#⚙️︱authors-help
1 messages · Page 10 of 1
does anyone know how to add create mod recipes with kubejs?
like the pressing, mixing, sequence, haunting
like all that?
tryna find a video about it but all i can find is videos about starting to use kubejs
https://www.curseforge.com/minecraft/mc-mods/kubejs-create
did you add that to use with your kubejs?
wow they didn't even attempt any formatting in their examples on the project page haha
i see, thanks, i might be a litlle tarded
still dont understand the sequence one
its a little
cramped
haha
the sequence one?
oh 🤔
you should put the example in an editor that has syntax highlighting by colors so that it's easier to look at
that's VS Code
i know, im using vs code aswell, im just looking at terrafirmagreg sequence recipes instead, since they're more neatly done
how can i extract all the recipe ids?
When forge loads up to the main screen, it initializes all the mods from the mods folder into the game.
If i made a mod that added a button to the mainscreen, could i make that button call the class that initializes all the mods?
you could call it yeah
but uuh, that wouldnt do you much good cause they are already initialized, and the initialization process involves not only mods but also minecraft stuff and it all has to happen in a particular order
the best thing you could do is kill the current jvm and start a new instance, which is just restarting mc
So hot-reloading isnt possible currently?
and probably never will be
It's something that the MinecraftForge team toyed with, but since they couldn't force mod devs to make their mods reload-friendly they decided to not bother.
That's a dev & content creation channel.
Until the moment you will be coding a mod, move in #🔥︱curseforge-support
Sorry
Would anyone know how to create a "forge:example" thing? I don't know the word so I can't explain it well.
But essentially grouping a bunch of items together in a "library", so you only have to reference the "library", instead of everything individually.
that's a tag
gotcha. thanks a lot
Afternoon - trying to figure out how to actually remove Deleted Addon Projects from my List
You can change the filter at the top to something like Approved, or you can get them permanently removed by opening a ticket and asking them to
?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.
If your problem is with the app, make sure to upload your CurseForge logs with the Upload File option in the ticket. Information on how to get these logs can be found here
I have a dilemma
what's the difference between this block setup code:
public class ModnameBlocks {
public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, Bossutils.MODID);
public static final RegistryObject<Block> CUSTOM_BLOCK = BLOCKS.register("custom_block",
() -> new Block(
BlockBehaviour.Properties.of()
.mapColor(MapColor.CRIMSON_HYPHAE)
.strength(.5f, .17f)
.requiresCorrectToolForDrops()
));
}```
and this code:
```Java
import net.minecraft.world.level.block.Block;
public class CustomBlock extends Block {
public CustomBlock(Properties properties) {
super(properties);
}
}```
And which one should I use?
The first one actually makes a block, the second one is just a template for making blocks with custom behaviour
So you want to use the first, and sometime use the second as well as the first
You can replace the new Block( bit with new CustomBlock( to use your CustomBlock class instead of minecraft's normal Block class
how to fix a lag in a server we are playing on vps but its lagging asf
Paste link generated for file uploaded by panda.
I spent a lot of time but still can't solve it
huh
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how fix this
How to play Fortnite
?
How do i make the mcreator 3d armor models
Anyone able to help me? Im trying to make a datapack that changes the loot tables for chests in mods, specfifically ice and fire. I already have the Json File but im unsure how to put the json file loot table into the actual mod
where do i look?
Pinned messages
ok ty
i dont want to hire someone i have a set of scp and models to import to a mod i mean how to start your OWNN mods
[Message](#⚙️︱authors-help message) in #⚙️︱authors-help :arrow_down:
Want to start modding Minecraft? 
It is strongly recommended to know Java before starting, because Minecraft, and many mods, use more advanced Java concepts like lambdas, generics and polymorphism.
If you don't know all of these concepts, you may have some difficulties modding.
Here are some online resources that will help learning Java:
JetBrains Academy (free online course): https://www.jetbrains.com/academy/
Codeacademy (free online course): https://www.codecademy.com/learn/learn-java
University of Helsinki (free online..
i dont understand
The whole message explains the stems needed to start coding java mods. Do you have a basic understanding in Java the coding language?
uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
but i dont want to pay
oh its free
Need a basic understanding in that to make mods. There are free online courses
i cant call random people
Youll need to apply some sort of effort to this.
ooooo i understand now
thx
imma sign up
ummm what do i do now i pressed to install now there is a thing in the side of my screen
called toolbox
i downloaded webstore
strom*
Need to fallow the tutorial your with. Should have steps
they didnt gave me any steps
Will have to wait patiently till someone with higher modding skills is able to answer
how do i ask them for the modding skill guy
You wait patiently till someone is able to respond to you.
i cant talk rn you need to wait for like 4 or 7 hours sorry bye u can add me if u wait
want*
to help me later
Please dont send me a fr, I already said I am not able to help with this and that you need to wait till someone that is free is able to assist.
its ok bye
u might want to check that guys pronouns
@SubscribeEvent
public static void onLootTableLoad(LootTableLoadEvent event) {
ResourceLocation lootTableId = event.getName();
// Define loot table IDs for desert pyramid and desert well
ResourceLocation desertPyramidLootTable = ResourceLocation.fromNamespaceAndPath("minecraft", "archaeology/desert_pyramid");
ResourceLocation desertWellLootTable = ResourceLocation.fromNamespaceAndPath("minecraft", "archaeology/desert_well");
// Check if the current loot table is for desert pyramid or desert well
if (desertPyramidLootTable.equals(lootTableId) || desertWellLootTable.equals(lootTableId)) {
LootTable table = event.getTable();
LootPool pool = table.getPool("main");
}
}
how do i append a new item to this pool?
neoforge 1.21.1
okay i did something and it worked that was not fun
okay now my last issue
https://pastebin.com/LHEdueVi
i want to add a map to my structure as a villager trade but it seems to always have an empty map instead
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.
ping me on reply
Question, does the file structure for data packs have to start with the name of the mod or the domain name? for example, im in the mods list and this is the mod (IceandFirece) would my first folder of my datapack then be titled iceandfirece-1.0beta.3.fabric or?
data in datapacks is structured data/namespace/path where namespace is the modid of the mod, and path is the rest of the path. The file name of the mod has nothing to do with it
they got sorted out
Can someone help me download curse forge, I can't install the mods at all
This isn’t a dev channel issue. Go to #🔥︱curseforge-support and ask there
ok ty
I'm sorry to bother you but I have a problem with a modpack that started fine yesterday and refuses to start today, could you help me please?
Paste link generated for file uploaded by hades140701.
#🧱︱mc-other-help for this issue
ok sorry
not sure how im supposed to fix this
It's a channel for mod devs, if you are not creating a mod please move to #👽︱game-support or #🧱︱mc-other-help
tbh this is one of the major problem's i have ever faced in curseforge, any time i try to play any kind of modpack, it won't work even if i clicked Microsoft login it does not work, i tried to restart the whole pc still not working, but sometimes it work and sometimes it show's the same problem
and it keeps saying "Sorry! We were unable to get your account information. Please restart your launcher"
Please it's still a mod dev channel, only if you are creating a mod.
Move in #🧱︱mc-other-help, #🔥︱curseforge-support, or #👽︱game-support - all of these channels are correct, but not here
ok
where should i ask if i'm having issues modding something? (i'm making a dc classes datapack and having problems)
@ylliks banned
Reason: Compromised or hacked account
Duration: Permanent
how can I check if a chunk was forced with ForgeChunkManager.forceChunk() given only the BlockPos owner that might have been used to force it?
i need to force a chunk depending on a condition that is checked every second, and I want to avoid forcing the chunk or unforcing it multiple times in a row
do i need a ForgeChunkManager.LoadingValidationCallback for the above?
I'm trying to add a curseforge mod dependency to my IDE Project via build.gradle but get an InvocationTargetException when I runClient
maven {
url "https://cursemaven.com"
}
flatDir {
dir 'run/mods'
content {
includeGroup 'local'
}
}
}
dependencies {
minecraft "net.minecraftforge:forge:${minecraft_version}-${forge_version}"
implementation fg.deobf("curse.maven:parcool-482378:6189397")
}
If I remove the code above (excluding the minecraft dependency) it launches normally. Am I missing anything?
show the full error message you get (in an uploaded file if need be)
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Because parcool uses mixins you need to partially setup mixins in your mod so that it doesnt crash
Interesting, thx
Good lord the setup for mixin dependencies is a nightmare
I appreciate the polite reminder to re-read step one, I got ahead of myself.
Unfortunately I ended up with what looks like a mod-related error related to the whole mixin stuff
Paste link generated for file uploaded by ThePyroGod.
The minecraft, forge, and mod versions are all proper and accounted for so I'm going to try and see if any of the other versions of the mod work
I get different errors for other methods being missing, seems like the mixin settings are still missing something
can someone help me with this
Hello
you can do that by overriding the json recipe file of the other mod, and then making your own one
thank you
Anyone know how to make a datapack I'm mainly looking to do boss music (Specificly for Twilight forest)
Does anyone know how to fix a minecraft server that keeps crashing?
I have the crash report if that helps
That's not a dev topic
Please move in #🧱︱mc-other-help
Sorry thanks
Are you able to use FTB Quests to create quests with multiple people at the same time? (Have 2 people creating quests at the same time)
Not a dev topic. You should probably ask in the FTB discord
!i-ftb
I was wondering if anyone’s achieved spawn weight configs on the newer “Forge Biome Modifier” entity/ decoration spawning?
In 1.18.2, I could easily plug in a config value for my “spawn weight” int on either entities or vegetation, etc., and any player/ server owner could simply change the value to whatever they wanted via the common config rather than having to make a datapack.
With the way it seems work now, in 1.20.1, it doesn’t really seem like I can do anything like that. Especially since config values can’t be loaded during datagen (not that it would help much anyway I don’t think)
Anyone have any ideas? Thanks 😎
let them make a datapack
provide an example one if need be for a starting point for them
??
@sacred kernel imho start with 1.21.1 so that you don't have to then suffer through changes updating.
Because versions and changes will keep coming soon enough. That way you'll only be 1 or 2 steps behind updating instead of 10
Appreciate the quick answer briar x
Try Neoforge also btw
Many modders are also using that for future versions
! invite-neoforge
Adrian in terrarium informed me of that yesterday x I thought all my favourite mods were dead
hello I need some help
when I load the curseforge app and download mods to play I click "play" and it puts me on the main minecraft launcher and when I try to click the play button The game crashes
this is what it looks like after I click play on my mod packs and the version should be 1.20
#🧱︱mc-other-help would be better for this
ok thanks
Good evening, I'm trying to load a .obj model in version 1.7.10 and I'm having this problem. Does anyone know how to solve it?
OK thanks
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Hi! I just applied for API access using the form provided by CurseForge. Does anyone know how long it takes to get approved (or if it can be rejected)? Also, how do they contact you once it's processed?
they reply via email
there is no schedule for approvals, you just need to watch your emails now and then
Does any1 know how to get mods on a multiplayer server?
Just put the mods in the mod folder, assuming you are using a proper environment.
hi pls help for download curseforge on macos high sierra my version is 10.13.6 pls help
#🔥︱curseforge-support or a ticket
how to get ticket
!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.
If your problem is with the app, make sure to upload your CurseForge logs with the Upload File option in the ticket. Information on how to get these logs can be found here
hi, are all the mods on curseforge safe?
!malware
-# Trigger requested by mattéo 35.
As of the 11th of June, 2023, we have cleaned all infected files on the platform and have sealed the security breach to prevent similar files from being introduced again.
If you have downloaded any of the affected files and in order to play safely, make sure to follow the steps described in our article.
For more info, please read the news post: #📢︱news message
Do note that in reference to Bleeding Pipe - this isn’t malware, it’s an exploit of Java that in not based in the CurseForge platform.
What folder?
-
The Universalator is a file (BAT script) which can be used to install and launch modded Minecraft server files on PCs (and VMs).
- All Minecraft (Java) versions are supported.
- Supports Neoforge, Forge, Fabric, Quilt, Vanilla.
- Java version files are automatically obtained and handled!
- Has additional tools like client-side mod detection.
-
Use it to create custom servers on your PC!
-
Use it to launch existing published server packs on your PC!
Current versions support use with Windows, Linux, MacOS
The script for each OS version is a single file which is placed into, and run from the server folder.
Universalator project download website & wiki
Also it's the wrong channel. For the following, please go in #👽︱game-support or #🧱︱mc-other-help
ohh, ok
does anyone know how to make datapacks? if so can you msg me?
when a crash happens, what should i look for in the report?
I want to start to know a bit more about what causes crashes and how to find them. that way i can also start to understand why it happened and how to fix them
There are lots of things. Hang out here for a year and they might start to make sense 🤪
a good start is finding the words and working through what they mean, and looking out for mod ids
Kinda hard for anyone to know if they can help, if you dont explain the issue first.
Dont ask to ask, just state the issue
Does anyone know how they can make custom javascript code that will set a max player health limit or simply just know of a mod that works for 1.20.1 Forge? Cause its been a week and I still cannot get a mod so it seems like js is my only option here.
could just do a repeating command block/function with /atrribute setting players basa max health attribute to something else
Hey Devs, I struggle with some commands. First I spawn 100 drowned with trident in hand and than I kill them, but they won’t drop there trident.
I have a command to make this damage as player attack, but it won’t work anyway:
/execute as @e[type=minecraft:drowned] at @s if score @p drownedKill matches 1 run damage @s 1000 minecraft:player_attack
what am I doing wrong? They got all killed but none drops a trident
@warm night
my curseforge got resetet i want my curseforge back how it was now before i report curseforge i lost ewerithing
Please don't spam
You might need to explain what you mean, how was CurseForge reset, and why would you report it if you reset it?
Also sounds more like a question for #🔥︱curseforge-support
Anyone ran into this issue when trying to generate a skyblock world?
"type": "minecraft:overworld",
"generator": {
"type": "minecraft:flat",
"settings": {
"biome": "minecraft:plains",
"lakes": false,
"features": false,
"layers": [
{
"block": "minecraft:air",
"height": 1
}
],
"structure_overrides": []
}
}
}
Just to see, since the datapack reads from top down, maybe try reordering the settings?
{
"type": "minecraft:overworld",
"generator": {
"type": "minecraft:flat",
"settings": {
"features": false,
"lakes": false,
"biome": "minecraft:plains",
"layers": [
{
"block": "minecraft:air",
"height": 1
}
],
"structure_overrides": []
}
}
}```
Still seeing the same issue after using that sadly. Any other ideas?
What mc version is this?
1.21.1
I had done something similar to this, the only difference was i made a custom biome and dimension_type. Should be able to get away with using minecraft:overworld for the type. But I have a feeling the features for the plains biome are overriding the features: false for some reason
Do you have to define a biome? This is just what I found while digging around
yes, but its easy in a datapack. Create a new folder under your datapack in the same folder the demension folder is named worldgen > then in that folder make a biome folder.
Biome can be any name you want, for my example Ill use "plaza"
Then you can use this site to help build the biome to your wishes. https://misode.github.io/worldgen/biome/
Just make sure its set to 1.21 on the green button on the right side.
Then can either save on this site and download the data pack, or just copy the text from its output to the biome.json file in your datapack
So something along the lines of this? 
Ahh one directory up
yeah
Then in your dim file would look like
datapackname:biomename
so for me it would be market:plaza for example
I assume whatever the name of the json file is the name the biome takes on?
yes
and the "mod name" that you see in game would be the name of the datapack folder.
so "ftbteambases:yourbiomename"
It does not seem to like the biome I created. I try to create a new world and game crashes 
Send your latest.log file
Paste link generated for file uploaded by Nostalgiam.
Can you send your biomes json file
Paste link generated for file uploaded by Nostalgiam.
Try this:
{
"has_precipitation": true,
"carvers": {},
"downfall": 0,
"effects": {
"fog_color": 0,
"grass_color_modifier": "dark_forest",
"sky_color": 0,
"water_color": 0,
"water_fog_color": 0
},
"features": [
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[]
],
"spawn_costs": {},
"spawners": {
"ambient": [],
"axolotls": [],
"creature": [],
"misc": [],
"monster": [],
"underground_water_creature": [],
"water_ambient": [],
"water_creature": []
},
"temperature": 0
}```
If it still crashes, will need your dim file as well
Here is my dimension folder nonetheless
Zip paste links generated for archive uploaded by Nostalgiam.
You just want air from bedrock to worldhight right?
Yeah that's the idea. Basically your traditional skyblock world in most modpacks lol
Still getting this with 128
2 questions,
- Are you restarting the gaem when you do this? or just going to the main menu and back?
- Are you using the same world?
Restarting game and generating a new world everytime
Hmm give me a sec
for the bases dimention, is the default type defined by the ftbteams mod?
This is how its defined by the mod I would assume
Zip paste links generated for archive uploaded by Nostalgiam.
unless this is it
{
"ambient_light": 0.0,
"bed_works": true,
"coordinate_scale": 1.0,
"effects": "minecraft:overworld",
"has_ceiling": false,
"has_raids": true,
"has_skylight": true,
"height": 384,
"infiniburn": "#minecraft:infiniburn_overworld",
"logical_height": 384,
"min_y": -64,
"monster_spawn_block_light_limit": 0,
"monster_spawn_light_level": {
"type": "minecraft:uniform",
"max_inclusive": 7,
"min_inclusive": 0
},
"natural": true,
"piglin_safe": false,
"respawn_anchor_works": false,
"ultrawarm": false
}
The first 2 files in the zip are generator files, they run commands and manual structure gen on world start.
The 3rd file is the world noise generator, which is a different more complicated method of world creation
This would be the dimension_type file
Would this be dimension_type?
Im running a test with the dim type, just need to make sure I have the base pack working first
Ok I managed to get it to work, took some poking. My datapack was just named tests, but that can be changed
My bases Dim:
{
"type": "tests:void",
"generator": {
"type": "minecraft:flat",
"settings": {
"features": false,
"lakes": false,
"biome": "tests:nostalgic",
"layers": [
{
"block": "minecraft:air",
"height": 1
}
]
}
}
}```
My Lobby Dim:
```json
{
"type": "minecraft:overworld",
"generator": {
"type": "minecraft:flat",
"settings": {
"biome": "tests:nostalgic",
"lakes": false,
"features": false,
"layers": [
{
"block": "minecraft:air",
"height": 1
}
],
"structure_overrides": []
}
}
}```
Dim_type file, named void.json
{
"ambient_light": 0,
"bed_works": true,
"coordinate_scale": 1,
"effects": "minecraft:overworld",
"has_ceiling": false,
"has_raids": false,
"has_skylight": false,
"height": 384,
"infiniburn": "#minecraft:infiniburn_overworld",
"logical_height": 384,
"min_y": -64,
"monster_spawn_block_light_limit": 0,
"monster_spawn_light_level": {
"type": "minecraft:uniform",
"max_inclusive": 7,
"min_inclusive": 0
},
"natural": true,
"piglin_safe": false,
"respawn_anchor_works": false,
"ultrawarm": false
}```
Then I just used your biome file
Just something to note, since you put all the biomes colours to 0, the world is very dark.
Zip paste links generated for archive uploaded by YOYOK9.
Is there a way to make it more vanilla looking? Or make it looks like just the overworld? 
Id also recommend, just while you learning, Install the mod Cyanide, helps with datapack debugging a bit more https://www.curseforge.com/minecraft/mc-mods/cyanide
Like a void world with vanillas sky and such colours?
Right 
Thanks ill look into this!
In misode, if you click the presets button while under the Biome generator, you can select the biome you like, then just copy the "effects" section.
minus the sound if you dont want that
I think part of what was breaking your datapack was the ftb types.
Cool ill make sure to do that
like the dimension types?
In your dimension files you had "type": "ftbteambases:default"
Which unless it was defined by the ftbteamsbases mod somwhere in its code, it wasnt being picked up.
I didnt install the mod, I just kept to more or less vanilla tho.
ah ok so the dim bases is already defined.
yeah bases I don't think is the issue as its defined in the jar file. Well at least I think it is lol
Are you just trying to turn the lobby into a void world? Had a quick peak at the mods bases world and its already void
When generating it wasnt pulling a void world for the lobby
Yeah I was trying to follow this part of their quite limited documentation 
I changed it to lobby then started running into the world looking weird issues
If its a bug then im just kinda screwed and have to wait for a fix? 
Im going to try soem things, give me a few
I need to hop in bed but if you figure something out ill check it out in the morning 
sounds good
Night night
Saw you replied to an an issue someone already created for this, will likely need to wait and see if the ftb team replies.
alr so i need help with adding a registry for my minecraft addon mod for lycanite mobs (1.12.2 btw)
Have you tried to look into Lycanites mobs' source codes for reference on how they handle and load entities?
i looked at the creature manager thing (I was also told to look in there first) but i had no idead what to do, im kinda new to modding btw
what does a regestry look like anyway? like whats in it
This file define everything entity spawn, entity interaction, entity death.
alr do i copy and paste the entier thing into my intellij project?
Copy paste doesn't help you learn what you are coding. Write everything you want line per line
alr thanks
The file also import other files from Lycanites, so doesn't forget replace with your own imports. And edit other files to create the methods used
Depend of what you want to do with your mod.
im just looking for stuff regarding spawning
The file is already straightforward, so you should be able to understand taking inspiration of this project while coding
ok
also what should the java be named? registrys?
Not a dev problem. #🧱︱mc-other-help or #👽︱game-support
oops my bad i forgot
You can give the file any name you want
do you know how to fix this?
Check the Java version used by your project, under project settings
alr
i did the registrys but it isnt linked to anything how can i do that?
does it tell me the java version directly or do i have to sift thru a lot of files
You have to add your whole imports, then look over what you can add to the other files for everything to work together
For exemple import entities like in the screenshot. And then look at how the different files in the entities folder of Lycanites Mobs works, and replicate something similar
like this?
If Lycanites Mobs doesn't use any registry methods, then you don't need to do it
i belive that i have to do that in order for the mobs to spawn
For modern versions, yes. For older versions, i'm not sure and I don't see Lycanites mobs doing it
If you are looking for the mob spawn, then I believe there is it: https://gitlab.com/Lycanite/LycanitesMobs/-/blob/master/src/main/java/com/lycanitesmobs/core/spawner/MobSpawn.java
This file as well: https://gitlab.com/Lycanite/LycanitesMobs/-/blob/master/src/main/java/com/lycanitesmobs/core/info/CreatureManager.java
ok
i tried that but i have these 2 errors that cant be fixed they just tell me to rename them or add/remove brackets
Be sure you use the right imports
idk what imports to use tho
actually how can i link the registry to the actual addon so it works?
Currently recreating a mod for 1.20.1. However my Minecraft just tells me that the modfile is invalid and doesn't have a valid modid. How do I fix that.
Is there something that I am missing in terms of modid? I can't figure out what is wrong.
can you clarify what you are doing? are you re-coding a mod in java? using an IDE?
You use the same imports that the code you're using imports, i.e. look at CreatureInfo and look at what type of UnmodifiableArrayList it uses and use the same one
ok
how can i tell if i found a UnmodifiableArrayList
is it all of this stuff?
Do you know Java or is this your first Java project?
this is my first project, i got somewhat good progress but i forgot to add the registries which i dont know how to do so without help
I'm willing to teach the complexities and idiosyncrasies of Minecraft Modding, but the issue you're having right now is lacking basic knowledge of Java programming
I recommend finding a free course online before getting into Minecraft Modding
im gonna go watch those kapuen joe tutorial videos
There are also courses pinned in this channel
I'm new to modding and am trying to make a minecraft modpack that takes place in a world that's all ocean. How would I do something like this? I don't know much about coding, so if there's a way that I could just edit a mod's config or a datapack, that would be great.
I'm looking to commission a developer to convert my existing Minecraft mod from Forge 1.16 to Fabric 1.21 while preserving its original functionality. Additionally, I need the mod's UI updated. Feel free to DM me for more details.
I fixed the issue and the mod is uploaded and approved. I did have some tab spaces in the mods.toml.
!help
-# Trigger requested by mattéo 35.
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
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
help me for this pls
did you check the logs
how do i make a recipe that requires a water bucket or a water bottle and returns the empty bucket or empty bottle
with kubejs
does anyone know
just make it like normal
buckets and bottles should automatically return the empty version
im having trouble getting the things to make a minecraft mod like the jdk and such
Going to need you to be more specific, otherwise it sounds like you're asking for step-by-step assistance with basic Java dev, which we generally don't support other than recommending the online courses in this channel's pins.
i've made a modpack with the mod essential and when i try to play with my friend it doesn't let him join my world can somebody help me?
!mc-essential
-# Trigger requested by Briar Thrain.
To get better help with the Essential mod issues, we recommend going to their Discord for further assistance. They have a better understanding of their own mod and things around it.
https://essential.gg/en/
We can help with issues not related to Essential. You can try to remove it and see if the issue persists. If it does, you can ask us.
I'm using CF webhooks for the first time to automatically package an addon and I get a weird 403 response: {"errorCode":7,"errorMessage":"The user has been deleted."}
I don't quite get what that could mean as all that's there to configure is the API token and and the project ID
Is there an expectation that github email/username is an exact match with CF?
Been searching here, on the internet, and in CF support articles for a hint but I can't figure out what might cause this
The dedicated developer server for CurseForge can be found here: https://discord.gg/JwUXpc8n8M
Please complete verification in the Verification channel once you join or you will not have access to the main channels
Hey!
I was wondering if anyone had any good modding tutorials aval
I wanted to create my first mod and wasnt sure where or how to start
Check the pinned messages
thanks
does Ex Deorum come with a skyblock preset?
so like here's what i wanna do with this:
replace existing mobs with custom mobs
make their hairstyles, skin color, and fur colors random upon each spawn
make them able to wear clothes
but i'm so new to minecraft modding i can't figure out how to do what i want to do
am i gonna have to figure this out on my own, or are there resources specific to this kind of stuff?
I think nope
You would need to create a resourcepack for this and add the models/textures for it
This mod can help probably:
https://www.curseforge.com/minecraft/mc-mods/entity-model-features
Yo can someone help me like Does anyone know the Tameable mod by IAFenvoy I wanna make my own server but like with modded Tameable mobs and I already know how to make them tameable but what about liek rideable or flyable and you can control them
Is there anybody that can tell me why and how create is broken? And if there's a fix to it?
It's not a dev topic. Ask the mod support, or in #🧱︱mc-other-help
Im currently trying to add a Custom Blender to a Forge 1.20.1 Mod im working on, and whenever I right click the Block, the GUI shows, then freezes for a few seconds and then the game crashes. I noticed in my Logs it said something about 2 slots, but whenever i look through my code i only find stuff for 4 slots (the GUI is meant to have 4, 3 inputs 1 output) here is my log, any help is appreciated! https://mclo.gs/s2LtzXj
Paste link generated for file uploaded by _Andro🌌(Please Ping Reply).
Ask in #🧱︱mc-other-help or #👽︱game-support
isnt this the Mod Dev support channel?
Ah. I actually misreaded your message, sorry
Help please? i dont know where to find the actual cause of why im getting server errors on a singleplayer world, https://mclo.gs/xh3fkTo
Paste link generated for file uploaded by Imperial Nerfherder.
I can't log into my curseforge account
anyone know what this means, i cant fix it and no matter what i do it wont go it always happens when i run the client but it doesnt close the client
Send the entire task log, and gradle file
alr how do i do that? ive never done it before
Click the runClient process (currently in building) in the run section. What you looked is one sub-error, not the whole process.
And I suppose you've setup gradle in your project, could be worth to look into this file
i clicked it do i just copy and paste what im seeing?
Somewhere in your project there should be a log file of the tasks you've ran I believe. But copy pasting in a file should be good enough
alr sorry about the wait my audio drivers decided to die
i gotta go ill do this later
sorry
No problem
Hey I’m working on a modpack and I want to add custom images to the FTB Quests bock but I can’t figure out how
anyone know why this is red for no reason at all
Can you send the whole file?
@last wave here it is
Paste link generated for file uploaded by George_Washington.
HI. Does anyone know where the "Enable Freemium" option is for ARK Survival Ascended "Premium" mods? My mod is approved as Premium but I can't find where the Enable Freemium checkbox is. Thanks.
What does it say when you mouse over it?
!devdiscord If you are a developer, you should probably ask in the developer discord instead, more authors are there. ^^
The dedicated developer server for CurseForge can be found here: https://discord.gg/JwUXpc8n8M
Please complete verification in the Verification channel once you join or you will not have access to the main channels
-# Trigger requested by NoLifeKing.
this
Hi, I made a port of a mod that includes a single entity. The entity is done with sounds, texture and what else belongs to it. But for some reason he doesn't spawn at all. I tried fixing this but to no avail. Anyone know how to make custom entites spawn in 1.20.1?
Are the imports pictured here the only ones you have?
If so, please follow one of the free Java courses listed in the pins as it seems you're missing an import, which is basic Java.
hi, i made a modpack but when i try to play it crashes and i have no idea how to fix it, that's the modpack (Main1) can someone help me please?
why i can play ???
- 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.
Please continue in #🧱︱mc-other-help.
Hello there! I'm looking for devs to help me create a Minecraft mod that adds a new dimension. This new dimension (called Land of Drunir) has new biomes, mobs, boss, items and mechanics. I am able to do most of the basic stuff like items or blocks, but for everything that is mobs and world gem, we need help. We are already 2 artists, so no need, we only need devs. You can DM me if interested! thx!
!i-cfdev if you join the dev server, there is a #find-collaborators channel you can use
The dedicated developer server for CurseForge can be found here: https://discord.gg/JwUXpc8n8M
Please complete verification in the Verification channel once you join or you will not have access to the main channels
-# Trigger requested by Rick.
@gojostorng banned
Reason: Compromised or hacked account
Duration: Permanent
Hey I'm currently working on an independent project, being a modpack for minecraft, and I need some help trying to make a server pack for it
!mc-serverpack
Serverpacks are special files uploaded alongside an existing project file.
*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.
Thank you!
#🔥︱curseforge-support would be the room for this, as its a cf site related thing
Ok thank k you
its probably not recognised as a mod file because its missing some metadata
is there a way to get the metadata?
Are they all under the same mod id?
You cannot load the same mod multiple times at once, even if they are different versions
I fixed the problem
You were right
😭
We do not allow personal advertisements of this sort on this discord
if anyone knows how to update a datapack for 1.21.4 (this one specifically https://www.curseforge.com/minecraft/texture-packs/dark-swarm) **please **dm me. I’d love to either learn how to update it for current versions or find someone who can help me bring it to current glory.
So far to my understanding it’s a problem with the generic.whatever formatting. Below are some error logs.
Paste link generated for file uploaded by Redcap.
not sure if this is the place to ask but is anyone familioar with KubeJS, im trying to create recipies for the creative ammo boxes in timless classics zero and its not letting me specify between each one as they all have the same ID, "tacz:ammo_box". When i use Kube to tell me the item ID, it says " 'tacz:ammo_box', '{Creative:1b}' " but when i input that into the "Item.of('XXX', 1)" it doesnt work. can someone help me please?
ive tried to remove the extra apostrophies and have it be "tacz:ammo_box, {Creative1b}" and also "tacz:ammo_box, Creative1b" as well as "tacz:ammo_box {Creative1b}"
I'm developing a wrapper right now and was wondering if we could dynamically fetch forge versions?
All of the mod loaders have metadata files that list their versions. I even grab that with my own server installer script - by caching and then parsing them
Autocorrect having a field day today with me on my new phone lol
https://github.com/nanonestor/universalator/wiki
If you look through what I've done you can see the URLs
I was just using universalator haha. Does it no longer create server jars?
What do you mean by that?
It obtains modloader installers, and then runs those installers
Then executes the appropriate command to launch the files
Ahh ok. Got it. I tried to use it to generate a singular jar file to launch the server with. But I'm trying to create something that can update forge if needed so I can use it universally kidna like creating a docker container. I just want the convience
There are no singular jar files except for the vanilla game server file
To make it more complicated - if you create containers with all of the mod loader files you will eventually have them become outdated and no longer work with java or with contacting Mojang services, stuff like that
That is why obtaining currently published installers and then using them is best
Im going to try yours again. What if I want to bind it to a different IP?
Edit the server.properties file
Perfect, thank you for your help.
So I could make a .json file that has hard-set info like how the loader is x and mc version is x and forge version is x. The name would be like universalator-config.json and have a systemd service run the universalator bash script and it just boots, right?
Uh maybe?
It's not designed to take input parameters to do what you're saying but it could have that sort of code added
It does already use a config file which it generates or can have provided
settings-linux-universalator.txt
You could also make your own script or service by ripping the functions you want and using them
if [[ -f "./universalator-def.json" ]]; then
# map JSON field → script var name
declare - A defmap = (
["ram"] = "MAXRAMGIGS" # max RAM in GB
["port"] = "PORT" # server port
["minecraftVersion"] = "MINECRAFT" # Minecraft version
["modLoaderType"] = "MODLOADER" # mod - loader type
["modLoaderVersion"] = "MODLOADERVERSION"# mod - loader version
["javaVersion"] = "JAVAVERSION" # Java version
)
# iterate through JSON keys and assign
for json_key in "${!defmap[@]}"; do
val = $(jq - r --arg k "$json_key" '.[$k] // empty' universalator - def.json)
if [[ -n "$val" ]]; then
declare "${defmap[$json_key]}" = "$val" # set script variable
fi
done
fi```
what are we thinking? i can test it soon, have to go shopping
It looks legitimate, not sure to what end you're going with it though declaring new value names
I.e. what you are envisioning the overall implementation of this is going to be
Will it be easier than making a new SCREEN, downloading the univ file (you can make a global alias for that you know), and then running it with bash?
Might make it a small project to add parameter launch to the Linux version - you could use it like
bash univ.sh neoforge 1.21.1 21
MINECRAFT="$1"
MODLOADER="$2"
MODLOADERVERSION="$3"
JAVAVERSION="$4"
PORT="${5:-25565}"
MAXRAMGIGS="${6:-6}"
# write JSON config
cat > config.json <<EOF
{
"minecraft": "$MINECRAFT",
"port": $PORT,
"modloader": "$MODLOADER",
"modloaderversion": "$MODLOADERVERSION",
"maxramgigs": $MAXRAMGIGS
}
EOF
nonInteractive=true
fi```
# reload from JSON so all functions see the right values
MINECRAFT=$(jq -r .minecraft config.json)
PORT=$(jq -r .port config.json)
MODLOADER=$(jq -r .modloader config.json)
MODLOADERVERSION=$(jq -r .modloaderversion config.json)
MAXRAMGIGS=$(jq -r .maxramgigs config.json)
# stamp into settings‑file for consistency
settingsstamp
settingscall
# jump straight to launch
launchsequence
exit 0
fi```
And this goes after settings detections
Right - although I'll also add error detection for incorrect or incomplete parameter entries
cool, Ill add error detection.
haha it works!
it still pops up the launch menu.
but Ill work that out
This time I really fixed it. Thanks Briar. youve been very nice.
can anyone please help me with this????
Did you update your server recently? Like minecraft version of the server?
nada
still 1.21.4
how do i create a resourcepack that removes the brown stripes and patches on my dyed leather armor
https://vanillatweaks.net/picker/resource-packs/ has an option for that
This isn't the place to advertise that sort of thing, try the Jobs channel in MMD or the looking for collaborators in the CF Dev Discord
!i-mmd
!i-cfdev
The dedicated developer server for CurseForge can be found here: https://discord.gg/JwUXpc8n8M
Please complete verification in the Verification channel once you join or you will not have access to the main channels
ok thank you so much i appreciate that
https://pastecode.io/s/pc3r0mb2
why is it that even when i break the block in creative
it drops
i have made it so that it should drop only when i have the correct tools i have even set the tags for it but i can get it if i break it in survival as well
this is neoforge 1.21.1
What does the condition on line 48 of that paste do?
Thank you violet I realy Appreciate it
General advertsing goes in #1032223688180895804
wdym? it is a public channel
So people would be able to see that it's obviously there, like ping
people will see if it they look in there
🤷 maybe people dont like looking at advertising
No
the minecraft role? you gave that to yourself end of last year when you joined
Ohhhhhh
does anyone know how to fix Caused by: java.lang.IllegalArgumentException i tried to fix it way too many times and it wont go away
i cleared the caches i did allat at this point
so I have the same problem if you figure it out can you tell me what you did it's been anoying
-
When exactly does the error happen? (e.g., when launching, loading world, joining server)
-
What’s the full error message? (especially what comes after IllegalArgumentException)
-
What mods or modpacks are you using? (sometimes a single broken mod causes it)
oh i already fixed it, i had to delete the build file
and then do setupdecompworkspace i belive
im trying to create a mod for java with jdk and grandle, following Cy4 tutorials, even if they are a bit old,
but when I try to import alex's mobs, that need Citadel mod to work, it just crash istantly with a strange message in logs.
pls can anyone help?
What IDE do you use?
eclipse
The Java publisher?
idk, what is it?
Can you screenshot what eclipse you are talking about to be sure?
I personally strongly recommend to use IntelliJ Idea, but alright
Eclipse is what a lot of older tutorials recommend haha
It's not bad but it is missing a lot of advantages that intellij offers
I also use it for school
Can you send the crash report of the current issue?
In that case I'd say use what you're familiar with x
- What went wrong:
Execution failed for task ':runClient'.
Process 'command 'C:\Users*.gradle\jdks\eclipse_adoptium-17-amd64-windows\jdk-17.0.15+6\bin\java.exe'' finished with non-zero exit value 1
How are you trying to import it?
implementation fg.deobf("curse.maven:citadel-331936:5633260") // Versione 2.6.0 per 1.20.1
implementation fg.deobf("curse.maven:alexs-mobs-426558:5698791") // Versione compatibile con Citadel 2.6.0
and also my mods.toml file:
[[dependencies.girosmobs]]
modId="citadel"
mandatory=false
versionRange="[2.6.0,)"
ordering="BEFORE"
side="BOTH"
[[dependencies.girosmobs]]
modId="alexsmobs"
mandatory=false
versionRange="[1.22.9,)"
ordering="AFTER"
side="BOTH"
Change the gradle version being used back down to the version that was used at the time your MDK was made
i think its the same
Check, probably not
I think Gradle 9 is mainly for 1.21 or 1.21.5? 🤔
Unfortunately new versions don't keep backward compatibility
rn im using 8.8
i downgraded to 8.13 and I still have the same problme
normaly this is the error, but when i try to import Citadel as well, it insta crash
can someone help me?
pls
Paste links generated for files uploaded by Rickygir07.
Add Citadel and send the crash. This log is only saying you need Citadel, which is not useful
ik the problem is that if I add Citadel it doesn't create a crash file, it just boot up and exit, with an error on the terminal
Displays pastes in a readable format to aid in providing support.
you need the mixin plugin to use mods with mixins in your dev env
how to I add it?
I still have the same error
did you regen runs?
do you mean use:
.\gradlew genEclipseRuns?
in that case yes
Displays pastes in a readable format to aid in providing support.
that is a completely different error
that is a very concerning error....
idk what could even be giong wrong there, try the forge server
!i-forge
ty
@cz3xs banned
Reason: Video Spam
Duration: Permanent
can someone help me right now to add a dependency mod to mine, a step by step guide pls
Open the mod page
Click the manage button
Go to default relations
i mean on eclipse, with MDK
Eclipse?
im creating a mod with eclipse
.
Have you added the dependencies in your gradle and mods.toml file?
first thing now I added the mod sel build.gradle, without putting it in mods.toml.
and it starts but it tells me that the citadel mod is missing (dependency)
You need to add it in the mods.toml
i added these lines to my build.gradle:
implementation fg.deobf("curse.maven:citadel-331936:5633260")
implementation fg.deobf("curse.maven:alexs-mobs-426558:5698791")
and these to my mods.toml
[[dependencies.girosmobs]]
modId="citadel"
mandatory=true
versionRange="[2.6.0,)"
ordering="BEFORE"
side="BOTH"
[[dependencies.girosmobs]]
modId="alexsmobs"
mandatory=true
versionRange="[1.22.9,)"
ordering="BEFORE"
side="BOTH"
but the game doesnt boot up
Displays pastes in a readable format to aid in providing support.
probably its the same error as yesterday and i need to include the mixin
so i add this line:
id 'org.spongepowered.mixin' version '0.7.+'
IT WORKKKSSS TY
pro tip, you can do the same thing for mixin extras latest version in forge to get some shiny neoforge features in 1.20.1
can someone approve my modpack pls
i made a modpack and uploaded it but it says someone needs to approve it
!mt
The moderators on the DIscords aren't site moderators
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!
ok thanks
Hey I have a question for you, may I DM it, or should I ask here?
ask it here x
also thats a lotta steam games homie
Ik
Could you help me with making quests for a modpack I created if I were to send the code to you? Im clueless on how to make quests and im not creative enough to try, id give 100% credits if you could help if not that’s fine
how extensive are the quests youre wanting?
It’s a magic, tech, qol, and exploration oriented modpack, nothing too extensive just maybe a 20-32hr experience and I was gonna leave up the questing for whoever helps me with the quests
thats probably a bit outside of what i can do right now im sorry 😅
id have to learn how to make quests and stuff first
It’s alright, Do you know anyone who could help?
not off the top of my head im sorry
if it was a smaller pack id take it as an opportunity to learn
you could maybe commission
I don’t think $4.53 can get me anywhere
Is there anywhere I can ask for help?
hey, how do i build a jar file from github?
What jar are you looking to compile?
im very unfamiliar with github, let alone building mods so im not exactly sure what you mean
Can you send the github page please
sure
oh wait sorry
here it is
You're hoping to compile it from a windows machine yeah?
Give me 5 minutes. I'm just making a coffee quick 
Do you have intellij or another IDE already?
woah thank you so much
but i am using windows, thats correct
What issue is it that you're trying to fix by direct compiling it?
Youre very kind as well you know
ohhh the build script thing?
i think thats just a part of the gradle
or at least its generated by one of the commands
did you want it for 1.20.1 or 1.21.1? I'm pretty sure the java versions you'll need are different from one another.
I deleted my last msg instead of editing it by accident and now i dont remember what i typed 💀
they are
1.20.1=J17
1.21.1=J21
and you said the dev was kind enough to supply build file so you dont need intellij i think
Yes right ok, we're cooking
I used: git (git bash)/cmd, downloaded the JDK for J17 and J21 from Temurin. This is important as they're development versions of OpenJDK, rather than just general use. you might be able to use cmd as is
I'm gonna quickly start from scratch to write this out in order.
theyre tiny jars, could just send them in dm
(also wasnt aware you could build from bash)
!mc-java assuming we want to use the 1.20.1 version, please go here and get java 17 JDK, not JRE, that is suitable for your PC (windows, likely x64) https://adoptium.net/temurin/releases/?version=17&os=windows
can you download the source from the github page please? you can click where it says "code" and then download zip
im gonna be real i just did it from my cmd too 💀 i will get something i can record with
what even is java homie ;-;
i jus wanna add blocks to game and im over here with 6 datagen classes and a migraine
1.20.1
ive done that
the adoptium thing
ok, so you have the JDK version installed?
yep
Downloaded the source?
yep, i have the zip file
Ok, unzip it 
I made a folder on my desktop named "createcdm" and extracted there just so I wasn't getting myself confused
step into the folder once, right click where it says create-library and copy address. open a command prompt
done
once in the command prompt, you're gonna type cd space, then right click inside the cmd, it will paste the new path
then hit enter
yep
it says gradlew is not recognized
can you show me please?
can you open the folder and show me this please
ahh wait move it from the downloads folder as well
just put it anywhere else - alternatively, double click and run the bat file directly in there. let it do its thing > if you don't see a jar in the build folder after that, open cmd and repeat the above steps and everything should compile then
i lied, type this: .\gradlew build
lol aight
that should hopefully do what you need lol
its a headache, a tickle, and a sneeze away from throwing me into orbit
can i see the actual file path pls
cmd should be able to see the bat file. have you tried just manually double clicking the gradlew bat?
you wont believe this
i just made somehting work with nothing but the forge docs
😮
it opens something then closes quickly
in theory: this is what you're supposed to be seeing
hey you know what
ykw for right now, let me send you the .jar file lol
Do you mod Kore?
are you busy tomorrow
that would be useful thanks
I am busy all day actually, but would you be cool with me just sending you the compiled jar to see if that helps you any?
yeah sure
for minecraft? no, not yet - but I mod for other stuff yes
thanks for putting up with my stupidity, thats true patience
I sent it over in dms 
What else is there to mod 😛
actually tho
and do they actually like being modded
minecraft is pain
not stupidity, there's lots of confusing stuff to learn. if you're free sometime within the next few days (just not tomorrow), I would be down to sit with you and walk through another method for compiling, and get you setup with all the tools you'd need for that, or may need*. I can do that via msgs + screenshots, screenshare, or a video (i wont edit a video, so you get to watch me struggle too).
kore is a magician
they dont work for me and im about to publish mod number 2
but alright kore ill be okay with some screenshots
but to be free for a couple of days would be difficult during my exams
no they do not 💀 but that's a story for somewhere else and another time lol.
id be free at the end of this month
well, whenever you find the time and are interested, you can shoot a dm or ping somewhere in here
good luck on your exams, let me know how that compiled jar works out for you
thank you
Could someone help me with making quests for a modpack I created if I were to send the code to you? Im clueless on how to make quests and im not creative enough to try, id give 100% credits if you could help if not that’s fine
It’s a magic, tech, qol, and exploration oriented modpack, nothing too extensive just maybe a 20-32hr experience and Im gonna leave up the questing for whoever helps me with the quests
Last time asking before I get in trouble for spam
Id say it's more boosting a post than anything ❤️
Alright
hey, does anyone here know how to use the Baritone API? it's for minecraft forge 1.20.1 Every time I run my code I get these errors:
Caused by: org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error has been encountered
Caused by: org.spongepowered.asm.mixin. throwables.MixinApplyError: Mixin [mixins.baritone.json:MixinMinecraft] from phase [DEFAULT] in config [mixins.baritone.json] FAILED during APPLY
Caused by: org.spongepowered.asm.mixin.transformer.throwables.InvalidMixinException: @Shadow field f91074 was not found in target class net.minecraft.client.Minecraft. Using refmap baritone.refmap.json
Paste link generated for file uploaded by EBALIA.
baritone is considered a game cheat and we don't support helping with it here
it's a bot for player automation
Oh that's really cool at the very least
Does CF itself have anything against mods that use that (assuming they aren't marketing themselves for public server use)
i'm not sure the legality of it's existance, or ports being hosted on CF also, but it's always been the support discord policy to not help with it
but I seek to create an AI that erratically controls the player, not a cheat client
but if I just want to create a mod that erratically controls the player?
You wouldn't really need an API for that
I was interested in the API because of its AI, I didn't really know it until today
Just have events for everything and mess with them with randomized variables
Yeah but you want erratic behaviour not controlled
So it would be easier to just randomize stuff on the inputs
And event.setCancellable(true) on them too so the player can't do anything maybe?
mm I don't know. I should try it. I have seen that the Baritone API offers a lot of possibilities for that and I don't know what limitations I would have to do it on my own
You can use it but apparently it will be hard to get support at the least
Id look into the legalities of publishing something using it as well
Is it safe for me to download resource packs???
Wdym
Like the reasource packs
ok
Please use the normal channels for questions like that tho xx
my fault
More than fine 😃
can someone help me register my obj models?
no one is responding in the curseforge devs discord so imma try my question here
I am making a mod for 1.12.2 minecraft, and ive done like nearly everything but my fluid wont render
its stuck as a black and purple box
here is the github for the mod im making
that would be a good place to ask this - for people trying to make mods for old versions
ok
Is there an faq channel?
Nah. Why ya askin tho?
I just wanted to know, what are the requirements for the Author role in this server?
To be honest, don't know myself 🤷
It's alright, thank you!
yup
it might be easier to learn in a later version and then go back once you have some experience
ok so im doing it on 1.21.4 now
I thought I was following the tutorial correctly but I mustve missed something
cuz I registered my bare bones item
and now the game doesnt launch
and the build fails
for whoever wants to help, plz look at the latest commit
Can you send the log of the build?
Paste link generated for file uploaded by MercyMaster1.
Look like you have not set the IDs of the item. In 1.21.1 (or a little later), you need to set a ID in the item registries
oh
Do not hesitate to take inspiration of my code, just try to do as much as possible alone and without looking at too much examples so you get as much understanding as possible
I need more help
can someone look at my commit?
https://github.com/MercyMaster1MODDING/Mercys-Utils-1.21.4/commit/e1a78e5a26e78da2e120997981e79e2b2f96e893
I followed kaupenjoe's tutorial video on how to make a item
but its incomplete cuz mine isnt working
the texture isnt rendering
I think you need to create a class for your item and add Properties as a Super, then continue the properties of the item in your ModItem class.
I also believe you need to use a supplier instead of a RegistryObject in 1.21
And for the texture, I wonder if it's not too big. A item is 16x16, but you are using 160x160
I tried creating a class for my item but I looked at the forge documentation and it says items that have no special function dont need their own class
and my item currently does not have any functionality
its just a crafting material
and I already have that
the model setup
I just need to find a 16x16 texture
dang it
I used a small texture
but it didnt work
so its not the texture
Probably the model folder I would say
The properties is not required, but I think the models is
Can you send the file & path, or show me a newer commit?
here is the path
src\main\resources\assets\mercysutils\items\raw_mercinium.json
and here is the file
{
"parent": "item/generated",
"textures": {
"layer0": "mercysutils:item/raw_mercinium"
}
}
omg, I have a models folder but its not in it
idk why
ill move the items folder into it
and we will see if it works
hmm
that wasnt it
or at least not all
Do you mind sending a new commit?
yeah I will
ok I sent a new commit
ill make a pull request too
oh its already on a pull request
it wont let me make a new one till I resolve that one
I merged the commit
src/main/resources/assets/mercysutils/models/items
Rename "items" by "item"
Also look like that is missing in your files?
You need both mod/items/ and mod/models/item/
I will head to bed now, good luck and see you next time if you still need help
Ok
anyone down to help me workout why my datagen wont work (1.21.1 neoforge)
I can take a look, but no guarantee I know what is going on. I've not worked on datagens yet
Caused by: java.util.concurrent.CompletionException: java.lang.NullPointerException: Trying to access unbound value: ResourceKey[minecraft:block / sookiscustomblocks:red_deepslate_brick]
java.lang.NullPointerException: Trying to access unbound value: ResourceKey[minecraft:block / sookiscustomblocks:red_deepslate_brick]
getting these
is like it doesnt like the directory or something
Can you send the code?
yeah ill put it on github real quick 🥲 theres a fair bit of datagen but it seems stuck at the LootTableProvider
Full error is here as well #1164521445506940939 message
[Message](#1164521445506940939 message) in #1164521445506940939 :arrow_down:
Anyone able to help me with a datagen issue (in neoforge 1.21.1)
Paste link generated for file uploaded by sooki{int mods = 2}"theworstdev".
I will copy the repository in my computer and try to fix it
theres a fair bit missing from at least the LootTableProvider class but i dont get why its getting stuck where it is
i may have actually fixed it ;-; my dumb ass didnt register events
so the block didnt exist
I thought that was enough to register the item?
Had to put it on the event bus haha
kinda shame how long it took me to realise that ngl
hello, im having problems with adding among us to my games in the curseforge app anyone know how to fix this?
Might be better asking in #🔥︱curseforge-support
They got some help in #💬︱general-chat
Awesome 
hello, me and my friends are using a modpack and using essential and everytime i join it works for a while and then sudenly times me out and i cant join back
Use an actual server over essential
Paste link generated for file uploaded by Galactic.
Ask in #🧱︱mc-other-help
Hi everyone, I have a little problem with my curseforge, I don't know if it's normal, but I only have that in game and I don't have Terraria or anything else. I don't know how to fix the problem.
afaik the CF app doesn't manage mods for Terraria, the site just hosts mods for it
Terraria mods are managed using TModLoader which is free on steam
Dig, Fight, and Build your way through the world of player-created mods on Terraria with tModLoader - this DLC makes modding Terraria a reality!
tModLoader (TML) is an open-source, community-driven modification and expansion of the Terraria game that makes it possible to make and play mods. TML expands your Terraria adventures with new con…
ok ok thx a lot
Hey, guys! I've been trying to add a biome with amplified generation type to a world with normal generation for about a week now. And it seems to me that it is impossible within the mod, without editing the code of the game itself. Is it possible? (Minecraft 1.20.1 Forge)
hello, i would like to ask for help but i dont know where i can make a ticket for my issue (i bought and downloaded a map from last of us for minecraft "on patreon" and i want to play crafting dead mod on that map, i dont even know how to put that map file in game and i am sure i will have the issue of not spawning loot etc,... please halp!
Goto the profile (the pack you downloaded) and click
and then open folder 
And put the map you got into the saves folder
The loot part though I'm not sure I can help with
Also please use #👽︱game-support or #🧱︱mc-other-help next time as this channel is for devs asking for help xx

Hi, I’m having trouble with the CurseForge app on Windows 11, I’m trying to create a new custom modpack from scratch but the app only lets me download existing modpacks, when I try to use other modloaders like forge it doesn’t work properly it only works on fabric(at least it worked),I already tried reinstalling the app, using the “Repair modpacks” feature, and following a YouTube tutorial, but I still can’t create a modpack manually, I also got an error message (e ampli like a 404 error code) but I don’t remember the exact number, any help would be really appreciated, thank you.
- 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.
Please continue in #🧱︱mc-other-help.
In what way doesn't it work?
Like, does it give you an error message or does it crash or what?
I try create a new pack like a forge mod and then I run it and click play in the launcher but then it says some error
Like a crash
The only packs I can still play are my old ones of my old pc
Post this in #🧱︱mc-other-help then
Should I drag the debug and the log or just one of them?
just one
Hello! Mac user here.
So i was playing minecraft Forge recently and I made a modpack. Suddenly I log onto curseforge one day and all the modpacks I made including "recent" ones were gone, and now I only have modpacks I made like a year ago. Im really confused. I think it might be saved in my files, however, I dont know how to find it. Can anyone help??? 😭
Are you using icloud desktop by chance?
ICloud seems to have a habit for some folks of uploading their files, and then deciding it's not needed locally anymore, despite applications clearly needing it.
Alternatively, what's your path for curseforge to look for modpacks set to? #🔥︱curseforge-support would be great to move to
hm, i dont beleieve so.
Wdym path?
#🔥︱curseforge-support please move here
random question: if making an MC project and I want it to be a create addon. how do I make it so I can do that? I.E setup the environment for it
it's gonna be my own mod but with create integration
also this can be helpful
https://github.com/neoforged/ModDevGradle/blob/main/LEGACY.md#remapping-mod-dependencies
when you use legacy moddevgradle
I use intellij's buildscript for minecraft development
ermm, that doesnt exist
it does. it's a plugin for intellij that can setup the enviroment for you
or well, its not the name for whatever you are calling it
so its the build script generated by the mcdev plugin
ye
i would reccomend not using that, it can occasionally cause headaches
what would you suggest then?
MDG legacy
I like jareds multiloader
how would you suggest setting it up on intellij then as a new project?
i'm not planning on making my mod multiloader so-
grab the mdk/use the official generator, extract it, open in intellij
is that only neoforge? i'm making the mod for 1.20.1 forge though might go for 1.21.1 neoforge
You can just yeet the things for fabric. Easy enough, even someone as me can understand how to do that.
Even made my own gradle-script to push the artifacts into my testing profiles in CurseForge :D
i would reccomend not using multiloader templates for non multiloader mods
its not as well documented or well known as the official ones
The plugin they use, which changes the content
FG is ForgeGradle, the old and slow forge plugin
the .kts ones are for buildscripts written in kotlin, which some people like better but its not needed
click the use mirror button, or use mdg legay
legay, is that the french version? /s
my machine won't grab the forge mdk. if I click mdk it cannot resolve so I can't get to the adfly page to continue to the download
Use the direct link
in the moer info section theres a link to a mirror which bypasses adfly
this is all I see
show all versions
Looking for modder to help me with my request
Put the actual request in #1209894094055145542
This server isn't really for commissions but someone might just like the idea
Please only put it in suggestions if you are okay with someone just taking it and working with it, if you actually want it to be fulfilled or want to pay for someone to work on it, this is not the sever, try the mmd server which has a jobs (both paid and unpaid) channel, !i-mmd to get the invite
Hello I am trying to create a mod on Ark Devkit... This is just a simple chest I will put in an area and that could be claimed by player. So they can use it for stocking stuff, all players in the same place. But I am a beginner so I am looking for help.. In french 🇫🇷 if possible cause my english is kinda bad.
can you tell me how to push it to github please?
Link leads to a 404
im so sorry bro 😭 try it now
Is that everything in the project?
anybody know how to export java entity on blockbench? appearantly there is a way to select it but one doesnt exist for me . anybody know if there is a block bench discord?
Thanks, I couldn't find it no matter where I looked
i have a head vfx file that im wanting to turn into a custom head preset would anyone be able to tell me how to upload it and put skin on it in the hogwarts legacy creatorkit
anyone know of a mod or way to make structures from one mod spawn in for example the overworld or making arphex dungeons spawn in undergarden (working on a pack with a friend and so far nothing has completely worked. We've tried "Dimensional structure restrict" which didnt work. We've been trying with a datapack but it either doesnt gen at all or it registers on /locate and the structure itself doesnt gen)
Hi, I'd like to make it so my chest can be placed on enemy structures.
For the Ark Asended mod I'm trying to create,
Hello guys, I want to get into modding so I can add some stuff. Anyone want to maybe hear what I want to add and potentially help me take paths?
Don't ask to ask 🙂
You'd be surprised at how willing to help people can be when you ask a clear question 😄
OK well I want to add something to a farmers delight add-on. Kind of like an add-on-on.
So theres this mod called fruits delight, which is a farmers delight addon. Now I personally like jam and Im a bread and sweets addict in real life. So I want to add some items that are compatible with all the jams from fruits delight.
Anybody willing to help me do that?
Im interested in adding an unique type of worldgen terrain, maybe though jigsaw blocks or something, as long as a new type of structure. but thats a longer subject.
And finally, Id like to add some mushroom work and some sweets to farmers delight, with a flexible selection for customization.
If anybody is interested, they can either DM me with my permission (you must clarify yourself) so we can chat about this in more detail or respond to this message (you should DM me since there's alot of explaining). Also no voicechat unfortunately. Chat only.
who knows how to use kubejs i need help forreal
Look at the wiki of the mod
This is not the channel to say this
Is it not? They like the documentation of KubeJS, probably in relation that they are working on something
Not like we have a dev-chat, and it's pretty low traffic here anyway ^^
Got it, will remember for next time
Well...
Ah, yes. The channel that is not in this server.
It's in the devcord so technically it's still in the relation to curseforge
Hello all. Does anyone know how I would go about getting custom resource textures for a chest mod to work where in other players can see when a different player interacts with them? (1.12.2)
I thought simply making a resopurce pack with the textures in it wouyld do the trick, which it did change the textures, and when I or my friends interact with chests, there's an animation, but others can not se when another player interacts with thm.
Does anyone know how to add custom armor that is dyeable like leather armor
for minecraft 1.21.1 forge
You'll need to...
- add them to the
minecraft:dyeabletag - have their models generated as tinted (either directly with
generateDyedItemor indirectly viagenerateTrimmableItemwith the final argument set to true) - Possibly more, but these are the ones I've found
This is the middle one from the crash
Paste link generated for file uploaded by ✮ orar ✮.
I'm following KaupenJoe's 1.21.1 modding tutorial and I just got to blocks
And now whenever I try to open the inventory it crashes instantly
Could you eventually send a repositories of your code?
How do I do that?
Send it in github
Alright lemme find it
https://github.com/DevelopingCube/MC1.21.X
Is this it?
I dunno if it has all my code or it's up to date
The last commit is from 2 days ago, so I don't think it's up to date
How do I make it up to date
Update project doesn't do anything cause I tried twice and no change dates
Or maybe it won't commit it cause it's proken idk
You can use Github Desktop or Git and link it to the project, or move the files into the github desktop folder and push a update
Otherwise if you don't have a lot of files in your src, you could try to upload them in this channel
I mean it's just this in the src since this is episode two of the tutorial
I could send them individually instead of taking a long ass time to figure out how github works on IntelliJ
Sure