreciate if anyone could give me some pointers and tips on how to active this.
Many thanks
cleanest solution is probably to mixin to the fishing rod class and cancel the pull logic if its a player
you could probably do something with the item right click event,but that would be a bit messy
if you havent used mixin before have a read of its wiki https://github.com/SpongePowered/Mixin/wiki
Cheers I'll look into that!
I ended up using a subclass and overwriting the pull entity function from the fishing bob entity where if the entity given is a player it won't pull them in. I then made my own custom fishing rod to override the vanilla one with the only change being it uses my overridden function
Ty though because you motivated me that it wasn't stupidly difficult lol and the idea of simply modifying instead of rebuilding
is it possible to listen when a player hits a world border in 1.16.5?
I'm adding tags to my custom block so it can be mined with certain tools, I added iron and stone.
The iron works perfectly, but for some reason stone doesn't.
As much as I understand, if you add a tool, you can also mine the block with tools that are better than the tool you added, but I don't still understand why can't I mine it with my stone pickaxe, even though I added needs_stone_tool json.
it may check if it needs a higher tier first, and if it does need a higher tier then it doesnt bother checking lower ones
Gotchu, right now I just have the "needs.json" files in my blocks folder.
So how can I modify it so it would allow the block to be mined with a stone tool aswell?
Got it fixed.
remove the iron tool json
if it can be mined my stone it can be mined by iron
ive added fusion recipies from draconic evolutions to give fusion crafting mapping for ProjctE emc converions does it look right? when ever i restart the game to get it to work it deletes what if typed in here
VirusTotal
!ticket-site
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
Also next time post this in #🔥︱curseforge-support as the dev support room is for people seeking code aid.
If you look at the history of the previous two days, you will know that this is a dev problem
I'm testing a custom command that uses EntityArgument::entity, but I cannot manage to actually send it in game as it constantly errors:
[01:35:32] [Render thread/INFO] [minecraft/ChatComponent]: [System] [CHAT] Unknown or incomplete command, see below for error
[01:35:32] [Render thread/INFO] [minecraft/ChatComponent]: [System] [CHAT] ...48a6fafce0<--[HERE]
the full command is: /kevin greet 81324e03-51cb-4a79-9e08-f448a6fafce0
what am I missing?
the uuid was autocompleted, so I'm assuming implementation is right?
Show the code. You probably called executes or then on the wrong thing
@solar basalt
It was exactly that
Any tips for sending custom movements to a LivingEntity?
I'm tring to make an acceleration controller for a custon LivingEntity, where I can send a goal Position and it controls the entitie's acceleration (this.zza).
For now I'm only assuming linear movements.
Paste created of KevinController.java, uploaded by caioaamaral.
Paste created of KevinEntity.java, uploaded by caioaamaral.
this does not work, as the entity does not move. I'm seeing that it does propagates the zza value and it is slowly dampened by 0.98 factor (which I belive hapens inside LivingEntity#aiStep)
I'm not sure if travel is not being called or if something inside LivingEntity#travel is making it returning early
also: how can I run debugger on vscode?
Can anyone elaborate on how to make a server version of their modpack
Version 1.19.2 Forge
There are recipe changes with OpenLoader and KiubeJS mods
!mc-serverpack
Serverpacks are special files uploaded alongside an existing project file. If the main file is rejected the server pack is also rejected.
*In order to upload a server pack you must have a pre-uploaded export file
- 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.
in the zip include folders like the kubejs and openloader ones
so im trying to do this, ik it doesnt have much to do with this channel, but im not getting too much support from the official servers, so if anyone could give me a hand i would appreciate that
it works fine everywhere like localhost, a copy of the server etc, but when i place it in the production server i get that error
i'm having issues writing a description page for my friend
when I try to use html iframe tags with markdown, they don't work, it just shows the text
i'm trying to use the discord widget
Hey, I've been putting together a modpack and while trying it out in survival, most of the tools are missing harvest levels. This means nothing requiring harvest level above dirt can be mined. I would just like to know what mods are likely to change it so I know where to look to fix it.
Why is this a dev question?
Hey I'd really appreciate any advice.
I'm modding for Minecraft 1.16.5 (I know it's old but I'm excited for the upcoming Mo' Creatures Awakened Mod for 1.16.5).
following ArtsByKev's 1.16.5 tutorials. I'm a noob so feel free to speak to me with the assumption that I know nothing.
I'm using:
JDK: OpenJDK8U-jdk_x64_windows_hotspot_8u382b05
Forge MDK: 1.16.5-36.1.0 (per the tutorial)
And I get the attached error log thingie.
Looking at the part quoted below - does this just mean I need to use a different dev kit? I've read that there's some fvckery with sun.security with these versions of forge or something, but I can't get a clear idea of what kits to download to make everything cooperate.
"in thread "main" java.lang.IllegalAccessError: class cpw.mods.modlauncher.SecureJarHandler (in unnamed module @0x5427c60c) cannot access class sun.security.util.ManifestEntryVerifier (in module java.base) because module java.base does not export sun.security.util to unnamed module @0x5427c60c"
I have tried a couple of different combinations of kits and something always seems to be incompatible... But I know some people are still modding 1.16.5... I just can't figure out what I'm doing wrong. Probably lots lmao.
The log says you're using Java 19 java.version=19.0.2, but your requires Java 8. You need to set the java_home.
huh that's weird I thought it was set to 8. brb
Make sure the JAVA_HOME is also set in the visual studio code
I'll check that because this looks right
no
oh I'm looking at the wrong thing then. I'll google and come back. I don't want to waste your time
this but with the correct version etc? "java.jdt.ls.java.home": "C:\Program Files\Java\jdk-17.0.2",
it doesn't matter. ...sorry it seemed to me that it could be set in visual studio but no it's only after 17 😅 I've done a bit of stuff like this so I know the problem, but I'm not very experienced, sorry.
I think I've fixed it by using the recommended forge MDK, which previously also didn't work. Java is wild.
are you using an IDE such as intellij or eclipse?
looks like its eclipse or an eclipse variant
eclipse
Hi all I'm still struggling XD
I decided to start over from scratch with the recommended mod development kit for minecraft 1.16.5
In order to narrow down the source of the issue, at first, I changed nothing at all about the JDK. It ran minecraft successfully, of course except.
Then I added the dependencies I need for my mod and I started having issues again.
how are you adding the deps?
brb
looks like you are missing a } to close the repositories block
and another for the content block
oh damn I'll fix that and be right back
you're absolutely right but it still didn't work unfortunately. I wonder if I have mca's mod ID wrong or something
did u reload gradle after editing the build.gradle?
im not sure how you do that in eclipse, in intellij its a 🔄 in the top right
is there somewhere you can see the gradle log? if so, check to see if its downloading mca from cursemaven
hmm ill look
I have an error log at least
damn why does it say I'm using java 19? wha? gradle is going to be the end of me lol
Use ForgeGradle 6 or newer for Gradle 8.0+ support.```
ohh
thank you. I've been staring at text for way too long. I'll try and fix that and have another go.
I can't figure out what to do to fix this - I tried changing the details in the plugIn information in build.gradle but I'm thinking that's not sufficient because it didn't work.
I'm feeling silly because I'm having so much trouble just setting up the flippin kit and dev environment! I know what I need to do once it's working but I just can't get this gradle thingie to work! All the research is just word soup to me now 🥲 haha!
Does anyone here have experience modding for 1.16.5 or know someone who does?
send your build.gradle file
I’ve cleared EVERYTHING out and started over again. Just the mod dev kit and nothing added in. I’ll see if it’s working like that before moving forward again
file -> invalidate caches -> tick the boxes and restart
same thing
maybe im missing some jar? this is a new OS but same project
reload gradle?
nvm deleted all java files and intellij did its magic
hi im trying to load Oculus and Rubidium into a modpack of mine. is this the right place to ask for help?
it's #🧱︱mc-other-help
How do i create mods for minecraft?
There is a pinned message in this channel for making mods for Minecraft
Thx @real wasp
Quick question for a easy datapack
I want to make vanilla villages rarer
I know to do this all you have to do is /data/minecraft/worldgen/structure_set/villages.json
Edit the villages.json and increase seperation and spacing.
Then you copy that minecraft folder and paste it into something that runs datapacks, like kubejs for example....
Issue is I cant find this path or where this is at.
Like I looked online and everything just says oh yeah do this as if they just can look up the name of the json on they pc and it shows up.
Unless I misunderstood and I have to make this path.. although I am sure they meant it as open the minecraft folders already there in vanilla right?
I tried download forge and vanilla mc 1.18.2 jars but only found nbts, not what I am looking for ugh
that stuff isnt actually in the jars until like 1.20
you have to use something like sliced limes or misodes copies
Unpacked worldgen files from https://github.com/slicedlime/examples - GitHub - misode/vanilla-worldgen at 1.18-experimental
I dont see structure_set path here though
I am still looking as it may be another path instead but so far I havent found it. Do you know by chance?
oh wait
: o
i think thats the 1.18.2 stuff
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.
how do you link a Minecraft account to curseforge
In the launcher.
can you help me with that
go to #🧱︱mc-other-help
now what
You don’t link a Minecraft account to CurseForge
Dealt with in another room *
Hello, guys. I attempt to see if there's a mod for minecraft that supports keybinding to midi controllers. Because I do not see anyone respond to it, I assume that there's no real want for it, let alone a mod, so I will mod it myself. Are there any keybinding mods such as controllable that I can use to help me achieve this?
You can keybind midi controlls with other applications, this would be a driver thing.
Im not rly sure that this would be possible easily in forge/fabric
I know some mods like Bard music mod which implements midi controlls, so I think it is possible
how do i get the projecte mod
whenever i compress it to a zip file it just says invalid
?copyspam please
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 
how can I fix this problem?
Paste created of build.gradle, uploaded by matteo35.
here is all the information I was able to get
Paste created of Nouveau_Document_texte.txt, uploaded by matteo35.
Paste created of Nouveau_Document_texte_2.txt, uploaded by matteo35.
I've found an alternative that seems to work, but it doesn't generate the file, and i don't know how i can generate it 🤔 https://github.com/Urkaz/Bloodmoon/tree/49b44b07e29fc33659c27855cfa9efc3d3d5b491
how do u detect shifting in 1.19.2 
if player#isCrouching {
like dis?
no
if you don't know the basics of java you will find it very hard to make mods
there are some java tutorials pinned, i suggest you try some of those first
I just want to make a quick and simple mod rn
it wont be very quick or simple if you don't know java
well I am using mcreator
for help
I did code before too I just dk where to know the events, etc
how do i make public modpacks
!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)
also not the right channel for asking it.
can anyone help with this? I can't seem to find the problem. The pack is forge(43.2.21) 1.19.2
Paste created of message.txt, uploaded by Tyson The Ember(PING PLS).
This is not a dev help related thing
sorry
How do you make custom animations for vanilla/ modded items in minecraft?
I want to make a mod that has different guns you can use with different animations for the player & the item in hand
Some modpacks like Chroma Technology have a personalized launch icon on the taskbar as well as the name of the modpack displayed instead of the version name. Despite my research, the fact that I didn't know what exactly to call it led me to a dead end. So I would like to know if anyone knows how to add this to a modpack.
this is my first time developing a mod and using java, but i learn quickly since ive been coding for like 3 years. I want to implement CEF (Chromium Embedded Framework) or JCEF (Java Chromium Embedded Framework) to integrate a web viewer into my mod in minecraft 1.20.1 but if i have to go earlier version ig i could but dont really want to cause i use the interaction entity I wanna use commands to control the screen too like /type and /click so i can do things interactively
can someone help me get started i can setup the java development in my ide
not realy sure if this will help you or not but feel it at least is worth a shot in mentioning https://www.youtube.com/watch?v=tpqOv7SxkHA&t=3s&pp=ygUuaG93IHRvIG9wZW4gb25saW5lIGJyb3dzZXJzIHdpdGggY29tcHV0ZXJjcmFmdA%3D%3D
This shows you the basic functions that you can use to interact with a Web Screen using ComputerCraft.
Mod Link: http://www.minecraftforum.net/topic/1930372-162-forge-web-displays-browse-on-the-internet-in-minecraft/
thanks ill look at it
Is it against the rules to ask for donations in a form of in-game gold (world of warcraft)?
You are allowed to ask for donations, but not in the world of warcraft AddOn.
NOTHING in the AddOn is allowed to urge, suggest or sollicit donations of any kind, in any form or way. Otherwise it is against Blizzards ToS, and thus against CFs one as well.
I see, thank you for the info @orchid terrace, much appreciated.
ok, im just trying to compile a mod i found. what does this mean? i think i have java 18 or so... do i just need to compile using my ide instead?
i need help when i try to locate the game it wont find the game even when i scan or manually add it it keeps saying cant find game
What game?
Cf app supports many games depending on which os or app version you have. Need to be more specific
if you dont specify a namespace, it defaults to minecraft. So when doing modded things you almost always need to specify that your thing is a mymodname:some_object instead of just some_object
because the only parameters that can be accepted in that field is sounds, which are always in .ogg format, you dont need either the file extension or the base folder. and you definitely dont want the leading /
so the proper way to write that (with only one entry, im lazy 😝 ) would be
{
"office.circut_sound": {
"sounds": [
"mynamespace:office/circuit"
]
}
}
so mynamespace can be anything, right?
ah, I forgot to turn the ping off, I'm sorry
it needs to be all lower case and only contain alphanumeric characters (a-z,0-9) underscores (_) or dashes (-)
it should also be easily matchable to your mod, so something like km that stands for kriis mod is not a good idea. in that situation use the longer form
is there a way way api or method to serialize / deserialize an itemstack? or an inventory?
maybe converting it to byte[] to save it in a mysql datbase
minecraft saves stuff in nbt format
you could convert that to snbt (string nbt)
theres the net.minecraft.world.item.ItemStack#save method to write to nbt, and just the constructor to read from it
and you can use net.minecraft.nbt.NbtUtils#structureToSnbt to convert nbt to snbt, and net.minecraft.nbt.NbtUtils#snbtToStructure to do it the other way around
who do i talk to concerning a upload not being accepted because of a manifest json issue
!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 
i ended up converting the item to byte array to convert it to slot:byteArray in base64, worked fine, but now i have this weird issue where it only updates when i go from one server to another, but not backwards
PlayerInventoryUtils https://paste.md-5.net/bekuwejisi.java
also tried with player.inventory.items.clear(); and player.inventory.items.set(slot, item)
player login and logout handeler https://paste.md-5.net/moqudacaza.cs
i think it might be failing to clear the content, its not a delay issue, because when i delete all values in the sql it doesnt clear the content either way
i should use the inventory.save and inventory.load but i idk
feel free to ping or dm 😄
ok so i wanna make it so when a client sends in chat something it runs a command like /get data block ~ ~ ~ tag set value or is there a way to directly edit a mod block in the code
pls ping when you reply
Anyone know how to make a structure pack for Ars Caelum, I want to make a new starter island but the description isn't very helpful on how to do that.
I have an item that takes 10 seconds to use and I'd like the player to stop using the item if they take damage. I originally did this by storing the player's health in the Item as an attribute, and then learned how Items and ItemStacks work, and that attribute is shared across all items. Is there a good way to implement this? Do I instead need to store the players health in NBT data and then compare each tick to see if it went down and then cancel it?
I'm trying to setup a Curseforge project for a minecraft modpack. However, I'm finding that there is no option to select the modpack category or any modpack genres. What do I need to do to start a Minecraft modpack project for approval?
listen to the damage event, check the players held item, if its yours check if the player is using their held item, if they are stop them using it
I think the axes attack method will have an example for how it disables the shield
it should be there. can you send a screenshot of what you see?
Sweet thanks!
Should look like this when you create the project
Hi, anyone knows any source to see the minecraft biome names for coding?
i found it, ill let it here for anyone else if they want it:
https://www.digminecraft.com/lists/biome_list_pc.php
In Minecraft, a biome is a region with unique weather, animals and plants, and each biome has a unique Minecraft ID assigned to it. Here is an interactive list of Minecraft IDs for all biomes and their associated dimensions in Minecraft Java Edition (PC/Mac).
small question as someone who is starting to create fabric mods. is there a way to log in to my mc account if i launch mc via IntelliJ
Check pins in this room
where?
I recommend Jetbrains ngl
Yeah Jetbrains is good
If your going for fabric mod. this guy has been giving me a good introduction to it.
https://www.youtube.com/watch?v=rVsyTkIic8k&list=PLfu_Bpi_zcDMiRYsjw4-zn3ZTocykbTEf&index=1
In this episode, I introduce you to this series on how to make Minecraft mods using Fabric. #minecraft #mods #fabric
Fabric: https://fabricmc.net/
Join the Community! - https://discord.gg/cortexdev
Want to Support the Channel?
- Become a Member: https://www.youtube.com/KodySimpson/join
- Buy some swag: https://www.youtube.com/KodySimpson/sto...
which language to use to startdevelopping
it's java
but it depends which API your gonna use. forge or fabric.
which is difference ?
if forge?
You either have Forge, Fabric, Quilt
python no?
Why coding in java environment with python ?
idk
XD
Im doing a software dev course. Java my fav (I HATE CSS)
it's in the name...."java edition"
it just seems like a lot of trouble to code it in python compared to java. Well, it's true that there are converters, but they have to be adapted for minecraft.
there is not
it is best to code in java when modding minecraft because then there is less hastle
is there a way to code with python?
as a python enjoyer myself no
Yeah. Code a converters to work perfecly with java in minecraft environment.
reccomend coding in java. you can make a converter that will convert python to java but it would just be better to dev with java
how to get the converter
make it-
how
Don't use converter, it don't doing to work
well guess what. other people probably do too but it is literally what the game is coded in
https://codebeautify.org/alleditor/cb6c181f You can also download some program. But don't use, really don't doing to work at all
Ok to settle this a bit:
Is it possible to use python with java :yes
Is it worth doing: No
Reason: Will be easier on you and those you may seek help from to learn and stick to java.
The more confusing you make your mods code, the harder it is seeking help if you get stuck
Just comes down too how much work do you really want to do and how much effort are you willing to put in to do it the right way
do you know data structure and algorithims ?
I know some basics to get me by, I have yet to make a mod. my main focus minecraft wise is Modpacks and datapacks.
in java?
-_-
For minecraft or in general?
https://docs.python.org/3/tutorial/datastructures.html
https://www.geeksforgeeks.org/python-data-structures/
I googled: data structure python
I learnt python myself through experimentation. I wanted to make something that could do something for me so I made it
is there a youtube tuto?
You can also speak to chatGPT* if you really don't like java. But keep in mind that it will take a long time because he doesn't know the environment perfectly
And don't doing well generally... i don't recommend it
You would need to do some research. We can give things that may make sense to us, but not you. Learning a computer language is the same as any other spoken language. Lots of research, time and patience
chatGPT can also be confidently wrong so bear that in mind-
Which role?
#🎭︱pick-your-roles has roles users can pick from
Yes, I said that above.
no moderator or helper...
By helping other users and being a good support. Its not something given out to peole that ask for it
You expect to just get moderator rank like that?
If we notice you doing good work, and such. Things go from there
no i only ask
Wasn't there a free promo code to get mod?
XD
XD
I sure hope not
And have patience. don't go too fast like me lol
anyway isn't this more of a convo for the general channels now?
Anyway imma keep my question here if someone could help me whenever.
small question as someone who is starting to create fabric mods. is there a way to log in to my mc account if i launch mc via IntelliJ
@SubscribeEvent
public void onFoodEaten(LivingEntityUseItemEvent.Finish event, Entity entity) {
ItemStack itemStack = event.getEntity().getMainHandItem();
Item item = itemStack.getItem();
if (item.equals(ItemInit.STONEPEBBLE.get().asItem() )|| item.equals(ItemInit.ANDESITEPEBBLE.get().asItem())) {
if (entity instanceof LivingEntity _entity)
_entity.hurt(new DamageSource("broke_teeth").bypassArmor(), 3.5F);
}
}
why does this not hurt player?
is the event triggering? (put a log message inside it and check for it)
not really any good ways
if ur talking to me then no
Does anyone know how to make a client? If so, could you tell me where I can learn?
I made one in C# a long time ago, to learn how the protocol worked, no graphics though, only logged on to a server (back when it was Mojang auth, and not Microsoft), wrote hello and disconnected.
But why do you want to write a client?
Hejka
I want to learn why I want to have my own client
Question: Is there a dedicated java discord?
ay
I am trying to setup automatic packaging, is there a way to test it without actually publishing an update?
im trying to set the lang to "en_ca" for canada, it shows it's supporedted when i went to the wiki of languages for minecraft, but it wont reconize it in editor
the "en_us" works
Hi, is it possible to make mods for Minecraft with Python. Ik it is normaly not possible but maybe there is a mod that is making it possible
No - you should learn java to code java edition mods
hello , can someone help me figure out why i'm not able to use Material.STONE, i keep getting errors,
MC version 1.20
// Creates a new Block with the id "moremooshrooms:example_block", combining the namespace and path
public static final RegistryObject<Block> EXAMPLE_BLOCK = BLOCKS.register("mooshroom_block", () -> new Block(BlockBehaviour.Properties.of(Material.STONE).mapColor(MapColor.STONE)));
Error
Cannot find symbol Variable Material
Materials got removed in 1.20
Curseforge doesnt have anything for making mods. Its just a mod manager / project hosting site.
Perhaps explain what your trying/wanting to do
Unless your confusing Forge the modloader with CurseForge. They arent the same thing
Would anyone here know any resources I could use to get started with making minecraft mods? I'm currently learning how to use blockbench to make aid in making the mob and item models
Have a look at the second pinned message in this channel
Thank you, I should've looked there first
Does Anyone Know How To Mod Minecraft
as i said before, there is a pinned message with information
Ohhh ok
i want to make a minecraft mod but i cant setup Forge 1.20 in vscode can someone tell me how
While technically possible it's not advisable to use vscode. Try intellij which is an IDE instead. Lots of YouTube vids showing how to get set up
I'm currently trying to add a dependency for parchment into my mod, however it keeps returning that it can not resolve the parchment classpath : classpath 'org.parchmentmc:librarian:1.+'
currently following Jorrit Tyberghein's tutorial series, and I made sure I'm looking at the parchment tutorial for legacy versions
Oh I think I solved my error
I believe I had the wrong mappings channel.
It appears to be working now
I copied 2022.08.07-1.18.2 instead of actually copying the most recent version 2022.11.06-1.18.2
Yeah best to go to the parchmentmc website to see the list of current versions
Their Gradle plugin failed to connect to the server
Oh I see the problem
Show your build.gradle
intelliJ is very laggy on my computer
I got it too work, like I said I had copied the wrong version of the mapping
I'm having another issue though I'm using CurseForge 1.18.2 40.2.9 with GeckoLib 1.18-3.0.57 and exported an animation made in blockbench however the idle animation doesn't play and the entity is just frozen at this weird angle.
this is the animation file its using
https://hst.sh/gamafesede.java
And the entity file
can I request to fix a problem for money here?
I have a problem where all my mixins only work in dev environment but doesn't outside. I can pay 25$ to fix my problem. Please help!
[1.12.2]
Animation wasn't setup right its fixed and now is playing minecraft 
All mixins need remap to false in dev environment and need remap to true outside of dev environment. Anyone know how to solve this?
that should be handled automatically by the mixin plugin
in dev it passes an essentially noop refmap via args, which overrides the normal refmap used in production
no, we prefer to not have money changing hands in this server.
other servers like MinecraftModDevelopment or ModDevCafe (google them) do though, provided you follow their rules (like using the dedicated channel)
hey, I'm trying to write a mod with a few dependencies but I'm having some trouble with my stacktraces. I'm using fg.deobf() in my build.gradle file. it's working for the most part as I can see the source of my dependencies BUT... whenever I get an exception the stacktrace is pretty unreadable and never references any lines from the source of my deps. how can I get the mappings to show up in my stacktrace?
if unmapped things are showing up in your stack trace there is something seriously wrong with your development enviroment
can you provide such a stacktrace, and your build.gradle (use a paste site like https://gist.github.com)
upon closer inspection I think they are mapped and I'm dumb. however I'm still not getting all the info I need from the trace. it says "... 14 more" right at the place that i'm interested in. is there a way to get the full un-abreviated trace?
just say your problem
and include the stacktrace
I don't know how to enter a MOD server and not the curse forge server
Are you using the technic launcher?
Yes
There is no such thing as a CurseForge server
the technic launcher works a bit differently then curse in that you have to find the actual web adress of the modpack you are trying to install
so I think I know what was wrong *after. I think my mod is loading too soon. it needs to load before tetra. I thought I told it to in my mods.toml file but it doesn't seem to be working. I'm using intellij idea with the minecraft dev plugin. Here are my gists. Any help would be greatly appreciated!
the ordering in mods.toml describes when your mod will load, relative to the mod you are depending on
so your mod will load AFTER tetra with that
also, why does your mod need to load before? there arent many things that require a specific loading order these days, and most of the time you want to load after something
Sorry after. I need my mod to load after tetra initializes so I can get an object reference to an object it creates when it loads. I need this object as a part of the item registration process.
But for some reason my mod always loads before tetra, resulting in an NPE. It's like my mods.toml file isn't being read at all.
if your mods.toml wasnt being read your mod wil not load
I dont see any error in the log you sent
I don't have it set up to throw an error with this example. If you search on the log for "loaded mod instance" you should see that my mod loaded before tetra.
How can I ensure it's being read?
your mod is loading. therefore the mods.toml is being read
can you please get one like that then.
Please provide your code in a github repo
For some reason it is saying i got banned on discord? why? to my knowledge i havent done anything that would be deserving of a ban........
I smell scam / phishing
hello i'm trying to update the source code of someone else's mod from 1.20.1 to be compatible with 1.20.2 (all i did was change up gradlew.properties)
to compile it i have to run .\gradlew build or something
but it throws an error about some missing file named "CURSE_API_KEY.secret"
could it possibly be an issue with the way i cloned the repo or is this some sort of security measure where ppl cannot change up your code for personal use or something?
i don't how modding works i just want this mod from 1.20.1 to be compatible with 1.20.2 and i don't want to wait for some dev to change up 5 lines of code
i should also mention this is on fabric
Not a dev but I would imagine that's the key to access the curseforge api which you would need to create your own
sorry about the wait
you have commented out all the depenedencies
the # at the start of the line says 'the rest of thise line is a comment, ignore it'
I cleaned up the file and removed the old comments. The config was there, just above the comments. I fixed it so it'll be easier to read now.
Could you take another look?
can you provide an error caused by the mods loading in the wrong order?
wow the tetra github is a mess
yeah it's not actually up to date with the current version
I'm using gradle to look at the source
where does tetra init the module registry, and were does it register its own modules?
tetra makes a moduleRegistry in the mod class and then registers 5 modules right after. does that answer your question?
in its mod constructor? or elsewhere in the mod class
in the constructor
does that need to be done that early?
longwinded qestion here- I have no knowledge or skills to create apps or mods or anything of that nature hoever I have an amazing Idea for an app and would love some help putting it together or being pointed in the right direction. Also there is an open source game that I have been playing that I cant get enough of however its just missing a few things. I want to bring my ideas to life and could use somebody to talk to feel free to DM me, thanks.
however*
do you think it would work to make an event handler in my mod that fires after the tetra constructor runs? if so what event should I attach this to?
yes.
FMLConstructModEvent is the first one to fire after mod construction. More info about the various lifecycle events is here: https://docs.minecraftforge.net/en/latest/concepts/lifecycle/
perfect thank you!
@real wasp sorry for the ping, but do i have to watch all of those tutorials, or only one of them?
courses i mean
you dont have to do any of them
most of the are pretty similar, so only do one unless you feel like that tutorial isnt working for you
the first part of the textbook is an okay read if you like learning about how stuff works, and it doesnt actually cover any java in that bit
alright, i might read that and follow a course because ive never touched java in my entire life
have you done any other computer programming?
yes, lua
some of it will feel a bit familiar then
alright but does java contain more math than coding itself?
nope
oh so that should be easy
hey! is anyone familiar with fabric? i'm trying to set up data generation following a tutorial by Modding By Kaupenjoe, and i've noticed that the registerSimpleCubeAll method for blockstate models only generates a models/block json file and not models/item
i would paste over the existing json files I already have, but every time I re-run the datagen it deletes the files it doesn't recognise
wait nvm it seems to have fixed itself
How can i increase the range of modded swords? (Mcreator 1.12.2) im trying to search someting but nothing appears
Pretty sure that's part of the player and not the item
Orespawn say you something?
Paste created of 41.txt, uploaded by mikedus.
It is from Intellij idea to create a mod with java and forge mdk.
It's actually a problem with your graphics card drivers
?mc-amd
:small_red_triangle_down: Part 1: Checking your system's GPU
- Open your
Device Manager - Click the drop down for
Display Adapters - Check if you have an AMD (Radeon) device
a - If you have AMD go to Part 2 :small_orange_diamond:
b - If you see AMD and Nvidia or Intel go to Part 3 :small_blue_diamond:
:small_orange_diamond: Part 2 - AMD Drivers Update
- Your AMD drives are broken or out of date, use the link below to get new drivers
Link: https://www.amd.com/en/support - Use either the auto tool AMD provides OR locate your GPU in their search.
- Download and run the installer, leave everything as default.
- Once installed try playing Minecraft again.
:small_blue_diamond: Part 3 - Other GPUs
If you have an Nvidia or Intel GPU, please use the command !mc-videocard for the instructions on how to change CF to use the proper GPU.
I don't have graphics card, I guess there's nothing I can do at the moment.
I think i have amd radeon vega or is the processer
Radeon is graphics card
I’m looking for some help on using the official curseforge API (applied and got the key, all nine yards there). Is this a place for that or is there a separate server for that? (saw it mentioned in a message when I searched here for it, but it was old)
The CurseForge Discord server for developers can be found here:
https://discord.gg/JwUXpc8n8M
Thank you so much! I found that once but the link i found was expired, I appreciate you!!
Whats the lightest ide for java as my pc cant handle heavy ide (Iike intellij, eclipse)
can anyone answer me plz
vscode is generalyl considered the lightest, but it can be a bit of a pain to work with
I need help with my self promo for my modpack non prophet dragon craft
That does not belong down here, you were told to use #1032223688180895804 and you need to read the rules of that channel
Ok sorry just thought I would ask won't happen again
can someone help me?
!help
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
!copyspam too please. keep it to one channel so you dont waste peoples time
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 
could someone help me out I accidently exited the download instalation thingy and now I cant open it back up
!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 
And posting it all over, wont help. #🔥︱curseforge-support was the correct room. Posting in other will just waste time
more poeple see it
Are you coding a mod? that is what this room is for
wtf does coding a mod mean
I answered in #🔥︱curseforge-support
#🔥︱curseforge-support for that
ah sorry for that
i want to start making mods for minecraft, what are the differences between modding on fabric vs forge?
forge is the default method for most of your original modders but it also depends on what version the mods are for that you are going to make
i want to mod on 1.19.2
either forge or fabric is fine then
id reccomend using the one that you play mods on, so that you can use your mods with your favourite mods
you can always switch later, or go to multiloader
(moved here from other channel, might fit better)
My friend recently made a curseforge account and I'm trying to add them as a member on my project. However, when I go to manage members and try to add them, it doesn't work and just gives the error message "A user name is required to add a project member.".
I am sure that the username was correct because I copied it from their profile page.
They also don't show up in the member search, but typing their name in the url after navigating to any random member brings me to their page succesfully.
how can I add them as a member on my project?
can you send a link to their profile?
looks like their username is actually distracted_montalcini287668
whatsup100 is just a display name
not entirely sure why though
i clicked the private message button, and it showed the actual username in the url
oh
Minecraft Modpack
Hey, can anybody help me with getting Akashic tome to work? I want to be able to give a fully loaded one to players, either as a starting item, or as a quest reward. How do I need to phrase the tags? Or is Eccentric Tome better/easier to work with?
I've used eccentric tome and had good results. You need to include a config file which has the item id of each book you want to include. Not overly difficult - I have an example file I could provide in a bit if you need
Ok then. An example would be helpful, thanks. 🙂
Paste created of eccentrictome-common.toml, uploaded by briarthrain.
huh - actually that's odd - not the common file i thought i had 🤔
Ok, so by 'allitems = true' That would always give a full book when spawned in?
hmm i think what that's actually about is whether it searches all the things. i'd check the mod wiki
i need help!
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 try to load up insane craft but it takes to long and it's super laggy how can I play it
This room is for those seeking aid for code. I replied in #👽︱game-support
How can I start making a modpack for my server that features
Origins
RPG Stuff
Farming
QoL
Custom Music
Building
Exploration
Dungeons
And several other features
I’d like a partner to help working on this project
i need help adding new mods to a modpack?
Not the right channel. Please move in #🔥︱curseforge-support
Hey, how long does it normally take to get a response for requesting an api token?
is this channel for mod development?
Yes
I would assume it's a manual approval process so safe estimate would be at least a business day with the Israeli timezone factored in
!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!
Anyone knows why this datapack is not overriding heat sources from exnihilo sequentia 1.18.2?
it is being loaded by Global Packs mods, here is another datapack that is currently working also loaded by global packs
How do i make an actors controls change depending on the biome
Also is there a discord server for minecraft modding
minecraft needs datapacks to be zips, 7zips format wont work
there are a lot
each modloader and api have their own (forge, neoforge, fabric, quilt, architectury, multiloader) and there are also general ones like MinecraftModDevelopment and ModDevCafe.
All of them should be able to be found via google
Nice thank you
ark
Can you link me to one of those
I have eclipse downloaded and im confused on what to do next
if you need tutorials there are some pinned in this channel (scroll past the sims pin)
the actual servers, as i said, can be found via google
Can you link me to some of those servers too please
anyone know what caused this? the pack was working fine and i added a few mods but none of them should have messed with create, so idk what ones it might be
Paste created of latest.log, uploaded by heatwave2243.
the newest version of Create is not compatible with valkyrien skies still probably
it was a second ago and i didnt update it
please use #🧱︱mc-other-help for minecraft problems. this channel is for game coding
ok
Could anyone help me out to start coding mods in minecraft? I have not installed anything, so if someone could post a video for me to watch to get started that would be awesome
Hold ctrl and press P > see the second pin under the sims pin
Anyone want to work together on a modpack?
Currently on Minecraft 1.20.1, trying to figure out how to create a world where it only generates X amount of specified biomes in the overworld(Ex: Generating only Extreme Hills and Ocean biomes).
I think a Datapack could theoretically work, but not even sure how to start writing that
Oh, they removed extreme hills, didnt they
Or renamed
misodes is good place to start for datapacks
you can choose one of the presets and mess with the biomes and paramters for the biomes, and if you click the play in the bottom right you can get a preview of what it could look like
you can also ctrl + s to save it as minecrat:overworld, then download it as a predone datapack in the three dot menu to the right
👍 Thanks for the info!
It’s harder than it looks 😅
Not making my deep oceans big enough
Downloaded and added the datapack, and it spawned me in a biome I didn’t even add 🥲
Attempted do Deep Ocean, Ocean, Beach, and Meadow, spawned me in Taiga.
How are you managing
import crafttweaker.item.IIngredient;
import crafttweaker.item.IItemStack;
import crafttweaker.item.ItemStack;
import crafttweaker.oredict.OreDict;
scripts.recept.zs {
furnace.remove(ic2:copper_ingot, ic2:copper_ore);
furnace.remove(ic2:tin_ingot, ic2:tin_ore);
furnace.remove(ic2:lead_ingot, ic2:lead_ore);
furnace.remove(minecraft:gold_ingot, minecraft:gold_ore);
furnace.remove(minecraft:iron_ingot, minecraft:iron_ore);
}
Not working
java.lang.NoSuchFieldException: GENERIC_ATTACK_REACH
public class AttackRangeModifier {
private static boolean isRegistered = false;
public static void register() {
if (!isRegistered) {
MinecraftForge.EVENT_BUS.register(AttackRangeModifier.class);
isRegistered = true;
}
}
@SubscribeEvent
public static void onPlayerTick(TickEvent.PlayerTickEvent event) {
Player player = event.player;
if (player != null && !player.level().isClientSide()) {
ItemStack mainHandStack = player.getMainHandItem();
if (!mainHandStack.isEmpty() && mainHandStack.getItem() instanceof SwordItem) {
SwordItem swordItem = (SwordItem) mainHandStack.getItem();
float newReach = swordItem.getTier().getAttackDamageBonus() + 0.5f;
setAttackReach(player, newReach);
} else {
setAttackReach(player, 0.5f); // Domyślny zasięg ataku
}
}
}
private static void setAttackReach(Player player, float newReach) {
try {
float attackReach = ObfuscationReflectionHelper.getPrivateValue(Player.class, player, "GENERIC_ATTACK_REACH");
if (attackReach != newReach) {
ObfuscationReflectionHelper.setPrivateValue(Player.class, player, newReach, "GENERIC_ATTACK_REACH");
}
} catch (ObfuscationReflectionHelper.UnableToFindFieldException e) {
e.printStackTrace();
}
}
}
how to fix this
Should paste these in code blocks, just easier to read in discord. Press the ~ tilda key 3 times `, past your code then finish with 3 more
ex: My code here
and put java to make it format
package net.miauczel.legendary_monsters.item;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.SwordItem;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.event.TickEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.util.ObfuscationReflectionHelper;
public class AttackRangeModifier {
private static boolean isRegistered = false;
public static void register() {
if (!isRegistered) {
MinecraftForge.EVENT_BUS.register(AttackRangeModifier.class);
isRegistered = true;
}
}
@SubscribeEvent
public static void onPlayerTick(TickEvent.PlayerTickEvent event) {
Player player = event.player;
if (player != null && !player.level().isClientSide()) {
ItemStack mainHandStack = player.getMainHandItem();
if (!mainHandStack.isEmpty() && mainHandStack.getItem() instanceof SwordItem) {
SwordItem swordItem = (SwordItem) mainHandStack.getItem();
float newReach = swordItem.getTier().getAttackDamageBonus() + 0.5f;
setAttackReach(player, newReach);
} else {
setAttackReach(player, 0.5f); // Domyślny zasięg ataku
}
}
}
private static void setAttackReach(Player player, float newReach) {
try {
float attackReach = ObfuscationReflectionHelper.getPrivateValue(Player.class, player, "GENERIC_ATTACK_REACH");
if (attackReach != newReach) {
ObfuscationReflectionHelper.setPrivateValue(Player.class, player, newReach, "GENERIC_ATTACK_REACH");
}
} catch (ObfuscationReflectionHelper.UnableToFindFieldException e) {
e.printStackTrace();
}
}
}
error: java.lang.NoSuchFieldException: GENERIC_ATTACK_REACH
Day 2 of figuring out how to change worldgen with datapack…
And have it work and not be default world gen
you know.. forge has an attribute for this already
Bleh, I don’t know why it’s generating normal worldgen. I only have: deep ocean, ocean, beach, and meadow
The app only needs login if you have a CF subscription or play WoW (addon sync)
I need help figuring out why the link here generates a datapack that won’t generate what I want 😅
are you applying the datapack on world creation, an when you ae applying it, enabling it and applying it above the default one?
if so, send it here and i can take a look at it
{
"type": "minecraft:overworld",
"generator": {
"type": "minecraft:noise",
"settings": "minecraft:overworld",
"biome_source": {
"type": "minecraft:multi_noise",
"biomes": [
{
"biome": "minecraft:deep_ocean",
"parameters": {
"temperature": 1,
"humidity": 0,
"continentalness": 0,
"erosion": 0.5,
"weirdness": 0,
"depth": -2,
"offset": 0
}
},
{
"biome": "minecraft:ocean",
"parameters": {
"temperature": 0,
"humidity": 0,
"continentalness": 0,
"erosion": 0,
"weirdness": 0,
"depth": -0.25,
"offset": 0
}
},
{
"biome": "minecraft:beach",
"parameters": {
"temperature": -2,
"humidity": 0,
"continentalness": 0,
"erosion": 0,
"weirdness": 0,
"depth": -2,
"offset": 0
}
},
{
"biome": "minecraft:meadow",
"parameters": {
"temperature": -2,
"humidity": 0,
"continentalness": 0,
"erosion": 0,
"weirdness": 0,
"depth": -1.25,
"offset": 0
}
}
]
}
}
}
all the way at the top
been spawning me everywhere but a meadows
i meant the actual datapack zip
ah
the 2 in this name was just me testing if there was something else wrong with the original
when you are saving it you need to save it as minecraft:overworld
otherwise it wont overwrite the overworld
(at the moment its making a new dimension that you can tp to with /execute in subcraftica:overwold run tp @s ~ ~ ~)
Ah, so I just rename the json as minecraft:overworld?
no
the first part specifies a namespace, which ends up being the first folder after the data folder
so the file structure looks ilke
mydatapack
|-pack.mcmeta
|-pack.png (optional)
\-data
\-minecraft
\-dimension
|-overworld.json
So name the namespace minecraft, then the json overworld mmk, thanks
so if I wanted to, then I could change something to the_end to edit the end, and nether for the nether... And specifically overworld_caves for me too... Many thanks
yep
This problem was just like the time I attempted to do my first project zomboid mod 😅
Where I needed to rename the mod's recipe's file not to "recipe", though in this case, I had to do the opposite, for world gen anyways
how do i make less chance for mob spawn? i tried to set weight 0.1 but then the mob not spawns. I event tried to set minCount to 0 but then i cant open my world because of safe mode error.
{
"type": "forge:add_spawns",
"biomes": [
"soul_sand_valley"
],
"spawners": [
{
"type": "mymod:mob",
"weight": 1,
"minCount": 1,
"maxCount": 1
}
]
}
can someone help?
weight of 1 is the minimum
unfortunately it doesnt seem like you can add spawn costs, which would allow restricting that further
your best bet may be listening to entity spawn and cancelling it with a % chance if its your mob
(though do make that a config option to disable as pack makers may want to mess with that)
ok
or actually make your own biome modifier to also add spawn costs
i actually got an idea to make entity spawn in a structure that is rare, but the entity despawns when im too far away from the structure, and is there a way to disable entity despawning? i tried to add this.setPersistenceRequired(); to my entity.class but it didnt work
public SkeletosaurusEntity(EntityType<? extends Monster> pEntityType, Level pLevel) {
super(pEntityType, pLevel);
xpReward = 30;
this.setPersistenceRequired();
}
If you're willing to also use the mod in-control - you can add a random % element to deny spawns
Day 3 of biome changing problems 😂
Even though biomes are good now, the terrain generation isn’t as good as it should. The biome map for misode/dimension is the occasional island of beach and meadow, but continents still occur in Deep/Oceans. Which I definitely don’t want happening. Do I change the Noise or something to disable any land from generating on Deep/Ocean biomes?
🤔 it can be a bit tricky.
i believe that which biome is chosen for any given chunk is determined by which of them (defined in the main dimension file under "biome_source") - has the closest match to the 'terrain maps' that get generated with whichever world seed is used. - so erosion, depth, weirdness, offset, temperature, humidity, continentalness.
Bleh, I could just set it to one biome but change the sea level with the datapack then…
Think I’ve finally managed it, thanks to all for help!
there should be an option to set it to have persistence required in the structure spawns
I would ask how to make a custom spawn building, but that’s probably a bit much, and I’m not sure if there’s a mod for 1.20.1 to do it for me…
Kinda like the modpacks where it automatically creates the skyblock map for you
Or the crash landing maps
They are not .rar files they are .jar but Winrar accociates itself with .jar files as they are a type of archive as well as executable
!mc-jarfix
Certain Java archive (JAR) files, such as the Forge installer/launcher JARs, are designed to be self-executing; if double-clicking the file does nothing or opens an archive manager (like WinRAR/7-zip) then you need to adjust the Windows registry to fix the file association.
A program has been created to do this automatically and can be found here
If the problem persists after you tried that, please ask again.
hey super cryo are bug
when you put the dino in cryo it puts a bag with its inventory when you restart the dino the inventory is duplicated
Do you means this mod?: https://www.curseforge.com/ark-survival-ascended/mods/super-cryopod
ALL CRYO mods are bug lmao
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.
the Helicoprion mod is bugged for me and i dont know how to fix it so i can join the server thats using the mod
Report to the mods author
Before i get into doing java coding
Whats the best program? JDK 8?
(Doing 1.12 minecraft mods)
Java is the code engine you're going to use to write and load Minecraft mods. What you'll use to actually code and test programs is an IDE like intellij.
You can't really shortcut knowing java at all and fudging a mod together from scratch
I see
Is there anything like Intellij that isn’t trial based
Especially one with ungodly prices (one month is 23 CAD, money i cant just spend like that)