#⚙️︱authors-help
1 messages · Page 11 of 1
Paste link generated for file uploaded by ✮ orar ✮.
Paste link generated for file uploaded by ✮ orar ✮.
The testmod thingy
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I will try to put them in my IDE and see if I can find any fix
Alr
Although what I do for CreativeTab is it I create my own file
Forge 1.20.1: https://github.com/matteo335/Weather-Totems/blob/Forge-1.20.1/src/main/java/matteo/weathertotems/registries/CreativeTab.java
NeoForge 1.21.1 https://github.com/matteo335/Weather-Totems/blob/NeoForge-1.21.1/src/main/java/matteo/weathertotems/registries/CreativeTab.java
I never did Forge 1.21.1 if it's what you are running, but that should be similar
I'm following a tutorial so I have 0 knowledge in what I'm doing
KaupenJoe
If it's not close to what I've learnt it's very confusing
Can you also send me the gradle build and properties? So I don't have to create them again
Alr
The build.gradle
The properties
WHERE DID MY PROPERTIES GO
I readded it, it's blue now
That's fine
@neon agate Do you have any working texture for your mod yet?
Yeah I have textures
Can you send them?
I can't get the textures to works for some reason, even using my owns. I checked on other mods repositories for Forge 1.21 and I can't find a single difference on the folders and files content and name - including that I've set the modid...
It's pretty late so I will keep working on this tomorrow if there is still a issue, the creative tab is invisible for me but maybe that could work for you with the textures
Alr
You will need to create the below file
package net.BlockHead.TestMod;
import net.minecraft.world.item.CreativeModeTab;
import net.minecraft.core.registries.Registries;
import net.minecraft.network.chat.Component;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.eventbus.api.IEventBus;
import net.BlockHead.TestMod.block.ModBlocks;
import net.BlockHead.TestMod.item.ModItems;
import java.util.function.Supplier;
public class ModCreativeTab {
public static final DeferredRegister<CreativeModeTab> CREATIVE_MODE_TABS = DeferredRegister.create(Registries.CREATIVE_MODE_TAB, TestMod.MOD_ID);
public static final Supplier<CreativeModeTab> CREATIVE_MODE_TAB = CREATIVE_MODE_TABS.register(TestMod.MOD_ID, () -> CreativeModeTab.builder()
.icon(() -> ModItems.URANIUM.get().asItem().getDefaultInstance())
.title(Component.translatable("Test Mod"))
.displayItems((parameter, output) -> ModBlocks.CREATIVE_TAB_ITEMS.forEach((item) -> output.accept(item.get())))
.build());
public static void register(IEventBus modEventBus) {
CREATIVE_MODE_TABS.register(modEventBus);
}
}```
I haven't hit the creative tab assigning part of the tutorial
You will need to add
public static LinkedHashSet<Supplier<Item>> CREATIVE_TAB_ITEMS = Sets.newLinkedHashSet();
in ModItems or in the file you are going to use for your icon.
There is the needed imports:
import java.util.function.Supplier;
import java.util.LinkedHashSet;```
This is not a dev issue. Please use #🦖︱ark-support
Also sorry for the time I've taken. I've written some of the files and copy pasted others that was not interesting to write, and I needed to redo the mod.toml and other files
If you have a issue in my code or don't see the icon, I will fix it tomorrow
It's fine (llong response since I was doing something)
How the hell do I make a block like the amethyst clust where it's two planes and not a full block?
I legit can't find a single fucking tutorial or explanation on google
Hi I'm new here and I was wondering why can't I promote my modpack in the "Author showcase" channel
Because you need 750k total downloads first
@thin pollen we dont do mod commissions here
I got everything working. Found out there was something wrong with the image file extension so I used my own texture, I don't know why at first my texture was not working however - I guess taking a good sleep definitely helped 😅
@neon agate It's all done, there is all the files!
Paste links generated for files uploaded by mattéo 35.
I'll download these and re-look at them when I get to KaupenJoe's tutorial series so I'm not just adding random code ion understand to my mod
Thank ya tho
Sure, I modified a lot of things but you should still be able to follow the tutorial and understand the code
Kk
someone knows about these: new SoundEvent(new ResourceLocation(MODID, "overworld_metal")))
Im trying to make a music mod, forge 1.20.1 47.2.20
but it keep saying is undefined
idk how to paste the whole mod.java code like the ones above
nvm i got it
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nvm i realize too late HAHAHA
(hogwarts legacy) Is anyone still having this issue pop up? [Cannot get disk info] i have tried running the game on admin, and allowing it through the firewall, i have also made sure that my accounts are linked in order for me to use mods and it still will not let me install, any tips would be great!
can someone hop in a vc with me and help me upload my mod?
Currently working on a random loot mod if someone want to help with some experience
I need help
Someone in this server friended me
(I believe them to be an adult)
And they sent me explicit photos and I need them found
I told them I was a minor
And they still asked for one back
(I’m 13)
report & block them
then open a ticket with this server and they will deal with that. just know to have there username and the chatlogs and give them to the tem
no problem
Anyone having issues with building due to https://nuget.bepinex.dev/ being offline?
Never experienced this before and unsure of if it's truly just a 'wait and it comes back` situation
!dns try changing your DNS service. worked for me
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Please follow these instructions to change your DNS server. The default one (provided by your router/ISP) can sometimes block CurseForge and other programs/websites.
-
After changing the DNS server to be used by your computer, you can enter the following command into a
CMDorpowershellwindow (Windows search either and open).
ipconfig /flushdns
This will reset your DNS records so that new web requests get new addresses using the new DNS.
Sadly was my goto
Was looking to push a large patch out for my mod tonight but can't due to 522 error on nuget.bepinex.dev (getting this on my local net and both provider's phones data)
i got a no DNS resolving on my comcast DNS, and once i swtiched to cloudflare DNS 1.1.1.1 it finds (resolves) nuget.bepinex.dev
Will swap to that one, using a google DNS currently, I did check a few "isitdownrightnow" sites and they all also report it being offline https://www.isitdownrightnow.com/nuget.bepinex.dev.html
Nuget down? Check whether Nuget.bepinex.dev server is down right now or having outage problems for everyone or just for you.
might as well do a ipconfig /flushdns once you do change it
Changed the DNS to 1.1.1.1 -> ipconfig release -> ipconfig renew -> ipconfig flushdns
same result of http://nuget.bepinex.dev/ having a 522 error + can't ping it from cmd
error 522 reads it's not a me issue but a cloudfire -> server issue, there is supposedly mirrors you can add to the nuget.config but I was not able to get any of them to work
note: I did also just try connecting & pigning with two seperate VPN's (outside of my two seperate providers of my home net being Xfinity, one phone being Verizon, second being At&t) and none of them can connect
weird - works fine for me
I have never had this issue before, but has been persistent for several hours now
instead of pinging things only - also try nslookup >
nslookup nuget.bepinex.dev
because randomly you'll be bashing your head against the desk trying to ping places which have icmp pinging blocked. this website however i can do both and it works
that goes through, but pinging nuget.bepinex.dev is only pinging cloudflare, no? with the error of 522 saying that I can reach cloudflare but cloudflare can't reach them?
Only one other report on their git, so I guess I am not alone
the internet tubes are doing a loop-d-loop huh
😭 I suppose
Doing a final proper build will have to wait till whenever this is fixed and doing an unofficial release on discord 😄
Is it possible to download bepinex locally from git and just reference it bypassing nuget?
Yep best I can come to is it is bork and nothing I can do. Thanks for the reply mate.
Funny about BepInEx.. I was just looking into it yesterday, to make a mod for Planet Crafter.
when i use a curseforge mod to open my minecraft launcher it appears on my taskbar but i cant access it or see it on my screen
Not a dev question
For Minecraft issue, go in #🧱︱mc-other-help
someone know if kubejs can add ae2 in world tranformation recipes? if so how?
not quite a "mod" help but idk where else to ask
ya i think u can do it with a datapack, just go to ae2 github and dig around in the recipes folder
if not its prob hardcoded not data driven, in that case u need to do a mixin injection
Hey guys, im porting a mod of mine to a few versions, was wondering which 1.21 is most worth it rn
Any insight appreciated 
.1
idk how to do anything related to datapacks, but thanks, I'll look into both
how do you add Zip file mods to CurseForge? i tried to add the Cyber Armorer the addond for TACZ and it wont work.... or i tried to import it , it didnt work for some reason
Zip files cannot be mods
oh.....then why is Cyber Armorer a zip file?
Because it's a customization, not a mod
ah.... but how do i add it to my minecraft world?
The customizations always show you how to install them, since it's different for every of them. Cyber Armorer page do show you exactly how to install it
oh bet, thanks for the info
Can't add other games except MineCraft and Palworld. Help?
Solved.
Hello, I need help developing my modpack.
Ik this is a bit out of the ordinary, but I got a problem with a modpack I'm creating in 1.20.1 and I've searched for 12 hours to find the fix and I can't find it. the only mod that hints at being the problem is practically the core of the pack. I need help. I just hope this isnt against the rules
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'twas the Pehkui mod not cooperating with Forge version
Keep in mind for the future, this channel is to get coding support when creating a mod. For modpack issues please go in #🧱︱mc-other-help
says No Access
Get the Minecraft role in #🎭︱pick-your-roles
how to open already existing mod with MCreator?
what do you mean 'open'?
like edit it?
You cant
when you export/build a mod the code gets compiled into a different form
you can decompile it, but that gives you java code, not whatever mcreator uses
AI searches will have no idea how to address minecraft mod code
MCreator taking my drive space T-T
nvm i found something
how to speed up his process
do i need to wait everytime it installin things that i already installed before?
do not use MCreator for coding. You will not learn what you are doing by using this software, and most of the code it provides leads to additional problems compared to a properly coded mod.
Instead use a software like IntelliJ Idea, which is more reliable and performant
MCreator mods have been a pain in the community for too long already, and you will not gain much knowledge or experience compared with doing everything properly
So true. Just look at kaupenjoes tutorials and you will learn, it's not too hard
the UI seems like Visual Studio Code...
can modding use VSC?
you can use vscode however it's much better to use a real IDE like intellij. if you want to do modding the ideal path is:
- learning how to code in java language
- watch / read tutorials on modding minecraft for one of the various kinds of mod loader system (like forge / fabric / neoforge0
I am making an addon mod for another mod in minecraft 1.20.1 forge and I want to modify the loot tables of the other mod, but it is not working with the datapack. Can someone help me? Coding experience: amateur
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it came back as : Unrecognized key(s) in object: 'structure'
what did i do wrong?
using incontrol 1.20
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So in my modpack when we load into a New World we are immediately given guidebooks for specific mods how can I use the already obtained guidebook to unlock other quest line trees within the chapter for that mod so use the guidebook as like quest step number one and I'm useing the FTB Quest mod
For these mods They are all made by the same developer so they all use one book and Electrodynamics, Ballistix, Nuclear Science, and Blastcraft
Yes I want the guide to be like quest step number one so once that quest step is done, it will unlock the other steps in the quest step tree
I just am not sure how to get it to work right and I asked in the Minecraft Support channel and they sent me over here
Not a dev question
guys help i need immersive vehicles for 1.20.1
Not a dev question.
#🔎︱mod-hunting
You do know that's the same user you spoke to in that channel right
Short term memory
guys 1.20.1 forge 47.0.2 and above dosnt work help pls
as in crash? #🧱︱mc-other-help
i am using tlauncher
Tlauncher is a piracy supporting launcher, we do not provide support for it. Talking about or attempting to get support for it will result in a ban as per our rules.
See: https://discord.com/channels/428228256236306434/777323206884327484 #7
We do not support piracy.
guys, how do I change the texture of an item based on its nbt tags in minecraft 1.20.1 forge?
does anyone know where I can find names of various vanilla events? (for example I would want to know the time I need to wait after I throw my rod into water until I catch something)
thats not really an event, its just some code in a class
for that I would look at the FishingRodItem class
umm where? 😭
Sorry im really really new to this, I am also yet to install intelliJ as I thought I can do it in notepad
you cannot do it in notepad
minecraft is written in java which is a compiled language, so the minecraft code cannot be directly read in notepad and instead must first be decompiled
ty, I ll install intelliJ rn
Technically it's possible to do in notepad... but it would be unnecessary pain and suffering
you would need an external decompiler
I can only speak for Neo on this, but for Neo at least that would be false, you would just need to know where Gradle puts the decomped libs in its cache and then manually unzip and open them
Again, possible but a massive pain in the nuts
ah yeah
short term memory i have too
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Does anyone know how to play a GeckoLib block animation on right-click ( I want open chest animation )
Hi! I'm new in 1.20.1 version, just started making modpack.
I’m struggling with the new way of configuring and scripting mods.
I need a script that will make juices from the Pam’s Harvest mod restore thirst points from the Tough as Nails mod and allow them to be consumed even when the hunger bar is full.
Can anyone help me figure out how to do this?
I have CraftTweaker and KubeJS, but nothing works the same way it did in version 1.16.5, and I feel lost.
How do I download mods on curseforge?
Hello
For what game? Also the dev room is for users seeking code aid. Not general aid.
hi can anybody help me with a Minecraft mod I've been struggling on making
How do I add Moonlight Lib to my dev enviorment if im running parchment mappings?
I looked and it also has parchment mappings so why cant I add it to my dev environment?
got it
hey is there anybody that can help me make a music disc in minecraft i got the picture of the disc and the audio
sure
In this Minecraft Modding Tutorial, we are adding a Custom Music Disc to Minecraft with Forge 1.20.X.
== MODDING COURSES ==
FORGE ▶️ https://url.kaupenjoe.net/CourseForge120X
FABRIC ▶️ https://url.kaupenjoe.net/CourseFabric120X
== COMPATIBILITY ==
✅ Compatible with 1.20, 1.20.1 & 1.20.2
== SUPPORT ME ON PATREON ==
▶️ https:...
this would be easier than me explaining
Im trying to add qualities to Quality Equipment, I need help with figuring something out though. Can anyone guide me a little?
You can DM me if you want.
Got another modpack crashing that I am working on; took a read through the log and I dont see anything that stands out. Could someone please double check this for me? I have a vague idea of what it MIGHT be, but I want another opinion before I start deleting stuff lol
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nvm
Is there a way to get "generic.reach_distance" or something for block distance? Im working on attributes.
You can add it to an item the same way you'd add any other attribute, or add it to a player via events depending on how you want it to be used.
Hi
Would anyone know how to set up the DiscordSRV Plugin?
I tried to set it up, but cant speak from my discord to in-game
ik how to
Can I add it to an item without having to install a mod for it? Or does Forge just let me add it now? Im on 1.20.1, forge.
Neoforge by itself allows for that, no extras required, I think
Thanks. I'll look into it.
any1 know how to change the generation of spinel? ive made a datapack with the exact path as on the github and it does nothing
ive asked in the team abnormals server and no response
nvm got it
Hi! Well, I'm currently trying to create a mod that allows you to generate mana for Ars Nouveau from Create, except that the problem is that the block is created, but when you want to launch the test, the game crashes and asks me for flywheel to create, but the mod is in 1.20.1 and therefore create no longer needs flywheel.
A modpack I'm making has this error popping up about a mekanism recipe and I go into it and I see that Venus sandstone can not be turned to Venus sand by a mekanism crusher. Do I need to resolve this issue before it can be accepted as a completed modpack on curseforge
Please @ me if I do so I can fix it faster
Not really...? You could use a temporary recipe or try to check if the recipe format is actually valid
How would I do that
99% of the time you can ignore everything in the log
The only time it's useful is when you have a crash. In this case, only a very few errors are actually meaningly - errors that do not occur if the game don't crash
It's also not a dev topic
Oh sorry I just curious cause I want to put a modpack I made
Any reason why a modpack a created is all of a sudden freezing when loading at this point?
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#🧱︱mc-other-help for this, dev help is more for coding aid.
Can someone help me ^^"
Are you sure you're using the correct version of Create needed for your addon?
i create a file libs and copy the mod version i have in my modpack
have you tried using Create 5.1j?
I added some mods to my modpack, launched the game and then saw that all of my active resource packs weren't active anymore and a blue message on the top right hand of the screen said: "Resource reload failed". Please could someone have a look into my latest.log and tell me which mod(s) cause this.
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#🧱︱mc-other-help for that
That’s something to ask the mod dev about, not in this channel
I fixed it
also, I wonder if anyone else got the error that the latest of corgilib has a syntax error
I had to roll back a mod to use a older verison of corgi
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not sure if this is the right place to ask, so feel free to guide me elsewhere in case i am wrong in this channel
i just uploaded my first project to curseforge and would like to automate publishing of new versions via gradle
i found this gradle plugin: https://github.com/TheMrMilchmann/gradle-curseforge-publish
it doesnt seem affiliated with curseforge in any way and in the api docs i couldnt find anything regarding auto publishing
other sources also mentioned that the upload api sometimes require a human verification (cloudflare captcha) which seems dubious (not sure how credible those sources are)
is there an official publishing plugin or if there isnt what is the standpoint about the plugin i mentioned before?
file = reobfJar.archiveFile
changelog = ChangelogText.getChangelogText(project).toString()
type = STABLE
version = "$minecraft_version-$mod_version"
displayName = "$mod_name $mod_version for mc$minecraft_version"
modLoaders.add("forge")
modLoaders.add("neoforge")
curseforge {
accessToken = providers.environmentVariable("CURSEFORGE_TOKEN")
projectId = "328085"
minecraftVersions.add(minecraft_version)
}```
Of course the CurseForge Token is private, and to be honest i'm not sure where you can find it
https://legacy.curseforge.com/account/api-tokens Most probably there
thanks for the quick response but that doesnt really answer my question tho
It does? It's the popular way to publish a version in CurseForge within the IDE itself
What you mentionned seemed to be something else entirely
I have a problem in minecraft java edition for curseforge yk how it lets you play the game without buying it unless you want to. but i have this issue i have bought it on curseforge but it works but only demo verison i bought the game on curseforge it still tells me to buy it again even though i alr bought it anyways please fix this im sick and tired of playing the demo verison because i have the lag the game on my computer for the demo verison timer to never run down bc the game wont load and just resets it but please fix it i know you can. Sincerely:TheGamingJJ 3.0...
That’s not something for this channel, you have to own the game in order to play modded, make sure you’re logged into the correct account
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Hey, i was looking at the API docs trying to figure out if its possible to talk to other projects on the platform the same way a client does but through the API?
lets say that we have a minecraft server running on ptero, and are working on a pterodactyl addon for private usage that just checks for an update on a modpack while also comparing it to the current version.
To make it easier to clone said updated files to a folder within the container?
I don't understand what you mean. API's don't talk, you query them and they respond. If you have an API key you can use it to query the API and it responds with information or allows downloads
apologies, i had missed the maven section.
Yeah and query, that's what i meant, thanks.
i'll probably end up storing the slog of projects and their name along side project details like dowloads etc to provide filtering on my end then
i don't think by the terms of the API you're allowed to save cached information from it
this sounds like a heck of a lot of to-do just to check if a modpack has a new version lol
Im trying to minimize API usage by storing simple information to be used in my pterodactyl addon, the information is stored only for projects we download, i was just thinking of caching the results merely for comparison checks.
Here's why: in our current method of downloading modpacks we just wget the download link given to a client when they try to download the modpack to their own pc, we were thinking of keeping it this way, later on in the pterodactyl after you've finished setting up the minecraft server you can go to the addon and link a container with the modpack link and my only concern is if the wrong link to another modpack is given then there would be no way to know without us storing that information even if we do it manually by adding an entry to a table.
being able to check if said modpack matches the link provided by storing slogan and at least making sure version is in fact => & the downloads for that project aren't < than when we first downloaded them.
I don't plan on abusing the API but i do plan on taking protective measures against breaking updates to a community with active servers.
just to be safe i'll make it information that's added by the user manually upon new server creation and the check is just ran when attempting to update
if this sounds like im still abusing anything please inform me, i do not want to end up in any legal trouble, im just trying to make someone's job easier
idk that's up to curseforge, you can send them a ticket if you want
keep in mind that often updating to new modpack versions brings breaking irreconcilable problems with existing worlds. so everyone in a huff to update might be shooting themselves in the foot
Oi
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So for lfg and promo, I know it say's only post once per 7 days and no unnecessary bumps, Do we have to post a new one or can we just bump it?
If you have an update or something new related to the original post, you can post that in your post OR wait the 7ds and make a new post.
the 7d is for the new thread itself, you can chat / post updates (not meaningless bumps) anytime within your thread in the 7ds.
im new to modding minecraft can someone show me how to set up forge 1.20.1, anytime i follow a tutorial it always results in an error
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We are not Forge, we are CurseForge
CurseForge is a application and mod hoster to automatically setup the game for modded and make everything easier
I know that but some of you guys are modders, right?
It's best to ask in the Forge server
!mc-forge
Forge is a mod loader for Minecraft Java edition, the project has its own Discord!
Please note - While CurseForge does contain the word Forge, they're not the same.
You may find the Forge Discord server here: https://discord.com/invite/UuM6bmAjXh
I didnt know there was one
im using akliz as a server and using a curseforge mod pack we added mods to the server but now it wont launch the server i need help
It's not a dev question, go back in #🔥︱curseforge-support
k
is there a way to update a modpack and all its mods to a new game version easier than one by one? (i.e changing from 1.12 to 1.18)
You would have to make a new custom profile and reinstall the mods IF they are available for that version.
Also worlds may not work properly due to base game changes between the 2 versions.
Be sure to keep backups
Alright thank you. I wasn’t sure if there was an easier way to bulk update than to reinstall them one by one to the new profile
So no, not really any other way other then 1 by 1, highly recommend you also test as you build.
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hi guys, im trying to make my first own modpack and i dont exactly understand how to install and use resourceful config
You are not a developer. And Resourceful config is a mod library
Unless you meant you are coding a mod using Resourceful Config
Yes
Can i change configs files and see the difference in-game in real time?
Unless the mod has that option, no. Generally it is better to make changes while the game is closed. Helps make sure configs are loaded correctly / easier to troubleshoot.
When I try to fetch the games to get their IDs, I only receive 31 games, but I’m certain there should be around 112
Also, the index parameter is not working correctly instead of going to the next page, it is slicing the games on the current page.
iirc not all games are available to general-use api keys
I managed to get some game IDs from a source other than your API, and they work fine I can search for mods for that game normally with no restrictions. So no, it’s not about the general API key it’s because of a bug in your system.
Hi there I am just letting you guys know that one of my friends has got an virus on her pc Minecraft mods on the app
Using the CF app? Might be a false positive
hey im trying to purchase a mod on ark on pc but the game is instaled through xbox game pass, and its not letting me purchase it
#🦖︱ark-support is better for this i guess
I have recently been trying to open the curseforge app on my MacOS but it keeps crashing immidiatly, not even the window shows up. Does anyone know how to fix this?
So I've seen some cool mods recently and I've been trying to favourite them but it won't show me the favourite and the notification settings button, is this kind of bug or an update
where can i go to hire someone to make a mod/revamp
I am working on a modpack, and I need some help with making a datapack to "remove" oceans and river generation.
Hi
How can I help you?
For that you'd probably need to make a modpack removing the river and all the ocean biomes
???
I know I need to make a datapack, but I having difficulty figuring out how to get it to "remove" the river and ocean.
I read that is something to deal with continentalness noise.
Minecraft Modding question here: Anyone know of a Data Pack/Resource Pack/Mod that allows one to Keep Inventory but lose all levels and any items with Curse of Vanishing?
That would be a question for #🔎︱mod-hunting. It's not a dev-related issue
Gotcha, thank you!
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hoping this is the right tag but does anyone know how to disable corail tombstones abandoned graves i cant find a config for it while im customizing a modpack
Try using sparse structures or structurify to change their rarity to 0
Im looking to just make custom armor in blockbench/mcreator. i got it all the way into the game and can equip it, but im trying to make it so that zombies can use them, it didnt work on its own. Trying to make basic items resembling the items PVZ zombies wear for a minigame im doing.
Any tips/how do?
I am having difficulty trying to get my fluid to load, but I keep getting the same error. I am not sure what is missing.
Paste link generated for file uploaded by TheRedInventor.
Hello can someone help me , how do i convert a java file to jar?
you need to compile it, usually done as part of the build process with gradle
if u just have a random java file that wont work, you should start from a mod development kit
Yeah im trying to but its failing
can i somehow debug to see exactly whats failing?
there should be an error message
good day folks. I am creating a modpack, and i want to add custom trophies using the trofers mod. however, i am having problems with finding where exactly the files go. I can't figure out how the directory is supposed to be built and because of that the trophies are not showing up. has anyone fiddled with that before? i would be really greatful for some help. thanks!
What version are you on?
Readme's: https://github.com/ochotonida/trofers/blob/1.21.x/README.md | https://github.com/ochotonida/trofers/blob/1.20.1/README.md
These both explain the datapack structure
Thank you, I have already read through it countless times but I am unsure what goes before "data/<namespace>/trofers". Sorry, it might be a bit of a stupid problem, but i haven't done this ever before, so I don't really know how it was supposed to look like. I tried using chatGPT for it, but it didn't really know how to do it either. It gave me solutions, but they didn't work.
@trolly205 banned
Reason: Compromised or hacked account
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hi how can you fix exit code 1?
- Right-click the modpack profile icon OR click the
button in the modpack profile. - Click
Open Folder. - Open the
logsfolder. - Drag and drop the FILE named
latestORdebuginto Discord.
Please continue in #🧱︱mc-other-help.
hey so.. whenever i use discover the mods dont load and i cant get mods :(
plez helpz
heyyy nvm/
Okay so, I have now managed to make the game recognize the datapack, however things arent appearing from the data I coded in. I would still be really grateful if someone who knows how datapacks work, could shove me in the right direction.
okay NOW i have an issue
whenever i click play
it says this
Failed to download file.
Name: 5.json
URL: https://piston-meta.mojang.com/v1/packages/bbf4aa7cb9106840f2190f1cace83efeadb8fcf1/5.json
Error details: HTTP server doesn't seem to support byte ranges. Cannot resume.
Filename on disk: 5.json
Path: C:\Users\jaypl\curseforge\minecraft\Install\assets\indexes\5.json
Exists: File
someone help 💔
This is not a dev issue. You should go in #🧱︱mc-other-help
Hey question, for the Minecraft modjam going on soon, is it meant to be futuristic or just about the future
[Message](#900188188948185198 message) in #900188188948185198 :arrow_down:
It's intentionally a bit vague so there's room for interpretation, when I think of the future, my immediate thought is sci-fi, tech, robotics, but you may think of something else that fits the theme too - as long as it makes sense 🙂
Ah ok!
i cant use asiynta
sinytra ...
it will break the modpack
how about neoforge 1.21.1 to forge 1.20.1 ? is it easier?
!dev-discord
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
Best to ask here
How does one start making mods for forge 1.8.9? I have maaany mods i want to make, and passion to make them. But im just missing the resources and know-how to start. Any good guides on lesrning forge modding and or learning java, preferably free or cheapish.
For learning Java itself, there is lessons you can take
[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..
For learning how to use Forge 1.8.9, you can look at how other projects use the modloader. And read the code & methods provided by the modloader to understand how it's working
Alright, thanks. How long does learning java take on avarage for people? I know it can vary from individual to other but what ballpark is it in
Maybe around 200 hours in the bare minimum? Although I cannot say for sure, I personally learned everything (and still learning) by looking at the lines and understanding what they do
Why 1.8.9? That's very old, the modding community has very scarce documentation for that long ago
Im mostly interested in developing private mods for private use. And i mostly play 1.8.9
when i download a mod i dont have any space and i dont know how to get more or delete some, can i have some help?
delete some files simpl
in ur drives
ok :)
It's not a dev question
i dont got good eyesight mb
Hello good day mate
Can anyone help me with datapack advancements?
Hello, I'm new to Minecraft Modpack building and I'm curious where to find a schema definition for the manifest.json - could find yet
The app itself makes a manifest when exporting
Yes but I ask for a schema Definition
Make a pack export and look in the manifest it makes
Okay exporting gives me a json not a json schema definition of the json that will be exported. But I asume curseforge doesnt provides it
What exactly are you trying to get, what the manifest shows in it?
Ah json schema to rely on and that I can use to automatically validate against. I asume that you know what a json schema is
The json is automatically made with the CurseForge app when you export the modpack. There isn't a schema provided, because we're not meant to build it manually
Most people use either CurseForge (the app) to build modpacks, or other compatible software that can export in the CurseForge format.
most people are normal enduser thats correct. they most likely are not going to automate 90% of their stuff like I try todo because doing stuff by clicking isn't something I like
There are already open sourced projects people have done to allow automation like that - you get an API key to use and then use the software solution to grind out the file and publish
Note there are 2 kinds of key - one is for authors (project / file management), and other for queries to the API
yey you mean like packwiz, curseforge-cli, North-West-Wind/CurseForge-CLI? And thats just a few of the many abandoned projects which are not supported and not developed anymore
Heh yeah that's software developers for you 🙃
Although - packwiz last update was two weeks ago
It's got to be though that each person making one of the tools just observed what the app creates and replicated the outcome.
It's pretty straightforward
yes but no release, no communication its basically dead
Idk how these projects make such a big production out of this - like a mildly elaborate PowerShell script would do it
Do you guys know if I could download mods off of the curse forge website for mobile (I have an iPhone)
Do not ask in multiple channels please
Where do I get the vanilla resources for a resource pack again?
Thanks, I forgot.
if you are just on windows maybe true
Powershell works on linux as well
The format is really simple for modpacks though, so you can probably figure it out by downloading a small modpack.
This is how I set my class up for the main file 3 years ago
https://github.com/CurseForgeCommunity/cf-mc-server/blob/main/cf-mc-server/Classes/CurseForgeManifest.cs
why would a normal thinking human do that?
Why not?
you still not get the point of why having a schema for a json 🙂
I do.
They don't have one
Which is why every developer does it like this. They even broke their Swagger for the normal API recently, so my code to generate automatically generated api clients doesn't work.
So now I have to read the out of date documentation for their REST API to build updates
I would love it, if they had up to date docs here: https://docs.curseforge.com/rest-api/#tocS_ApiResponseOfListOfMinecraftGameVersion
that question was never answered yet. I always got "do it like that" answers.
But it is apparently a manual update they need to do, to get the documentation updated, instead of automatically generated from the swagger (which is now broken)
Ah, I didn't see people didn't say it doesn't exist
Sorry, my mistake
Best chance at getting the schema would be decompiling the CurseForge code, and look at the method that generates the manifest.json file, in case they actually do have a proper schema for it that they apply and validate the file with when they build it (which would be suitable to minimize faulty manifests)
Feels like curseforge devs are still haven’t gone professional yet
Just gives us community people better chances to improve their stuff, by building 3rd party tools that makes things better than the original ^^
well or doing all variations of modpacks and hope you miss nothing and create it yourself
Yeah
but this kind of behaviour is kind of common at least for minecraft modding as it seems. Lack of documentation and standards everywhere 😂 guess I have to learn to enjoy the pain
Welcome to CurseForge API development!
For better help with that, I do recommend the developer discord
!devdiscord
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
*ordering a flagellum
guess I will need it 😂
That's how we do it! Spent many hours on decompiling their own code to see if there are any other endpoints that I needed to know about when making my own API client for .NET, and other than that, I have a repo that tells me whenever the API version changes at https://api.curseforge.com and it tries to download their swagger defs, but it currently throws 500 internal server errors, so my automated clients are currently not happy. :D
sounds like fun
Yeah PowerShell core (7) is platform independent
Unfortunately it doesn't natively have cmdlets that can hash murmur2 that the file fingerprints CF uses...grr.
I mean, I can do shell scripting as well, equally fun, if not better
I have some C# code that does murmur2 :P But yeah, can probably make that into a powershell module, or if I'm crazy.. a bash script xD
Which project of yours has that? 👀 I'll take a look tomorrow - I've been learning c# / .net so I'm just curious
My API client (bit out of date since the API docs doesn't match what the API actually allows, so I got tired of updating it)
Oh you're not importing a lib you just have the calcs 👀
Yup.
https://stackoverflow.com/a/3135446
Here's another variant of it
So I’m using mcreator for my mod bc I can’t be bothered to learn Java and to be honest mcreator fits my needs anyway so I’d prefer not to hear any whining about me using mcreator
Anyways I’m trying to add my custom items to vanilla loot tables, and the only way to do that is by manually recreating the vanilla loot tables in the MCreator GUI. I’ve gotten everything fixed and everything is ready to go for my mod update except for the fact that enchanted books in the loot tables aren’t enchanted. I’ve tried removing extra code that isn’t there in vanilla Minecraft, and also tried exporting my mod and testing it without the mcreator build. Does anyone know how I might fix this?
Mcreator might have a discord where you could get help.
Imho a better option would be using the mod KubeJS if all you are doing is making custom items and loot tables
@kvnyap banned
Reason: Compromised or hacked account
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What are you looking for?
hi
why dont i see the lfg section
because you got banned from it for breaking the rules of it too much
you posted multiple times a week 5 times
thats not up to me to decide
ive forwarded your request onto the person who deals with that.
Hey anyone know if it's possible to make this mod by myself https://modrinth.com/mod/twinsession for 1.12.2 and make it forge not fabric?
<@&1029742729472782430> ^
@ab09678 banned
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Last chance, until permbann.
Does anyone have experience in creating custom origins for the origins mod?
I need someone’s help making them for me. They should be simple though
Who can help me idk how to put my microsoft account on curseforge to add mods on java
Answered in game support dont cross post
Hi!! I'm trying to make a datapack (i've never dabbled in any coding before)
what i wanna do is i wanna take the 16 eyes from End Remastered, and assign them all to certain bosses that you're meant to fight before going to the end
Can someone help me figure out where to start? The wiki looks like enchantment table language to me 😭
I think you could do this using KubeJS rather than making a datapack iirc.
Not entirely sure but I do recall it being possible to change loot tables with KJS
to be deadass i have 0 clue how to do either
I prefer KJS for most things as it's wiki is a little better explained and their discord server is really helpful
would i need this?
Yep
Well, I haven't really used LootJS specifically, but check out the wiki for both KJS and LJS here:
KJS: https://kubejs.com/wiki
LJS: https://github.com/AlmostReliable/lootjs/wiki

how looking at ts feels
At first it will but reading it and then also looking up definitions of things you don't exactly understand what they mean and/or asking in their discord could make it easier
Here's the invite to the KubeJS discord: https://discord.gg/2ZrbdWpp
tysm
🤔 I've already heard this request before

do you perhaps know if it's possible to do this exact thing without meeting the demands of kubeJS support which is learn an entire coding language to add items to a lootpool
KubeJS is your best and easiest bet
i dont understand any of this
genuinly
i am so lost and confused
i dont even know where i could POSSIBLY begin
The more you read in the documentation, the more you will eventually start to understand
Well to be honest I feel like KubeJS lack a lot of documentation, which can make everything signifiantly harder
it just lacks simplicity
like
it feels like ur already meant to know coding when u read it
Anyone able to make plugins
Better to explain whats going on, then to ask to ask. As any plugin devs kicking around may not bite as they dont have any ideas on what they would be getting into.
I need assistance in making a simple plugin related to troll abilities
But yeah it’s understandable
"simple" and "troll abilities" need to be defined and/or explained
coding makes ZERO sense bro 😭 🙏
"event add" would be the event
"forge:cobblestone" would be the tag
and "minecraft:diamond_ore" would be the item
why is event.add a tag? and forge:cobblestone is an item?
who tf designed this
I am not completely sure how KubeJS is working, but I know how normal Java is in comparaison.
event.add is the file named event, and add is probably the method.
This method need two things: the tag, and the item.
yeah - becausse the screenshot photo is adding an item tag
it's adding minecraft:diamond_ore to the forge:cobblestone item tag
event.add(<tag_to_add>, <item_tag_is_added_to>)
Its read backwards, which was confusing to be at first, but makes sense as you go.
To me, this is not making sense 😅
NeoForge 1.21.5
I'll need to see more context to know what's going wrong
i have a very tedious problem
im making a modpack with aether and immersive portals
and i am trying to make it work using this
but this needs aether-server.toml modifying "Disables Aether Portal creation" from false to true but that aether-server.toml is generating in serverconfigs in the worlds so i can't make it by default to true somehow ?
i tried coding in java a mod that makes this but i can't overwrite that file
Its better to use KubeJS with the LootJS addon mod for this
I already assisted them when they asked back then 😅
yo can yall help me with this problem
In my experience usually wifi issue, try closing all active tasks through tasks administrator
You are responding to an old post. The user asked when there was a issue on CurseForse's ends
Oh, alright, may I ask something now that you are here?
I would like to know if there's any way to add a new language to CurseForge as a native translator
I know that they do have some sort of translation project, but I don't know how to apply for it.
The helpers, mods and champs here are volunteers and does not work at CurseForge.
I think the best way would be to send a question to them by email or ticket. :)
Oh shoot, will do thank you!
Of course! Hope you find something! ^^
Can anyone check my custom effect and check if it does what its supposed to do ?
import net.minecraft.server.level.ServerPlayer;
import net.minecraft.world.effect.MobEffect;
import net.minecraft.world.effect.MobEffectCategory;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.LivingEntity;
import org.jetbrains.annotations.Nullable;
public class HealthEffect extends MobEffect {
public HealthEffect(MobEffectCategory p_19451_, int p_19452_) {
super(p_19451_, p_19452_);
}
@Override
public void applyInstantenousEffect(@Nullable Entity p_19462_, @Nullable Entity p_19463_, LivingEntity p_19464_, int p_19465_, double p_19466_) {
if (p_19462_ instanceof ServerPlayer serverPlayer){
serverPlayer.heal(9.0F);
}
super.applyInstantenousEffect(p_19462_, p_19463_, p_19464_, p_19465_, p_19466_);
}
}
Basically want the player to heal for 9 hearts upon usage
So i check for the player on the server and heal them upon the efect going off
version is forge 1.20.1
thanks it worked
Next time do not ask in a Dev channel please
kk
Ive been running in circles trying to compile my mod is there anyone that can help me or do it for me at this point
I believe that I already responded. Do you use a proper IDE known to well support Minecraft modded and extensions such as Gradle?
Yes I am but no matter what I do can’t get it to work
Did you setup Gradle and its related files?
Yes
Is there anyway I can send you my file and you might be able to diagnose the problem
Paste link generated for file uploaded by CerealNormal504.
the zip file was to large to send
Can you send a zip of the full project inside a website like Google Drive or Send Anywhere?
Probably
Let me try
hope that worked
if you can see if it works for you that would be great because im running out of time to work on this
No problem, i'm taking a look
If you could send me the working .jar that would be the best
Just by curiosity, may I ask why you use Forge on 1.21.9 and not NeoForge?
Cuz I plan to use it on a server and have no idea how to make a server on neoforge
The same way than with Forge
It's pretty much the same thing. Except that NeoForge is somewhat better to code with
Do you think you can make it work with neo
Well the mod will need to be recode for NeoForge, but it's what I would recommend to do
So if I re code it can you make it a .jar
The problem there is it the code is invalid
Wdym
Did you coded it yourself?
Some parts but a lot of help from ChatGPT
Do not ever use ChatGPT for coding, especially for Minecraft
I would hate to be a pain in the ass then but is there anyway you could help me code it or possibly have you do it cuz I’ve got no idea what I’m doing and been on this for like 3 days now and it’s just frustrating the piss out of me
Do you know Java already? Or rely on ChatGPT for this too?
ChatGPT
There is a post linked in this channel to redirect you toward lessons and tutorial for Java & modding
I could find a way to pay you for it
What is the mod concept at least? If it's not too much time consuming, I can take a look
Basically when you kill someone you max enchant level goes up (max of +5 above base) and when you die your max enchant level goes down (can go below base)
With like a craftable upgrade and a command to withdraw upgrades
That’s it
@last wave
So basically allowing players to have efficiency 10 and then efficiency 15 when they try to enchant a item?
No so the base would be efficiency 5 and with every kill it goes up by 1 with a max of efficiency 10
Ah
Basically lifesteal Smp but with enchants instead
I'm not sure if I can manage this kind of mixin, I will try, but there is no guarantee
That fine
If you need anything cleared up about the mod please lmk
I will send you a dm with the whole list
Alright
Idk if you have dm’s turned off cuz I know a lot of people do but just in case I sent you the info
what are the top bedrock adons
Not the right channel for this kind of questions.
A better place is #🔎︱mod-hunting
ok
Gemini Pro 2.5 would work better in this case. But only as an assisting tool, not letting it write the entire thing.
(AI Studio from Google)
Hey yooo. So I’ve been playing tinkers for a while know love the mod pack. But here recently with the 3.0 update for ps5. The bronze tools can’t be crafted and I can’t craft any repair ingots with any material. It keeps disappearing
!copyspam
-# Trigger requested by matté🎃35.
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 :two:
Do not ask in a dev channel
Ok
no main manifest attribute, in C:\Users\alexa\OneDrive\Documents\war server mod\gradle\wrapper\gradle-wrapper.jar
Press any key to continue . . .
how do i fix this when i run my gradlew.bat
Move the workspace out of OneDrive, then delete the gradle folder and rerun the script
heyyy I created a custom modpack for my server but structures keep colliding and now every time I go exploring the world crashes, Can I have some help please!
Hi! I'm trying to make a minecraft mod for the first time but I'm having issues with Gradle:
Could not resolve all files for configuration ':_compileJava_1'.
Could not find lwjgl-freetype-3.3.3-natives-macos-patch.jar(org.lwjgl:lwjgl-freetype:3.3.3).
Searched in the following locations: https://repo.maven.apache.org/maven2/org/lwjgl/lwjgl-freetype/3.3.3/lwjgl-freetype-3.3.3-natives-macos-patch.jar
It's looking for a file that doesn't exist and I don't know why. I believe it's got something to do with the fact that I'm on a M1 MacOS machine
Sorry if this is not the right place for this kind of question
Send the gradle.build and settings.gradle files
FRRRRR, please tell me if you end up discovering a solution
i have a very weird bug, when i enter creative mode and search for an item , it doesnt show up anything
can this be caused by the EMI mod?
I'm trying to make a player ride a boat in my Valence server. I've sent an EntityPassengersSetS2c packet with the correct entity IDs but nothing is happening. The packet works with other entities but for some reason it doesn't work on the player the packet is being sent to. Is there a requirement that needs to be fulfilled or a different packet that needs to be sent?
Im trying to load ATM9 to the sky but when i press play on the curseforge app it loads for a second then shuts down it doesnt even open minecraft tab. other mods will let me load them but not ATM9 to the sky. Does anyone know what i can do?
Not a dev issue
Can you send the code, and tell us the modloader and Minecraft version you are coding with?
oh sorry I just realized that this channel was specifically for mod dev
Valence is a minecraft server reimplementation
Oh
Look like Valence has a Discord server where you could ask in
I already did 😅 but no one knew
I was hoping someone else knew
since it might be a general minecraft protocol problem
thanks tho
What ID are you trying to use for the player?
do you have any ideas tho on what i can try i have a world that ive put a ton of hours into?
wdym? i set the boat's entity id in the entity id field and the player's entity id in the passengers field
I'm not sure how this is working, sorry. I would need to see it from my own eyes
Can you take a screenshot inside the app and send it in #🔥︱curseforge-support ?
Or a clip of the issue
Alright yeah, i'm not familiar with this langague at all. Sorry
Hello, just looking for a bit of direction because I have a lot of different ideas but don't know how to implement them. If i wanted to make a husbandry mod that better incorporates genetics and custom hybrids (i.e. mixing a zombie and skeleton) how would I go about this?
also please turn ping on if you reply to the post I usually get distracted and don't check this regularly
How much experience do you have in modding and Java?
Very modest, I’m probably going to start out with something simple like vanilla+ but I wanted to go ahead and have a plan
Hey, I have a Blockbench model that I'd like to import into a texture pack with a custom model data paper, could someone help me?
just, burn it :)
#🧱︱minecraft-chat message
Anyhow...
Could you list the exact mods and/or items you want to put in this chest?
[Message](#🧱︱minecraft-chat message) in #🧱︱minecraft-chat :arrow_down:
well random from a loot table
It'd probably be easier if I get an idea of which ones we're looking at after all.
when i create this right it wont spawn everything i put into that table into the chest right or can i make it so it mikght spawn
Yeah, you use "weights" for that, which are basically a "Here's how often this particular item would show up in a spot." kinda thing.
immerserve, botonia,pams,nuclear, and maybe AE
kk just making sure if the values where low enough it wont be in everyone
Lot of items to cover there, especially in Pam's.
well i can find the items id but how do i get them to spawn in a location or does every mod need a whole new folder
and loot table]
Well, the trick is getting the specific loot chest. Once you get that, just point it to the loot table and it does the rest.
what do u mean by loot chest or do i gotta pick which ones
I mean the actual chest item in the world.
If you were wanting to edit Villager Chests, that's easy enough-- but if you just want a random assortment of items starting out, there may actually be an even easier way.
The "Vanilla Bonus Chest" which is something can enable when starting the world.
It has it's own loot table and pretty much functions exactly as a quick-start sorta thing.
so by a chest item is by is what chest it is
so i if i wanted to change a villagers chest that has a different id the a regular chest like the bonus chest
No no, I was mentioning those as a way to edit something that already exists.
They already have different IDs, editing those tables would be as simple as checking their respective .JSON files and editing them accordingly.
so if i wanted to change a regular chest in a vllage that spawns how would i be able to edit that
Minecraft itself actually uses a similar "datapack" format for a lot of it's gameplay.
So the trick is finding that innate .JSON file.
Gimme a moment to grab that real quick.
but theres a mod in there that changes up on how the villages look in the pact
so would it be in there
ChoiceThereorems Overhauled Villages
Unless it adds loot tables of it's own, I doubt it will be an issue.
I imagine most mods that overhaul Villages like that would keep the loot tables intact unless they plan to add some content of their own.
I was just about to say, yeah.
so i would have to changed that loottable
Oddly enough, I don't think these override the Vanilla ones.
For ones like that, yeah. They pull from Vanilla it seems. I looked in to the farm one and it seems to have it's own table.
Either way, I did notice this tool earlier when trying to grab the files for it.
https://misode.github.io/loot-table/?version=1.19
This... kinda works?
Mostly in that the presets actually are just... the Vanilla files outright.
so what table do i modify and how do i get it to recongize the change
In a way, you'll likely have to modify all of the tables individually, but that just means you'll have better control over what certain buildings give.
Since tables like village_smith are pointing towards already existing tables, simply editing those will also edit this one.
so if i changed the ones in the mods i dont have to change the vanilla ones then for the vanilla loot table
You probably shouldn't edit the mod's file directly, instead copy it's contents over to your datapack.
I don't even know where to begin guessing on how unstable that'd end up...
But also, if you edit the Vanilla loot tables, it's edit any of the mod tables that are saying "pick from this existing table".
buut like the beach house that has its own table change that one>
village_smith here has a equal chance to pick one of the four tables listed here, but whatever it lands on will automatically convert into THAT table. So if you edit only village_weaponsmith and it rolls village_armourer? You'll get the normal drops from village_armourer.
Yes, but do copy it over to a datapack first. Than just edit any item IDs as you see fit.
Likely accounting for weight.
Keep in mind that "weight" is a higher chance to be picked with a higher number. "Odds" or "Chance" is usually a 1 in x chance of happening.
Easier to think of weight as the size of a bullseye target. Bigger targets mean more likely to get hit.
copy the whole mod right and then once i gone thru all the data tables do i just rename it then out it back in and then load the game to see if it works
but also pulling the old mod out
You only need to copy the .json files.
... or their respective folders they're within IF you plan adding all of them at once.
Like, you won't need this for instance.
so copy the loottable jason folder and then change and replace it
Copy the .json (and folder if needed) and paste it within a datapack, THAN edit it.
also when changing the base game loot table would that be in the modpack or where else
Same datapack, though instead of the id ctov, it would be minecraft.
And that's only applicable for vanilla tables, ones that belong to ctov should stay under ctov.
same one as im editing or idk the datapack in the modpack folder is empty
Judging by the fact it has folders unrelated to datapacks, I'd assume you're still in the actual mod itself.
oh shit i was reading the folders wrong holy ya some of the loottables pull from other .son in the pack
but where would this be in the modpack
I believe that one is a part of Vanilla.
Just a moment, I'm compiling a rudimentary template for you to use. It will have all the default values, but the pathing will remain intact.
@iron depot Okay, I managed to get the template up. You will have to unzip it, of course.
Zip paste links generated for archive uploaded by Binket: ForbiddenCrafting.
You can edit the files within that freely. Once it's done, place in the datapacks folder.
Renaming the "TemplateForLoot" folder to whatever you want is also fine, but try to avoid renaming anything else inside.
so i make the loot table code for all of those then add them to the datapack
well data folder for the mod i want to change up the loot tables
More that you can edit the loot tables within that, I already copied everything you'd need otherwise.
Though I hate to cut this short, I do need a bit of rest.
Was kinda pushing past it for the sake of helping out, but I got a migraine setting in. (No, you didn't cause it. I had it coming on before we started this.)
how do i download yourtemplate
I imagine directly through Discord, it's not a thing that CurseForge downloads-- it's a compressed folder.
i got it thanks it to me to a website
If you got something like 7ZIP or WinRAR, those can extract it.
(Although, I'm pretty sure Windows itself could also just have you extract it as is.)
yeah windows can extract most things these days
and i was looking thru there scrolled back up and found the download in the discord
Either way, gotta call it before I push it too hard.
kk thank i appreate the help a lot
i understand a lot more of it now than before and i wait
(Common programming mistake, believe it or not)
OKAY, there. Since I saved it now, it should have the Vanilla defaults in there.
Zip paste links generated for archive uploaded by Binket: ForbiddenCrafting.
I tend to make mistakes when I got stuff like migraines setting in, so apologies for that.
Okay, should probably rest that off now.
np man u helped me more than google was take care and once again thank you take it easy
<@&1029742729472782430> Hello I was wanted to make a mod pack with shaders but every time I add shaders to the mod it does not give me an option in the game to enable them. Can anyone guide me in the right direction
Please take the time to read our #📛︱rules
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bruh
You don’t ping us for support reasons
how do i make a template file into a .jar i have put everything into it i think but Its showing errors and I do not know anything
install a java 17 from Adoptiuim and when you're doing the install process, be sure to check the box option to make a JAVA_HOME environment variable. that's the easiest thing.
you will have to open a new CMD window after making the change
?mc-java
Minecraft requires specific Java versions to run, pick the correct one for the version of Minecraft you are playing!
Minecraft versions 1.16.5 and older - Java 8
Java 8 Windows Installer
Minecraft 1.18 to 1.20.5 - Java 17
Java 17 Windows Installer
Minecraft 1.20.6 and newer - Java 21
Java 21 Windows Installer
Java for other operating systems & Versions
Adoptium website
Which model type should one choose in Blockbench for a resource pack or simple mod for armor?
you cant change armour models in mc
anyone knows how can i setup a server?
version 1.20.1 server works with no mods
i tried putting mods it doesnt work
Depends on your choice of hosting
mods work fine in singleplayer
?
!mc-univ for local servers (on your PC)
-
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
its a forge server
If you use a server provider (Bisect, Aternos etc) then this'll be different
especialy version it is on curse forge so mods arent outdated
i use my pc
what would the problem be?
Client mods maybe
hi i removed client mods do u know how to open servers or solve problem?
thats how my folder looks
my server pack seems to work fine when i open it but when i upload it on curseforge it's getting rejected should i upload the file folder instead of the zip?
!mc-serverpack
-# Trigger requested by mattéo 35.
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.
can somone please help me fix my modpack?
!copyspam
-# Trigger requested by mattéo 35.
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 :two:
oh sorry
If say someone uses ai to make a mod could that be submitted?
To a competition that is incredibly frowned upon
You can use an A.I to assist you with writing a mod but writing the entire mod?
That's different
Do note this is personal opinion not CF policy on it
Yeah I know I was looking for official CF policy.
Right now I’m trying to learn how to code to make some mods no one hasn’t seen yet
Hi, I'm a newbie addon creator and I'm working on a Twilight Forest-inspired project for Bedrock, but I don't know how to do animations and I need an animator to create the Hydra animation. Can anyone help me with my project?
can someone help me i cant login my account on minecraft
Please ask in a support channel. This channel is for people coding mods
@barryallen2763 banned
Reason: Compromised or hacked account
Duration: Permanent
Nice to meet y'all, me and my uni partner are gonna try our hand at our own project. I'm excited to hear from people in the space!
can anyone help with a restart script in Linux for the Minecraft server I'm running (1.20.1-47.4.0). it restarts the server properly sometimes but then sometimes it doesn't work at all
You could try having it do
sh ./run.sh
If you want a more advanced way have it check the log file to see if the server was purposely shut down. An example can be found by finding the RESTART code in the server management script I made
! mc-univ
-
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
okay ill try that i think i might also be im not leaving enough time for the server to full shutdown before it sends the start command through
No you really don't even need that
Actually also - just give the start command directly in the script which is in the .sh file
There's nothing magical about run.sh - it's a single start command line
okay ill change that. then i dont need the sleep cmd in there?
No - it's fine that it's there but unnecessary
okay ill get rid of it and see how it goes thanks for the help
this happened when i moved the one line from run.sh to restart.sh
Forge is actually installed and there?
sh ./run.sh
also does not work
Are you running as admin or something, what's the working dir
i got no idea
That screen probably had more text off to the right
You probably don't have java 17 installed as your java path
java -version in terminal tells you that
i figured it out it is admin
Maybe, maybe not
Yeah don't run things as admin unless absolutely necessary. Doing so changes the working dir also, so thats not helpful
got it ill have to change that then
thanks for the help ill change that and see what i can figure out and ill be back if i need help again
It's not really a dev question, you should rather use #💬︱general-chat
Gotcha. I don't even see that was for general stuff. Thank you!
I'm just playing around with OptiGUI at the moment and I'm struggling to wrap my head around the "if" syntax, I'm trying to add an if statement for the name of the container, so if the name of the container matches, the gui will change too, any clue how I can make this work?
{
"containers": "minecraft:villager",
"textures":
{
"textures/gui/container/villager2.png": "textures/gui/container/traders/trader_01.png"
},
"@screen":
{
"@title":
[
{
"@text": "The Guy"
}
]
}
}
I've read through the docs for this and I'm just really stuck on making this work. I need it to differentiate between traders to change the gui for each.
mc forge modding 1.20.1 How do I get a multi layered block model to work? please help out.
When removing mods from a modpack, is there a way to see what mods' dependencies/files that might be missed? Library mods, config mods, etc. that are ONLY tied to the removed mods, and serve no purpose to the ones I keep?
there isn't
Dang, I dont want to have mods that dont do anything in my pack
Can anyone look at this and help me understand why my modpack is crashing while in the creative mode menu?
Paste link generated for file uploaded by Door.
chipped is having issues for some reason
Of course it is a mod I really like xD; ty!
Ima test to see what it does when I remove it
does the same thing with that mod removed
here is the latest log; i see extended ae has an issue but is there anything else that is saying there is an error?
Paste link generated for file uploaded by Door.
how do I make the wither drop the end remastered wither eye as I have a mod combo which prevents the eye from dropping and I'm using a loot table mod
Minecraft crashed without a crash report. The logs have been uploaded to gnomebot.dev:
latest.log | crafttweaker.log | crash_assistant_app.log | modlist.txt | CurseForge: skip launcher
Mod list changes after the latest successful launch:
[2;32m13[0m added, [2;31m15[0m removed, [2;34m2[0m updated.
Paste link generated for file uploaded by pixel.
I made an account a while (years) ago and had minecraft and ksp on it. I recently wanted to change the mods on ksp but it wasn't there. I looked for it on the 'choose a game' list and couldn't find it and I tried manually adding it but curseforge couldn't find it even on a folder with just the KSPx64 and LAUNCHER application files in it. please help
KSP is no longer supported by the app
This is also not a dev question
oh, sorry
I'm having a problem with curseforge and minecraft
ban 1426718732801282098 support phisher
@dreams025990 banned
Reason: support phisher
Duration: Permanent
It won't let me sign in to my Microsoft account
This channel is specifically for questions relating to developing things for CurseForge, try #🔥︱curseforge-support
hello
ai nid help
ai logt me aot
plis help
plis hel
It won't let me sign in to my Microsoft account
plis help me
Ok so first, this isnt the room for this kind of help, dev help is for people looking for coding aid.
Second, instead of spamming help.. just say the issue in the first message. Saves you time.
Move to #🔥︱curseforge-support and explain what you are doing in detail
hey does anyone know how can i transform a vector from a pose stack's local space to world space?
i tried stuff with matrices but it didnt really work out
is there a method or sth that does that for me by any chance?
(neoforge 1.21.1)
please ping if you answer
can anyone help me and possibly tell me why my shader pack wont load up
Paste link generated for file uploaded by Shoko Asahara.
Wrong channel, move to #🧱︱mc-crash-help
I haven't got access to that channel
Get the Minecraft role from id:customize
This is not a dev question
Which one should it be in
Aight
Mod and modpack are different. This channel is for help with coding mods in the Java programming language. Modpack is just taking one or several mods already finished
Custom map keeps spawning me into a void underwater
Does anyone know how i could replicate a glowing effect but activate it based on a bool field inside an entity class and the only difference from the glowing effect is that i want to use my own post shader
And preferably make it have depth test
ping if you answer me please
neo 1.21.1
the game wont launch from cursedforge
This is not a dev related issue or question.
Log into what? Also this room is for coding aid
hey i’m a starter and Im unsure how to make mods can anyone help?
There is already a pinned message in this channel explaining you how to start.
If you are new to Discord, use this button
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
It has more sims specific links
it won’t let me be an author it just says thanks for verifying your identity
and then nothing happens
Selected roles?
i’m new to all this i’m not sure what i’m doing😂
You have to verify - if you read carefully what is visible there it will explain
@median meteor matteo told you here to review the pinned post in this channel about how to get started with modding the sims 4
i can’t see any pinned posts
you dont see this first pinned post when you clickon the pin button in this channel?
it won’t let me download sims 4 studio is there any other way to download it?
u on a mac?
then go here: https://sims4studio.com/thread/29786/sims-studio-windows-star-open
and read these instructions to download the correcr version
it’s done the exact same thing like this
bypass the alert and run it
it only says dont run no option to run it
Click more info > run anyways
either run or download, I forget which one
thankyou
hello
i recently acquired a curseforge api key via email, is there some place where i can test it to see if it's working?
need help to login
im trying to login with gmail google accepts it but in app nothing changes it what do i do?
This isn’t the channel for that kind of question
what channel i need to ask
thanks
why does my curseforge say A new update is ready but when i push Update it doesn't do anything
je n'arive pas a lié mon compte microsoft a curseforge
can’t manage to link my Microsoft account to CurseForge
This is not a dev question
I have a question but idk if it goes here. I'll ask and just let me know if I should go to another channel.
I'm making my own pack and it's working without issues on my desktop with 8GB of RAM, but on my laptop of 12GB it's getting a max of 5 fps. (Using the same allocation.) I tried raising and lowering the max allocation but nothing seems to work past 10fps. Maybe it's a mod I have? I could send a list but I wanted to make sure this was the right channel first. I have all the same settings so I'm confused as to why my laptop (which should run better) is having horrible performance.
I am wanting to add modded drinks to Tough as Nails. I haven't been able to find much online on how to do so. I am using Forge 1.20.1. Should I use CraftTweaker or Kubejs to do this?
hello
Hello, this is my first time making a mod and I'm keeping it simple. Is this all I need to build it? Can I delete the example mod? Its 1.20.1
Yes you can delete example mod
If it's causing issue, you can revert it with ctrl + z
Okay thanks
hello!
guys, i need some help remaking the origonal xbox360 minigames to make them fully functioning, i have all the maps, and the sound files, but i need people with loottable experiance,m scripting and data packs, any leads would be massive.
i wanna try to minimize the ammount of commands i have ot manually type and structures i need, because its bedrock, any leads or any knowledg would go very far ty in advance
GUYS when i try to login curse forge it sayds i need a usb thing fgor safety but i dont have one help
this is not a dev question, please use #🔥︱curseforge-support - take as screenshot of what you're talking about
Hey, I know this isn't the right place but I'm trying to dual screen my monitors with an HDMI cord but it's not working. You guys have any tips
How much would someone charge to convert a fabric mod to neoforge
how long does it usually take to get your project approved after it says under review
whats your setup?
!mt
-# Trigger requested by mattéo 35.
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: Some moderation is done, but not as quickly as during the other days.
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!
Click here for the Minecraft mod Approval Process
The champions, moderators and helpers are not responsible for any content reviews/moderation.
And we cannot ask the team to "speed up" moderation for a certain project either.
This is not the server for commissions. The price will depend on the project and on the person.
K
i need help pls i cant get the creator kit to work ive tried every fix and all i got was my credtials are outdated ive tried everything can anyone help me thank you
Got this error to pls response when you can thanks LogEOSSDK: Warning: LogEOS: Error response received from backend. ServiceName=[OAuth], OperationName=[TokenGrant], Url=[<Redacted>], HttpStatus=[400], ErrorCode=[errors.com.epicgames.account.oauth.exchange_code_not_found], NumericErrorCode=[18057], ErrorMessage=[Sorry the exchange code you supplied was not found. It is possible that it was no longer valid],
CorrId=[EOS-tJMG0xVKC0WVXu8zj_Gm0Q--7arIUAH4EeuC1V8-vsWTg-_56NAHF4rUaG_5MXkh-MVA]
LogEOSSDK: LogEOSAuth: login failed: 1040
LogOnline: Warning: OSS: Login(0) failed with EOS result code (EOS_Auth_ExchangeCodeNotFound)
i cant even fix it and ive tried everything thanks agian
@mud5298 banned
Reason: Compromised or hacked account
Duration: Permanent
Trying to make a fabric mod in 1.21.1 and im trying to follow this tutorial but when i do it get this as my whole mess of idk what im doing.
Tutorial in question https://www.youtube.com/watch?v=2uH44Y7KsnU&t=3s
In this Minecraft Modding Tutorial, we are adding Custom Tooltips to Minecraft using the Fabric API for Minecraft 1.21.
== 1.21 MODDING COURSES ==
▶️ NeoForge Modding with Minecraft 1.21.X:
https://url.kaupenjoe.net/CourseNeoForge121X
▶️ Fabric Modding with Minecraft 1.21.X:
https://url.kaupenjoe.net/CourseFabric121X
▶️ Forge Modd...
Look at the full tutorial example - be certain that you have the same minecraft and java imports at the top?
is an author the same as a dev?
yeah i tried it but idk maybe something i did when i installed the stuff for it
No
You are using tooltip.add instead of textConsumer.accept
If you are new to modding, do not start by Fabric. It's awful to learn and offer no advantage, you shoud use NeoForge instead
K thanks
no i figured it out, textConsumer.accept is only 1.21.5+ but i had to just use autocomplete
@pablojediw banned
Reason: Compromised or hacked account
Duration: Permanent
And news on when the newest version of the Devkit is gonna be released
anyone here experniced in making mods? or has decent knowlage? im trying to make a rig mod for gambling with dispensers
please dm me
Mods for what?
does anyone know how to replace original game assets? (hytale)
Anyone figured out how to edit world-gen settings either in the asset editor or the Node Editor?
Hey Im currently making a mods for NeoForge 21.1.217. I'm currently having trouble finding ways to construct an ItemStack or Item with a item ID. Is there a method/builder/constructor I can use to do this? Note i've only started using the api for like a week so I apologise if this is a simple question xD
(By Id i mean Mod:ItemName)
I believe you need to use a Identifier
Could you give me some more information on which Identifier?
You can also ask in the NeoForge discord, they are very handful.
There is a example for one of my mods:
public static final Supplier<Item> WEATHER_TOTEM_CLEAR = registerItem("weather_totem_clear", () -> new WeatherTotemClear((new Item.Properties()).stacksTo(1).durability(3).rarity(Rarity.EPIC)));
I tried finding the discord. But when I go to the website and click the discord button it sends me here xd
Please note Forge/NeoForge and CurseForge is not the same team
I understand
Feel free to take a look in my code if this can help
Oh thats wonderful xD, I legit clicked the discord button on the same site and it sent me here. Either that or I'm a bit delusional lmaooo
Thank you!
This is weird, I just tested and it's sending me to the neoforge discord
I may have just went on the wrong site then, Thank you and I appreciate the help :D
Sometime when you click on a invite, Discord refresh itself and replace the invite by a "Discord app launched, continue in the website", and if you continue on the website this might make you join the server
Ah yeah, I see
For future reference, I ended up finding a solution.
I used ResourceLocation#fromNamespaceAndPath to get the RL. Got an Item Object from BuiltInRegistries.ITEM#get then ItemStack from the constructor with Item.
It always happens when you ask for help and then find the solution out of nowhere xD
how do i put the town of us mod into my among us game
This is not a dev issue
folders
@doomchaosgod banned
Reason: Compromised or hacked account
Duration: Permanent
hey How can I create a modded launcher for a PvP faction?
how do I port modrinth mods to curse forge
Are the mods yours?
Not really something we can help you with in this discord.
This sentence doesn't mean anything. You will need to be more specific
<@&1029742729472782430>
@.dravatar banned
Reason: Compromised or hacked account
Duration: Permanent
Thank you
They explained in another room
#🧱︱minecraft-chat message.
Modpack Devs, do you guys know a way to have reasources pack pre activated for people who download your pack. because I imagen it to be anoying for people to enable one by one in a specfic ordor the reasource packs need. what is a way for them to be active and ready to go after installing the modpack?
export an options.txt that has the resource packs enabled - but do it using the mod default options so that future version changes of the modpack don't override changes the user makes
https://www.curseforge.com/minecraft/mc-mods/default-options
yall know this texture in minecraft files?
The background or the scrollbar?
Scroll bar
Hi I'm really sorry for my stupidity but I need some help with the basics, if there's anyone free to talk to?
What basics?
<@&1029742729472782430>
The basica of actually compiling a working modpack. I'm trying to make my own, but I don't understand much of all the logs