#⚙️︱authors-help
1 messages · Page 12 of 1
Oh I'm sorry!
Wait actually on that note
Should I learn a bit of Python or jump straight into learning java for coding mods
Straight up to java
You can ask in #🧱︱mc-other-help
Thank you!
No problem
Hey does anyone know good minecraf addon tutorials? I've found several modding tutorials but i'm interested in adding things to a pre-exsisting mod.
Check the pinned messages, there are some good channels with content. Not sure if any of them contains info on how to make Create addons though
@cloudy120101 banned
Reason: Compromised or hacked account
Duration: Permanent
Hi, I was wondering for a clarification, so basically I am creating a mc sercer to play with some friends I am using a git repo (https://github. com/itzg/docker-minecraft-server) and I want to play with curse forge and modpacks, but I need a api key, so far everything great, but I just did send the form to request and no confirmation email reach or anything like that, there is a way to know is my req is in progress or if I should send it again? thx
there is no progress notification, it's done in batches by Curseforge during their work hours.
that being said - there is really no actual need to use a curseforge api. just get a copy of the mods folder being used and remove the client side ones
Made a modpack with 300+ mods and loaded in and I am green💀 It has nothing to do with the active effect, no cosmetic mods are added, no other effects are present, and not an issue with shaders. Anyone have an inkling as to what mod(s) could be a culprit?
The cat ears are also an issue😭
yo how do I edit the Sophisticated Backpacks config properly? I changed the InventorySlotCount but after I restarted, the amount didnt change
@eliastheflash banned
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16 lines | 1 error
Paste link generated for file uploaded by Door.
anyone know how to fix the "zip END header not found" error??
@w.w.w.ninja.com banned
Reason: Compromised or hacked account
Duration: Permanent
How do I switch my Minecraft account
On curseforge
not a question for here
<@&1029742729472782430>
In hytale I have made a quiver mod through the asset editor and I wish to add the functions of being able to fire arrows from within the quiver while the quiver just stays in the inventory and I also want the quiver to integrate with item counter mods so that they can keep track of how many arrows remain in the quiver
!i-hlmodding Go in this server:
Oops wrong command
Really? my apologies.
but i thought it would be acceptable here because this is curseforge it doesn't specify a specific game it's just curseForge
https://app.mediafire.com/folder/myfiles Here is the mods I am using. Can anyone look and see what might be causing the stupid ears and green aura thingy? I dont see anything that changes player models or cosmetics like that and anything that did, I removed and it's STILL like this
:small_orange_diamond: Export and Share - For Friends / Small Groups
- Click the Icon for the modpack.
- Click the
button next to play. - Click
Share Profile - You have 2 options:
a. Profile Code!mc-sharecode
b. Export Zip!mc-sharezip - Send the zip/code to the people that want it! They can follow the instructions in
!mc-importpackto install the pack.
:small_blue_diamond: Upload to Curseforge - For Public Release to Everyone
This option will make your pack public to EVERYONE, it comes with extra requirements and will take some effort to set up.
- Go to create a new project
- Fill out the information with a proper description of the pack. This should allow anyone to understand what the pack is.
- Click the Icon for the modpack in the CurseForge app.
- Click the
button next to play. - Click
Share Profile - Click

Export. - Select the files that should be included.
- Open your Project that you made on the CurseForge site and Upload the file you just made.
- Wait for Moderation & Sync so it can show up in the client! (See
!syncfor limitations and!statusto learn about the moderation process and how long it will take to approve/decline)
The link you provided only works for you, it doesn't work for sharing
Sorry! I had the wrong link copied, my friend took a look at the mods and was able to help!
It was a patreon behind the scenes thing happening lmao
hi, can you perhaps elaborate wym by "a patreon thing"? i just found someone else experiencing the same issue elsewhere and want to narrow it down
Oq
this is a channel for developer support for mod making, if you don't need help please don't post here
Pls,im no American im brazil
Could someone help me with the block textures for my addon?
And that I'm doing a remake of Twilight Forest for Bedrock.
And there are MANY blocks.
Interesting and also nice
Hm hm

I can give u tips on what u need help with
So what kinda block textures do u need
good...
Are u making models 👀 are u even in Minecraft bec i can help u if i can see in the actual game
Of course
So u are in Minecraft?
Look, I'm sorry, but it's kind of hard to understand why Google Translate is so bad.
Listen:i need to get on Minecraft then i need to screen shot me avatar and send it on here so u can add me to the server
But i need tk your avatar
And your name
But I just need help with the textures.
nothing more
How am i gonna help with textures if i can't have the experience
But I'll try i guess
U there @lilac vapor
Yes
Yes, with the textures of the blocks.
How can you determine the depth of the seabed when adding your own dimensions? (I think it is the right channel) (if anyone can help me ping me)
Well can u add me please so i can help @lilac vapor
Are you actually going to be of help, or are you going to try and get them with a scam
Im trying my best
To help
I ask that as you joined here yesterday and have just about every publicly available role
Yeah ik
And stop pinging me
Ok
Anyways forget this i can't keep waiting how abt @fallen marsh can help bec I'm bouta get breakfast and can't keep texting
Stop pinging me
Bruv got to be a troll I swear
!ticket-author
Info for Project Authors:
When opening a support ticket, make sure to select Author Support in the What kind of support do you need? box.
You also need to include a link to the project and your CF name!
Logs, Game and OS boxes can be ignored when opening an author ticket.
Hello Staff Team,
I want to clarify a situation regarding my accounts to avoid any misunderstanding.
The CurseForge account “MAK66” and the Modrinth account “OwnStudios77” are both owned and managed by me. I did not create them to bypass rules or evade any restrictions. I use different usernames on different platforms, but both accounts belong to the same person.
If there was any confusion about duplicate content or account ownership, I sincerely apologize. That was not my intention. I respect the rules and I am fully willing to cooperate or provide proof if needed.
Please let me know if there is anything I should fix or clarify. Thank you for your time.
If you want to talk to the site project moderation team you need to make a ticket
!ticket-author
Info for Project Authors:
When opening a support ticket, make sure to select Author Support in the What kind of support do you need? box.
You also need to include a link to the project and your CF name!
Logs, Game and OS boxes can be ignored when opening an author ticket.
👍
I have a question
After that I can recover my account or not
Ok
I am trying to make an item unable to be replicated with the Replication mod and I am having issues adding a value to the nbt tags per the author's instructions. How do i go about modifying an item tag for an item?
This depends a bit on which tools you use. There are multiple ways of adjusting tags, one of them I personally often use is kubejs
Here is an example script for adding a tag in 1.20.1:
ServerEvents.tags('item', (event) => {
event.add('ytech:raw_hides', 'forbidden_arcanus:rotten_leather');
});
I wrote this on the phone so it could be a bit offset
ty!
@glitchx_12 banned
Reason: Compromised or hacked account
Duration: Permanent
Do you want to begin creating mods for Minecraft? I recommend to watch this video made by Kaupenjoe and CurseForge Academy.
https://www.youtube.com/watch?v=CXuG9Mfhmwo
Minecraft Modding for Beginners: Custom Blocks, Items & Tools (NeoForge)
In this deep-dive tutorial, we’re showing you how to jump into the world of Minecraft modding using the NeoForge framework. We cover everything from setting up your development environment to creating your very own custom ores, items, and creative tabs.
Note: This tutor...
karlie: there should be a thing just saying what the error on line 4 is
like error: cannot find plugin or smthn
It says the following:
FAILURE: Build failed with an exception.
-
Where:
Build file 'C:\Users\Owner\build.gradle' line: 4 -
What went wrong:
Plugin [id: 'net.minecraftforge.gradle', version: '5.1.+'] was not found in any of the following sources:
- Gradle Core Plugins (plugin is not in 'org.gradle' namespace)
- Plugin Repositories (could not resolve plugin artifact 'net.minecraftforge.gradle:net.minecraftforge.gradle.gradle.plugin:5.1.+')
Searched in the following repositories:
Gradle Central Plugin Repository
I umm
i don't know what to do from here
If it helps here's the original Github that I downloaded
It's under GPLv3 so I believe that means I'm free to modify this as long as I give credit to the original creator.
Do you know how I'd fix this?
As mentioned before I have like no experience with any of this stuff and the most that I've done is just modifying some of the Java files and now I need to compile them into Class files, and thus I need Gradle to compile em
(For some reason, weapon items and initialization was hardcoded into the files themselves - thus I had to modify them and now I need to do a recomp so my new weapon can be added in)
yeah thats no use cause you said you modified it
Thing is I barely changed anything within it
so uh
...
oh dear
this is never going to be completed, is it
Hi I have a question regarding getting the authors role to be able to post in author-showcase. I haven't found any 'official' information or instructions but found a discussion in a chat that you need to proof that you have 500k downloads? Is that correct? I guess it's to prevent spam from low quality mods but I thought this was the place to promote your new mods? I'm new to modding so please excuse if this is considered a stupid question.
! cf-authorshowcase
If you’ve got over 500k downloads on CurseForge, you can get the special Mod Author role in the main CurseForge Discord community!
- Access to an exclusive author channel, where you can showcase your work - https://discord.com/channels/428228256236306434/1364651512562847907,
- A shiny, separate role in the members list,
- Get closer to the community,
- And many more giveaway opportunities, with cool CF swag!
Steps:
- Join the official community server
- Fill out the "Mod Author" Role Application
Yes, see the above
Just have to publish my mod then and hope it reaches that 😅 thanks
Just saw there's lfg-and-promo to promote my mod, will post there once it's published. Sorry should have looked more carefully at the channels
I would still like some help regarding this. Why can't it find the plugin?
This is the file that I've been using.
Paste link generated for file uploaded by karlie.
You need to use the settings.gradle file properly
And... how do I do that?
That's like saying "just fix the bug" when I don't even know what causes the bug
If it helps, this is my settings file
Paste link generated for file uploaded by karlie.
Use [6.0,6.2] instead
Or [6.0,6.2) Although both should work
Tried this, yet it gives me the exact same error despite changing the build file.
Which is weird. Why does it bring up 5.1+ if I put int 6?
Do I need to clear a cache?
I am so lost
At this point I uh
I'm willing out to send my entire thing as a Google Drive and just let people fix it because clearly I am not experienced enough
Why the hell is it not doing what I expect it to
What the hell... I still don't get why the value hasn't updated.
Even though I literally just changed it.
This sucks.
ban 678026391094034432 hack
@josue099448 banned
Reason: Compromised or hacked account
Duration: Permanent
I need some help with item obliterator i add the blacklisted item I want with the commas to split them and it doesn't work and then if I try to use a newer version when they use a new type of file format any type of changes that make to the config file to add an item it just mod doesn't work
how can i get the author role?
!cf-authorshowcase
-# Trigger requested by YOYOK9.
If you’ve got over 500k downloads on CurseForge, you can get the special Mod Author role in the main CurseForge Discord community!
- Access to an exclusive author channel, where you can showcase your work - https://discord.com/channels/428228256236306434/1364651512562847907,
- A shiny, separate role in the members list,
- Get closer to the community,
- And many more giveaway opportunities, with cool CF swag!
Steps:
- Join the official community server
- Fill out the "Mod Author" Role Application
[Ark] How to create a healing & damage structure for your mod?:
https://www.youtube.com/watch?v=QsZPMT54tiM
In this comprehensive guide, we’re stepping into the ARK Survival Ascended Devkit to build a fully functional mod from scratch. You’ll learn how to create the "Orb of Judgment", a custom structure that uses logic to identify players, healing your allies while dealing damage to your enemies.
We cover the entire workflow, from navigating the ...
Are we able to do gun models for Minecraft through blender
possibly, but I would use blockbench
you can prob export it as a OBJ but i cant reccomend that
I doubt this texture is in the right size
Is there a reason you wouldn't want to use BlockBench? It's free and quite easy to get the hang of
CHAT
WHAT
WHAT WHAT
😭
It's Gemini btw
I asked them to make my 3D Gun model renderable at minecraft which is .obj
-_- maybe because it's not possible
just use blockbench
@notonpl banned
Reason: Compromised or hacked account
Duration: Permanent
This is not the place for that
I definetly meant to do that bro
@knotty dew We do not allow it. Refrain from doing it again
Does anyone know
How to properly add 3d model with obj format
to minecraft in 1.20.1
forge
47.4.0.
47.4 basically
I have a problem
on how to render my textures.
My json file is like this.
{
"loader": "forge:obj",
"model": "zextras:item/gun_model_1",
"flip_v": true,
"textures": {
"layer0": "zextras:item/gun_palette"
},
"display": {
"thirdperson_righthand": {
"rotation": [0, -90, 55],
"translation": [0, 4.0, 0.5],
"scale": [0.85, 0.85, 0.85]
},
"thirdperson_lefthand": {
"rotation": [0, 90, -55],
"translation": [0, 4.0, 0.5],
"scale": [0.85, 0.85, 0.85]
},
"firstperson_righthand": {
"rotation": [0, -90, 25],
"translation": [1.13, 3.2, 1.13],
"scale": [0.68, 0.68, 0.68]
},
"firstperson_lefthand": {
"rotation": [0, 90, -25],
"translation": [1.13, 3.2, 1.13],
"scale": [0.68, 0.68, 0.68]
},
"gui": {
"rotation": [30, 225, 0],
"translation": [0, 0, 0],
"scale": [0.625, 0.625, 0.625]
},
"ground": {
"rotation": [0, 0, 0],
"translation": [0, 3, 0],
"scale": [0.5, 0.5, 0.5]
},
"fixed": {
"rotation": [0, 180, 0],
"translation": [0, 0, 0],
"scale": [1, 1, 1]
}
}
}
My resources folder.
Anyone?
By the way i fixed the problem.Only problem is that my obj looks one sided.
That was a genuine misclick. My bad
does anyone know how to fix it
Does anyone know any good course for Minecraft UI Modding for forge?
Hello there, does CurseForge Upload API have ability to update project description at the moment? If no, are there plans for such functionality, and any workarounds? Thanks 
only if it's in the api listings (endpoints)- you should head to the CF authors discord to get faster answers for these questions btw
!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
Alright, gotta ask there as well, thank you 
im looking to make a server pack to add to a modpack project ive published
!mc-univ you can use this helper script to either make a local computer server, or make a server pack ZIP to share using the zip creation menu it has
-# Trigger requested by Briar Thrain.
-
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
Hello
Can anyone tell me how I can make my structure to generate randomly in a certain biome .
And how can I make my own structure
@gabriexlupu banned
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hello and good day to all. i have a semi difficult question about a modeling idea and would like to run my idea by someone who had an extensive knowledge in creature modeling
Hello, I might not be the greatest model maker, but I've messed with them a bit and if I can answer your question, I will
ok, here goes. is it possible to take a created stl file from say hero forge and convert them into a json to be used in minecraft as the modle for a creature?
and im sorry if i just blew anyones brains with this idea.
Minecraft entities need a Java model, so I don’t think so
I need a solution; I can't access Minecraft and it won't let me log in.
This is not a dev/author issue
Hi
I need help , I was working with a OHE (electric poles in railways) and it's invisible in game
May be it's because it's a larger model , can someone help me so I can change the limit of Minecraft bedrock's mod custom geometry block limit ?
no, you need to split it into multiple models and multiple blockstates on a block
like doors
Hi ! I don't know where to ask this so sorry if it's not the right place but i'm actually developing a modpack and i want to set default options like keybinds and low graphics options because most peoples that will play with it won't have big computers to play it...
So i'm trying to use this mod : https://www.curseforge.com/minecraft/mc-mods/default-options
But when i'm launching the game i have the default minecraft options and not mine... Same thing with Your Options Should be Yours mod... I'm on Minecraft Forge 1.20.1 (47.4.10)
@vatandasafk muted
Reason: Potentially Compromised
Duration: Permanent
hey, does anyone know how to use kubejs to add a recipe for a tinker's construct modifier?
1.20.1 on forge if that changes things
creating a recipe to make the modifier or to use the modifier
Hlo.....
User already banned.
guys
I need help
{
"pack": {
"description": "Compatible from 1.21 to 1.21.11",
"pack_format": 34,
"supported_formats": [34, 75],
"min_format": [34, 0],
"max_format": [75, 0]
}
}
hello?
aurora?
whu
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
@next ocean
Hello! I am a beginner developer working on the Minecraft Bedrock platform. Since English is not my first language, please understand if my grammar sounds a bit awkward.
I have a question: Does adding or changing the "Project Description" in the settings count as a "Project Update"?
I recently received a warning because I uploaded an update and a hotfix back-to-back, as I was completely unaware of the "once-a-week update" limit.
On top of that, for some unknown reason, my project description was suddenly translated into my native language, which caused my project to be deactivated. I hastily edited the description back to English to get my project live again, but now I’m terrified that modifying the description might be flagged as another update and result in another warning.😢
Have asked in the back about this. Just so you know its been seen
Can you send an SS showing the description issue and it marking your pack as deactivated? Can you also send the link for this project here
Thank you so much for looking into my issue!
To be honest, I panicked when I saw my project was deactivated. The reason stated was that there was no English in the project description. I hurriedly translated it back to English and saved it right away.
Because I acted so quickly without thinking, I unfortunately didn't take any screenshots of the error or the deactivated status... It was only after I saved the text that the thought suddenly hit me: 'Wait, does changing the description count as an update?' That's exactly why I got scared and reached out to ask you.
https://www.curseforge.com/minecraft-bedrock/addons/haebis-enhanced-arsenal
I am really sorry for the confusion and not having the screenshots.
Changing the description should be fine, I can also see your project so its not deactivated (im only a volunteer)
Yes, my project's deactivation has been lifted and it is currently approved and active! But honestly, I was terrified that I might receive another warning without even realizing what I did wrong. >
Hearing from you really puts my mind at ease. Thank you so much for your help and reassurance!
Would recommend next time, open a ticket with the site support. May help with explinations and questions. Kinda that speaking directly with the people that make those calls
Got it! Thanks for the tip and all your help today.😊
Currently some of you're biggest 1.7.10 modpacks on curseforge are still using MicdoodleCore-1.7-3.0.12.504.jar
If its enough of a security concern to prevent my modpack from being listed, Then someone needs to start pulling down old modpacks asap and telling the creators they need to reupload their modpacks if they want to keep them up
hello, I'm literally brand new to all of this modding and stuff, I am trying to make a mod for Hogwarts Legacy (its gonna be private cus is an OC of mine) but I cant find it anywhere in my library so I was wondering why or if I had to wait for it to be approved or something
Can you share the source code?
for the commands?
For the whole mod
Paste link generated for file uploaded by StickingLynx492.
Is it methods created by your own mod?
yep
I will need you to send the other related files as well
fixed it already
ban 1061406298144526426 hack
@boozle_dddd banned
Reason: Compromised or hacked account
Duration: Permanent
Oooh so what ppl does here
if you are coding mods for games, you can ask questions about here - community support
Oh, well idk so much about coding, so i have a question, it's possible to make a custom block act like an a grass block? (Like uh put flowers in the top) In bedrock
For those using the gradle plugin what am I doing wrong where it says "projectId " has no value
https://i.imgur.com/j1WGnTo.png
Also can I pls have the mod author role 😛
?cf-author500
-# Trigger requested by Fox.
If you’ve got over 500k downloads on CurseForge, you can get the special Mod Author role in the main CurseForge Discord community!
- Access to an exclusive author channel, where you can showcase your work - https://discord.com/channels/428228256236306434/1364651512562847907,
- A shiny, separate role in the members list,
- Get closer to the community,
- And many more giveaway opportunities, with cool CF swag!
Steps:
- Join the official community server
- Fill out the "Mod Author" Role Application
You should ask in the #💻︱authors-discord
Can anyone please recommend where to start Json Scripting
Im not good at json scripting
I saw a video from smell of curry but I can't understand. For BE edition
I've a question.
{
"root_panel@common.root_panel": {
"size": [ 176, 217 ],
"layer": 1,
"controls": [
{
"common_panel@common.common_panel": {
"$show_close_button": false
}
},
{
"close_button_holder":{
"type": "stack_panel",
"anchor_from": "top_right",
"anchor_to": "top_right",
"offset": [177, 2],
"$close_button_panel_size":[20, 20],
"controls": [{"close@common.close_button": {
"controls": [
{"default@common.close_button_panel": {"$close_button_texture": "textures/ui/close", "$button_alpha": 0.5}},
{"hover@common.close_button_panel": {"$close_button_texture": "textures/ui/close2", "$button_alpha": 0.5}},
{"pressed@common.close_button_panel": {"$close_button_texture": "textures/ui/close2", "$button_alpha": 0.5}}
]
}}]
}
},
How can I make The Javascript file to Detect The Close Button is pressed or not
request approved 
Guys I've been having that issue on CF where it says Java Runtime Environment is missing or out of date
Ah, this isn’t an authors issue then, I thought you had an issue with the Java language. Sorry to redirect you again, but it’s a #🔥︱curseforge-support issue
My apologies
Oop, lmao that'a okay
ban 810604075401871372 hack
@kuregani banned
Reason: Compromised or hacked account
Duration: Permanent
@wheat_11_ banned
Reason: Compromised or hacked account
Duration: Permanent
Hi! I have a silly question. I want to implement a simple mechanic in the smithing table. But I don’t understand if enchantments will transfer from the source item to the result item if I select, say, diamond armor in the item slot. Do I need to add any additional code, and is it possible to select specific enchantments, generate a random selection, or limit the number? I don’t know where to start research.
By vanilla mechanic item data does transfer to the result, if you replaced the vanilla code you may want to handle that but keep in mind if you did replace it, every other mod depending on the smithing table will most likely break
Thankyou for your reply. Do you happen to know if there’s a simple way to limit the number of enchantments that can be transferred or to randomize them? I don’t need a lecture on programming, just a simple answer pointing me in the right direction. Thanks.
Got no idea bud, would need to look into it but unable to atm
In any case, thank you very much. You’ve already answered the main question I had. From here on out, I’ll be weighing my desires against my capabilities. 🙂
Hello. i need assistance with any class or line of code i can use to make my summoned entity in this case wither skeleton friendly?
i tried isAlliedto. did not work
That depends from a few things in the entity iirc
Did you extend Mob or Creature or a different class, what AI goals does it have?
Ah
I misread, sorry
The wither skeleton is vanilla
its just a test for now no specific goal. and it is from basic wither skeleton
Not sure if it’s possible to turn them peaceful unless removing their AI with nbt data
except they will also not move
ah. Well i appreciate the help. ill try smt 🙂
I've already spent a lot of time on this, but I just can't figure out how to set a custom item I've added as a crafting template in MC Creator.
And another item as a material for smithing table. 🙁
It's like a custom element and write a code? Because i don't see any oprions in Item and Item extention menus.
Ah. MCreator.
It’s probably because it’s such a limited tool
I recommend actually learning how to code mods
It’s a recipe, though. Item + Template + Ore -> Result
Totally understand and and I fully agree. However, for now, I just need to make some very simple additions to gain some basic experience, see results, and stay motivated. So tools that it have should be enough for me.
yea. but i need to make custom template and custom material
otherwice i cant put it in a table
I started the same way, I don’t blame you. It’s what’s gotten me into MC modding, However just suggesting to eventually learn and move on, it’s much better, speaking from experience!
You should just be able to make normal items and add them in the recipe. Recipients are not special item properties so you don’t need to modify the items in a particular way
omg. so simple. i just swap some other minecraft items, so recipe just doesn't work. Thankyou so much. it's good now
I'm so happy! Heee'sss aliiiive 
how do i create 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 want to create a mod for hytale (even though i dont own the game) i want to add the WITHER STORM to hytale
thx
Ah for hytale? we got a documentation
Let me find it
w
thanks
yo, if i share a pack will the config options and resourcepacks i set on already be applied whenever someone-else uses it?
u can select whatever folder u want during upload i believe
so with config and resourcepacks, the resourcepacks will already be applied when someone plays?
configs will be applied, but im not sure abt resourcepacks
ooh.. aight
u might need a mod that makes those resourcepacks auto applied
aight
if theyre datapacks, there's openloader for that, idk any for resourcepacks tho
<@&1029742729472782430>
@luckyavengers banned
Reason: Compromised or hacked account
Duration: Permanent
Hello, So i am trying data gen for the first time an i am getting this error : Caused by: java.lang.IllegalArgumentException: Texture asota:itemouter_endsteel_ingot does not exist in any known resource pack. But the thing is i did not change any names on my png's
Do you have a texture named itemouter_endersteel_ingot.png in resources/assets/asota/textures/item?
no the strange thing is it spelled it wrong. I should be outer_endsteel_ingot without the 'm' at the beging
i did not spell it wrong in code so why does it have the m?
i think you need to do something funny with declaring existing resources for datagen
its from the item. for some reason something is removing the /
sorry for copying it here
new ResourceLocation("item/generated")).texture("layer0",
new ResourceLocation(AsotA.MOD_ID,"item" + item.getId().getPath()));
its misisng smt yah?
Hi, Who can help with MC Creator? I can't seem to find a procedure module that checks whether the right or left mouse button is pressed or whether an item is in use. I need to execute a procedure while the player holds down the right mouse button holding item and stop it when he release it. The item settings only include right-click and end-of-use. I plan to use a right-click with a long procedure and a result, and stop it undone when the player releases the button. Or do I need to set in the item’s settings to start the procedure with a click and somehow stop it when the click is released in other trigger block? Don't know how to connect that separate actions from separate trigger blocks in one procedure.
Thankyou/
It's recommended to learn how to code. MCreator cause a lot of game breaking bugs
For when you’ll know how to make mods.
The way to achieve what you’re doing is to just override the use method in the class extending Item.
Like so:
@Override
public InteractionResultHolder<ItemStack> use(Level world, Player entity, InteractionHand hand) {
InteractionResultHolder<ItemStack> result = super.use(world, entity, hand);
// your code here
return result;
}
The indentation may be a bit off since I’m on mobile
Just found it by myself.
I just want to say that it’s frustrating to keep coming across answers like this, especially since “learning to write code” has already been discussed. I have plenty of other things to do besides this. And, for example, since I work with electronics on a regular basis, I needed to touch on microcontroller programming just a little bit. It wasn’t even an urgent necessity, but rather a personal desire to take advantage of some of the benefits of this field. And, fortunately, there is block-based microcontroller programming software where I can draw a program, and it generates the code itself, which I can then modify as needed and burn down into microcontroller. This approach fully meets my needs. Instead of going through tons of information just to make a LED blink at microcontroller, I open the software and draw the comprehensive program I need using basic knowledge of programming and logic elements.
So that’s what I’m talking about: the approach must match the needs. And if those needs grow, the approach will naturally change. Everything has its time. Just because you’ve followed your path for your reasons doesn’t mean someone else needs to jump right in too. Thanks for understanding.
No negativity, btw 🙂
Yes, you are correct with that, and no one is forcing you to learn how to make MC mods if you don’t wish to do so at the moment.
However, please understand our point of view.
Asking in this server could probably mean you wish to upload the mod to the website eventually, maybe not, but since this is the CurseForge server, it’s a likely possibility.
Since there are already tons of MCreator mods, most untagged, that cause a lot of issues, we generally try to move users away from publishing mods with said software and actually learn how to do it.
You don’t need to follow our advice, but since we are volunteers and not obligated to help, we can choose to not assist if it’s for a tool that allows for low quality mods to be created that could possibly be shared and uploaded in the future
Thank you for understanding 🙏
Having said that, I wish you the best of luck with your personal work, with whichever tool you choose to create it
Can you briefly explain what kinds of issues might arise when using Creator? I don’t plan on getting too deep into modding just yet. I’m making a very simple mod - adding an item, a recipe, and some basic mechanics based on that. I’m doing this primarily for myself, because existing mods don’t quite meet some of my needs. And yes, I planned to post the result after testing, noting any potential issues and my approach to creating it. Maybe it would be usefull for a few people like me.
For one, deleting every player inventories. It's a issue that happened when Fox was using MCreator in the past...
Lol, i saw that commands, really funny 🙂
and I realize that this might simply be due to incorrect use of the modules
MCreator generated mods are extremely unoptimized due to the program not being able to compact repetitive code or not being able to write it in efficient ways. It has gotten a little better over the years, but it is still at light years away from a properly coded Minecraft mod. I am not telling you this because I heard about it, I am speaking from experience because I was myself creating mods with MCreator and when I switched over I had to port MASSIVE portions of code that were an absolute obelisk of junk that dropped game TPS to a low point, hard to debug which mod did it, and create ground for incompatibilities very easily, making the game crash with other mods due to problems which are very hard to see through. Unlike actual developers, MCreator users cannot understand how their mod actually works, making it impossible to provide a valid fix.
They also behave very weirdly in some aspects, sometimes not being able to be reproduced for some reason. If you want, I can share some screenshots from my work that I recently ported from MCreator to show you a before and after.
I used MCreator for years. I am now an actual developer with a couple years of experience. I am not the best, but I am progressing at a very fast pace for what I can say about myself and notice significant progress.
Looking at the past, I would say MCreator is at best a PERSONAL tool for understanding IF you will actually like modding the game before getting into Java and how to use mod loader APIs. I do NOT recommend it for public creations and I had to delete over 40 projects I had uploaded to the site because they were horrific creations code-wise that would have just destroyed my reputation if left up
With over 2 year and a half helping people almost daily, the worst issues I have seen are with MCreator
Furthermore, these issues with MCreator are well known, projects uploaded to the site made with the tool and correctly tagged are usually skipped because of said problems. If you don’t tag it, other than being unfair and breaking the rules you will give everyone an extremely hard time trying to find out your mod is the black sheep slowing down the game and causing issues all of a sudden.
If your MCreator project is for yourself, so be it, that is fine.
If you’re making something that you think could help others, develop it normally yourself. Making it with MCreator will not help others, you’ll be tanking their performance in their modpack and causing them way more issues than the ones you “fix”
Thank you for your explanation. I think rewriting my mod into a proper format is exactly where I should start someday, if I ever get around to it 🙂
Building castles in the air with a tool like this would be at least reckless, and even me with my “experience” in “programming,” understand that. Besides, the persistence required to build something big in this interface would almost be enough to learn how to write code.
Unoptimized code is a standard problem in any universal tools as universality consequence. But it’s strange that there are no working algorithms to rewrite code cobbled together by a visual interface into a proper form. It’s just a program, cmon, what’s the deal? It doesn’t come up with anything on its own, it just executes 🙂
Anyway, I don’t think adding two items, one recipe, and one “take item - give item” procedure would make any difference to performance.
Modpacks are, of course, a separate topic. I see a lot of shoddy builds that are popular. And not just in terms of optimization, but even in terms of the modpack’s inconsistency with itself and with the idea it’s supposed to convey. Often get the feeling that the modpack creators themselves don’t care about what they’re doing.
Thank you for the conversation and for sharing your experiences. It’s always nice to talk to reasonable people.
so im in part of many projects
my overall is 12k individually
but combined all the project is higher than 500k
would i pass the req for mod author role?
You do not need to be the owner of the projects to pass the milestone, so yes you pass. What’s important is the dashboard number “Total Projects Downloads”
?cf-author500
If you’ve got over 500k downloads on CurseForge, you can get the special Mod Author role in the main CurseForge Discord community!
- Access to an exclusive author channel, where you can showcase your work - https://discord.com/channels/428228256236306434/1364651512562847907,
- A shiny, separate role in the members list,
- Get closer to the community,
- And many more giveaway opportunities, with cool CF swag!
Steps:
- Join the official community server
- Fill out the "Mod Author" Role Application
hm
I want to add some loot drops to vanilla mobs. However I don't want to cause conflicts with other mods if any installed also mess with vanilla entity loot tables.
What I was doing so far is extending the EntityLootSubProvider class and generating the loot, for example like this:
this.add(EntityType.TURTLE, LootTable.lootTable()
.withPool(LootPool.lootPool()
.setRolls(ConstantValue.exactly(1))
.add(LootItem.lootTableItem(Items.TURTLE_SCUTE)
.when(LootItemRandomChanceCondition.randomChance(0.33f)))));
And then completing the rest of the datagen structure and making it generate the data.
However I noticed this replaces the loot tables of vanilla entities, it doesn't just add my loot.
I was wondering if there was a different way to do this?
Okay, thank you
Hello everyone,
A quick question, please, on the Curseforge platform author. How to pause a project or disable it without deleting it?
Thank you Chief :D
Not that I know of. You could archive the files on the project and declaring development paused in the description though
thank you
Yw!
hmm
me testing my role to check its its provided yet :p i dont know the lead time :p
Okkie
How do I set a data/resourcepack's compatible version? I made a datapack but it always says it's made for an older version, so I'm curios what i gotta change in the pack.mcmeta for that
I want it to show it's compatible on 1.21.1
(Please also ping on reply)
For what version is it? Resources folders structure can change from version to version, gotta make sure that fits before changing the supported versions in the metadata
it's made for 1.21.1, it just says it's incompatible
(How do I know it's made for 1.21.1 then? I made it)
Could you show me what the mcmeta file looks like?
eugh what is that give it some space 😭
try putting pack format to 48
The name should be the zip file name iirc
aigh thx
I’ve been working on a server and I made a mod in mccreator for it. In reality, all I need is a resource pack that lets me add more cat variations. When I load the mod by itself, it gives me no problems, yet when I put it into the server, it dosent work. I would like someone to help and not say to learn Java as I don’t have the time to learn a whole code to make a single mod.. if there’s a better place I should use to make it, please let me know what it is.
resource packs are client sided and don't get used on server side. you can however do a thing in the server files to require people to have a resource pack by naming it, and there's a way to include in the server.properties direct download link(s) to resource pack you want to be automatically gotten by joiners. but both of those are unnecessary if users already have the resource pack and have it enabled on their client. to guarantee they're enabled you can ship the client side files with the options.txt having them enabled, and even bettter use a mod like defaultoptions / defaultsettings
@bk_ruok800k banned
Reason: Compromised or hacked account
Duration: Permanent
not the channel for this
Hello sir there is an issue
unless you're developing a mod, this is not the channel for you
also dont ping mods for support
My bad sir I'm just getting harassed by people I'm getting spam friend requested sir
Ok sir thanks 🫡
can anyone teach me how to make mods (doesnt matter if java or mcreator)
[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..
@blazer2494 banned
Reason: Compromised or hacked account
Duration: Permanent
@vex2_p banned
Reason: Compromised or hacked account
Duration: Permanent
Can anyone help me? When I publish my custom modification package, this notification appears. How do I fix it?
!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
Its possible to make an a custom block be like dirt or grass?
how do you mean
"What do you means?" I managed to get 2 different meaning from the same words
Custom grass block
yes, look at what the existing grass block does and copy it
you can also extend it if that makes it easier (sometimes it does, sometimes it doesnt)
does bedrock work the same way java does? i didnt know
oh, bedrock
yeah idk, your probably screwed (half joking, but iirc custom blocks kinda suck on bedrock)
i mean i assume its bedrock given their role but i could be wrong
Iam bedrock (bedrock role)
does anyone here regularly use kubejs
i have three different fluids (from Create TFMG, Oritech and Pneumaticraft respectively) which are all crude oil which i want treated as identical
what version and modloader?
neoforge, 1.20.1
also would you mind telling me what Pneumaticraft's cf name is
its just pneumaticraft im pretty sure
oh no its two cs
thank you\
does oritech have a neoforge 1.20.1 fork that you are using?
i dont believe so, im just using default oritech
no 1.20.1 version
ah
sorry
imma get started
mrawoe
let me know if this doesnt work
Paste link generated for file uploaded by Alterated.
btw be sure to put it in server_scripts
only takes me like 15 minutes max for mine, what did you do to yours??
Bro it’s a JJBA PvP world
for projects its usually a bit longer, but only a couple days
I dunno how they approve, but it’s assume it’s gonna be long
I have testers for my own map, even a fiscord server set up for The project
?mt nvm its this
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.
Bro
Ima wait 2000 years
But I got the file if anyone just wants to check it out before it gets added
Also mines a world, so how does a world get approved?
same as everything else
May I bestow you the file? Not as a attempt to fasten thee process, but I want a second opinion on it, I’m self conscious about things
That’s if you got time
not really
how to get role Mod Author?
?cf-author500
If you’ve got over 500k downloads on CurseForge, you can get the special Mod Author role in the main CurseForge Discord community!
- Access to an exclusive author channel, where you can showcase your work - https://discord.com/channels/428228256236306434/1364651512562847907,
- A shiny, separate role in the members list,
- Get closer to the community,
- And many more giveaway opportunities, with cool CF swag!
Steps:
- Join the official community server
- Fill out the "Mod Author" Role Application
A
i only got 10k downloads, amazing
i have a question:
How can I post a map with an add-on already installed, or is it automatic?
to put on curseforge
The dedicated server for CurseForge Authors can be found here
Please make sure to verify yourself once you join in order to gain access!
how would I make a resource pack for a mod
same way you would a normal one
I have my base pack, with the mc folder in it. I deleted minecraft, replacing it with my own texture folder with my cane textures in it. Now how do I edit the pack to use that texture directroy
use the namespace of your mod
its not my mod its a texturepack im making for A mod
resources
- assets
- modid
- directory of item or block or whatever you need to do
- texture/model/etc
- directory of item or block or whatever you need to do
- modid
load the game, press F3+H to show advanced tooltips, then grab any item from the mod
the modID and item name are displayed in the ingame tooltip
such as minecraft:grass_block
ill try this and get back to you
but firstly what should Ibe putting in here, the assets folder from the mod into the resource pack?
oops wrong img
copypasting the entire assets folder will grab EVERY asset from the mod
oh no it only contains two items
oh
your folder structure should be as follows
- pack root
-- assets
--- tfccanes
---- textures
----- item
correct?
yes
assuming tfccanes is your mod ID, which based off the .mixins.json you showed me is
it should
your the man
now how would I go about twisting and resizing the texture
it looks like im holding a tree branch
gulp
did you forget to make it point to the texture
alot of tweaking pos later
do you think I should flip the texture so the curve is bieng held
If you want to
alright now im moving onto retexturing wood types of TFC to work with vexxes, how would I go about updating old wood textures to new ones, whilst retaining those wood types colors?
I NEED HELP CODING MY MOD! i cant code it lol : P
IVE BEEN STARING AT MA DAMN SCREEN FOR 7 HOURS NOW!!!
ill send the files to anyone who can help (for free bc im broke)
this chat has a lot of code in it this is mt last option
PLEASEE REPLY 😭
Please....
I did answer you in CF support.
i beg yall
!patience
The Moderators & Helpers on this server volunteer their time and knowledge to help people as they can.
Not everyone here will have an answer for you the moment you want it.
Time zones, work/life schedules etc. also vary when people are around to help.
TL;DR: Please have patience. IF and WHEN someone knows how to help, they will assist you.
*Note that you can also open a support ticket and wait for a response.
uhh bot?
where
Right under your message? #🔥︱curseforge-support message
[Message](#🔥︱curseforge-support message) in #🔥︱curseforge-support :arrow_down:
You would be better off asking in a discord more geared towards mod development,
Followed by 3 discords you could try
hm
Why was my project approved then rejected all over a shader? like maybe add the ability to removed files from that file.
Okay even tho i removed said item its still being rejected for that file like its not in there anymore
this is silly now what is this reasoning? Voxy is on the approved list so thats a lie
open a ticket at the support team link
what on CurseForge or here
in the image you just posted
okay 🙂
I applied for a mod author role hmm
🤔
Jonah is offline atm, I’m sure they’ll check soon
It takes time to view applications, just be patient
yeah, probably lots of em coming in
It's very early for the community team rn
oh its been more than 2-3 ish weeks :p , was curious
Higher ups have been notified
The download number on the author page is not the one used as the total download count.
Oh, what is it then?
This one
Oh
Although they definitely do not totalize the required amount in any way
Oh the total is well over 1M in my dashboard;p.
You can get it also by summing all the downloads in the projects in their profile, while the number written in the bio is only for owned projects
kuktas
What?
Is this where I go to notify the support team about an unresponded ticket? I'm unsure how long wait times are for these things but hopefully not too long, my mods page got taken down and my communities unhappy about it. Appreciate it guys
?mt moderation is not all the time, and youll prob have to wait a while since its the end of the week
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.
@1creu.vable banned
Reason: Compromised or hacked account
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@.chomicz3k_ muted
Reason: Potentially Compromised
Duration: Permanent
is it typical for curseforge to take longer than 5 days to get to a ticket
When did you put in the ticket? Do note that Friday and Saturday are none working days for the teams. (Weekend)
Thursday
Sorry I missed the reply, ive poked someone from the team about this. It is late for the cf team atm (timezones).
Alright I appreciate that
#366837 here's the number it gave me in case that helps
You can DM me if you haven't heard back from your ticket today
It seems to overlap slightly with the weekend so might be that there was a big queue of tickets over the weekend
Should I wait til the end of the day or go ahead?
And I appreciate the help
I'd wait until around 3 PM BST
Alright sounds good, will do. Thank you
And no worries 🙂
any updates? hm
i'll ask Jonah directly about this
maybe some form data is wrong i was wondering about that hm
jonah has been messaged, i can only wait for him to respond now
alr thank you!
i cant select snapshots awww
snapshots are experimental and unstable, having them makes no sense
modrinth allows me to :p lol
Not all the snapshots are available, some yes
I also do not see the point in selecting snapshots
ah i just made a mod recently with works for 26.1.2 snapshot 6
Good for you
Hm hii
im sorry for the long wait, i have messaged him again
Np! , It seems they are online I hope for a quick resolution:D.
any info? :D.
Give it a few hours, I'll probably ping Jonah when I wake up tomorrow
alr good night
@acoustic girder for your eyes
@livid jackal Done 🙂
Sorry for the delay
thanks @shy wyvern for the bump 🙏🏽
thank you!
@lu0349 banned
Reason: Compromised or hacked account
Duration: Permanent
I would like to upload a small add-on I created to CurseForge. How would I go about doing that?
!cf-createproject
There are 2 options to create a project on CurseForge
Option 1:
1: Go to your Dashboard > Projects tab (link)
2: Click Start Project and fill out the needed information
Option 2:
1: Click this link to access the legacy project creation site
2: Fill out the needed information
Note: Ark users must use the Ark Devkit to upload mods not the project creation links!
Can someone help me update my add-ons without having to delete the one that's already there?
kan jou mie helping Litematica
i am kan not 1.21.4 Litematica
i am kan not play 1.21.4 Litematica
okay so fox, like i said i was using chat gpt and tried to basically have it do the code for me. i have never coded before so i understand basically nothing. I assumed it would take a professional in the first place to allow me to code the mod to work with curios so i didnt bother learning anything. Now, the issue i was having is that the mod seems to be hardcoded to the vanilla helmet armor slot. I did make a seperate data pack using gpt to allow the wheel to be equipped into the curio slot but then the wheel no longer showed up on my character, it seemingly vanished and when i tried to test it, i could tell it wasnt working, when i took it out of the slot and back to my helmet it worked just fine. this is the mod : https://legacy.curseforge.com/minecraft/mc-mods/mahoraga-wheel if you want you can check out the code yourself to see if theres some sort of thing where it will only work in the normal armor slot.
First off
The item will not render in the Curio slot by itself as items that should be rendered need a special ICurioRenderer made to render them
For the item to be added to the slot you need to, like you said, make a datapack but you can do that in the mod itself as every mod is a datapack too, however note this will not give it the behavior automatically
If it's an armor item you will need to use Curios API's methods to assign the proper attributes / whatever other behavior it has
The mod you linked is made with MCreator and it's gonna be a ------- hell to adapt
How are you checking the code for this?
i went into the files of the mod using notepad... best way i knew how
That should not even be possible, you need to somehow decompile them but this is just...not good
Well I'm currently not looking at the source code either. It's closed source and MCreator, so even if I decompile its classes (that won't even be accurate) I know it's gonna be a nightmare
Because MCreator is a program to make MC mods without needing to code and it's a horrendous obelisk of repeated code and unnecessary performance issues
I have used it years ago before getting myself into modding and trust me it is bad.
kind of funny since THAT is the best freaking wheel mod there is without having to download extra mods and jjk combat systems
by a longshot
and it doesnt even have a good code
Sorry. But there's no shot at this
thanks for letting me know fox
you already helped me alot
hopefully i can get someone to reverse engineer the mod or something
No need to reverse engineer, use CurseMaven
You're welcome. You may be able to just commission someone to make a similar mod in behavior, I really..do not recommend asking to adapt this one, it will be a hell of a lot of work for the dev and they'd likely leave the performance holes as they are, or charge you a million dollars
If you want to commission the mod to someone, I can tell you where to go
?i-mdz you can commission things here, but be aware of scams
when i get some funds ill probably hire someone to make somethin to my liking
thank you
Are there any professional coders here? If so, I've been trying to fix a mod for six months. If anyone can help, please contact me.
You're welcome
Depends what you define by "professional", it's not my primary profession.
You can use this channel to ask for help though.
It is Ask to ask, which is popularily known as a pretty bad way to get help. See https://dontasktoask.com/
I have a problem where my game crashes. It says that a mod requires a version of Forge, but I can't find the version I'm looking for, either because it doesn't exist or something.
!mc-logs can you drop this file
- 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
latestinto discord.
You can also view this video
Paste link generated for file uploaded by Starfire 77.
!mc-updatemodloader
- Click on the modpack profile you are working with.
- Click on the
button next to the play button. - Click on the
Profile Options button. - Select the mod loader version you want from the dropdown.
- Play!
If you need to update to a new game version, a new profile is required.
matteo how exactly would i use curse maven? it seems i already have to basically rewrite it
The problem definitely didn't requires a professional coder 😅
A more robust alternative to the normal curseforge maven, made by Wyn Price
You can find a example of how cursemaven is used there: https://github.com/matteo335/Seasonal-date
https://www.curseforge.com/minecraft/mc-mods/seasonal-date - matteo335/Seasonal-date
oh lord i bearly understand anything looking through the thign
Hey everyone. I’m currently mapping out the architecture for a new Bedrock Mod Loader focused on Android (ARM64). The goal is to build a C++ hooking core that exposes a clean Java API via JNI, specifically aimed at supporting heavy-logic and automation mods (similar scale to AE2/Create) without the limitations of standard Addons.
Before I lock in the foundation and start writing the core injector, I’d love to get some insights from those who have been fighting the Bedrock Engine longer than I have:
1. Hooking Frameworks: For ARM64 dynamic hooking on current Bedrock versions, what is the community consensus on the most stable framework right now? Are people leaning more towards Dobby, Substrate, or something custom to avoid crashes during game updates?
2. The JNI Bottleneck: Since the target API for modders will be Java running on ART, I'm anticipating massive JNI overhead for high-frequency events (e.g., thousands of cable/energy updates per tick). Has anyone here successfully implemented event batching between the C++ core and JNI to mitigate this, or is there a smarter approach to handle the ART/Native bridge?
Any architectural advice or documentation pointers would be hugely appreciated. Thanks!
@small cloud I am going to be real here with you, unless it can support multiplayer and PC as well... it is not worth the effort to try to make.
And that's coming from the Community Champion FOR Bedrock
there have been many apps that have done what you are asking about before (block launcher, innercore, toolbox for mcpe) and all of them were either discontinued or dropped support for those sorts of projects due to instability and lack of users
I was inspired by them and by my own difficulty in playing quality mods on Bedrock. I'm a programmer and I wanted to try to make this work.
@untold yarrow I appreciate the brutal honesty, Hax. That reality check makes total sense. The graveyard of mobile-only loaders is huge because maintaining hooks for a fragmented player base isn't sustainable. >
If the absolute requirement for a modern loader to survive is achieving PC/Mobile parity and Multiplayer support from day one, what do you think is the missing link? Is a project like Amethyst already covering the PC groundwork, and the real challenge is building a unified API standard that can bridge Android (ARM64) and Windows (x64) hooking under the same roof? >
I’m willing to pivot the architecture to make it viable, rather than just repeating the InnerCore mistakes
Damn, if even Amethyst folded under the update cycle, that proves your point perfectly. The maintenance weight of constant C++ memory hooking is just a dead end for Bedrock's architecture.
If custom loaders are essentially a graveyard right now, what is the actual 'meta' for pushing Bedrock's limits? Are top-tier developers just leaning entirely into the official Script API and swallowing the constraints, or is the heavy lifting moving entirely server-side (custom server software/plugins) to bypass the client completely?
I could be wrong about it
@small cloud the current meta is just to work within the "limitations" of the script api and getting creative with loopholes and futureproof systems
the stable release of the script api has a lot going for it now, and Bedrock has been approaching the full release of custom biomes and dimensions... as well as beta testing custom tile entities
That completely changes the perspective. If custom tile entities are actually hitting beta, that is the holy grail for technical/automation mods right there. It makes total sense to leverage the official Script API and build future-proof logic instead of fighting the C++ update cycle. I’ll dive straight into the beta docs. Thanks a ton for the guidance, Hax!
happy to help!
I highly recommend keeping an eye on the preview changelogs... there's been some pretty big additions lately
Hi guys im not sure if this is the right place, i just created my firts mod, im not sure if i did it correctly or if its functional im about to test it but i would like to have someone with more experience to contact me and maybe help me to fine tune it it w9rks or get its to work thanks
guys how hard is it to make ur own mod that just adds a music disk with ur prefered song if i only have a little bit of luau scripting experience and no programms to code anything
If you have zero experience, it will be pretty hard
There’s tutorials in the pins if you want, but your luau knowledge will not be useful as mods for Minecraft Java Edition are made in Java and you need good understanding of the language
Why not use a pre existing mods that lets you make custom music discs?
such mods exist?
is there a mod where i can somehow use my own mp3?
ty fox ur peak
Thank you
yo fox i need help rq
With?
basically this mod needs another mod to work with mp3s and i downloaded it but idk how to get it to work with my mods cuz its not a zip
(its not from curseforge and puts u on another website)
i can send link if u need
Are you talking about FFmpeg?
ye
It’s not a mod
You just install it like a program
You can follow this guide here https://www.wikihow.com/Install-FFmpeg-on-Windows
is it hard to do?
Nah just a couple clicks
okk ima try rq
1️⃣ st
Can someone help me figure out what to do here? I'm hung up on just these few errors. I've gotten most everything else figured out.
Did you import those?
Yeah.
What constructors do you have for "Location" and which one is imported?
I don't know what either of those are.
What in the world are you doing with that workspace?
I don't even know. That's kinda what I'm trying to figure out myself.
If you don't know that then you should not be touching mods yet.
Did you learn basic java first?
I'm brand new to this, and at this point I think that I'm just literally clicking stuff and hoping for the best. I mean I am doing research, don't get me wrong, but I'm not even sure if I'm looking up the right info or not.
No, I did not.
For the most part though, I have it figured out, it's just those four or so errors that are throwing me for a loop.
Also, it's more like I'm half out of it.
I figured as much from the workspace layout.
You have two sets of sources with three name spaces. Do you have permission to be doing this?
Well if you dont know what your doing then yeah, you wouldn't see it.
Where did the code come from.
Well, this mod: https://www.curseforge.com/minecraft/mc-mods/time-keeper .
Also, permission wise, I'm just using info that someone else gave me, so I'm not fully sure.
You dont have permission to take there code and use it.
Simply put, I'm trying to make a mod that more or less does the same thing, but for different version and whatnot.
You also cant upload whatever you make to curseforge.
Well, I wasn't planning on uploading to there anyways. Right now, I'm just trying to make a mod to make in-game time be the same as the time in real-life to create a challenge for myself.
Perhaps you should learn Java before you start mucking about in other peoples projects trying to update them.
I wasn't trying to update it.
Plus, I am a hands-on learner anyways. I'd like to do the whole thing from scratch, but the thing was glitching out and when I asked someone to help me figure out the errors and what have you, they just sent this stuff to me and told me to use it instead as the mod was already pretty much made.
Honestly, I wouldn't mind starting over at all. I just can't seem to find solutions to it. What's worse is that I'm not even sure if I'm searching the right things in the first place.
Can't make something if you don't know the basics
Learn basic Java.
Then mess with mods.
Also, dont copy paste other peoples mods that you dont have the rights to as that will get you banned from most places that provide support.
Plus, to be honest, I kinda got on here to see if I could find the mod author and get some advice from him as I am not where I can make an account on the website at the moment.
... Well, I didn't know that I didn't have the right to do this. So while that is good info and all, I didn't know.
I understand that, that's why I'm warning you.
I mean, I was kinda second guessing, and still am, but even so, if they have the source code where I can access it, isn't that giving permission?
No.
That's where I was linked.
The person who was helping me sent me some code from there to get me started.
That means people can look at it, learn from it, or do some collaborating with the person.
The licence on the project dictates what you can do with it and anything without a license is automatically all rights reserved.
Mind you this only applies to the code and other assets. Not the idea.
Ok, where would I find that so that I can check it? Both for now, and in the future.
On curseforge the top right of the page in the project overview or on the github there would be a file called licence.txt
Or something written in the readme.
It doesn't seem like this mod has that.
Either that, or I'm looking in the wrong places.
Oh. I completely missed that. It was so small and out of the way that I completely bypassed it.
So simply put, I need to start over from scratch?
Yes.
Ok. That, I know how to do, as I have done it like 5-10 times or more already.
Can I target previous versions with my Forge mod? I want to make a simple mod that handles a SIGTERM signal and gracefully stops the server. I want to target the latest version of Forge, but my server is MC 1.12.2. Is there some way I can compile for MC 1.16.4 and still run the mod on the older version?
I assume there's no API differences for what I want to do between 1.12.2 and 1.16.4
this is essentially all of my code:
static final SignalHandler handler = new SignalHandler() {
@Override
public void handle(Signal signal) {
System.out.println("Terminating from signal");
MinecraftServer.getServer().initiateShutdown();
}
};
@EventHandler
public void init(FMLInitializationEvent event)
{
Signal.handle(new Signal("TERM"), handler);
Signal.handle(new Signal("INT"), handler);
Signal.handle(new Signal("HUP"), handler);
}
i wouldnt be surprised at all if there are some differences
was it only minetweaker in 1.12.2 to do what datapacks do now or?
No it will not work. Mod classes were changed completely between 1.12 and latest. You'll have to rewrite a 1.12 version.
Hello everyone, I am trying to get into modding but have no idea where to start. I do not know anything about Java, does anyone have any recommendations for a tutorial for Java so that I can start my modding journey?
Official documentation:
https://docs.oracle.com/javase/tutorial/
Absolute basics with an interactive editor:
https://www.codecademy.com/learn/learn-java
Ongoing online course with assignments:
https://java-programming.mooc.fi/
I am using IntelliJ IDEA for mods but when i try to launch it for the first time it doesnt load, can anyone help me?
Restart IntelliJ, had the same problem this morning
so i reinstalli it?
No, just close the program and reopen
Do you have a crash log
Try running gradlew genIntellijRuns in terminal, and make sure you have runClient or Minecraft Client selected for your build
Hi friends!
Hhmph. This seems like the best place to ask questions about custom modpacks
ive made a custom pack and yet get this error when trying to launch [10:59:17] [main/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:-1]: at org.multimc.EntryPoint.main(EntryPoint.java:38) Exception in thread "main" Process exited with code 1.
full log
looks like applecore?
hhm
@winter rivet java.lang.RuntimeException: Invalid id 4096 - maximum id range exceeded
Get 'just enough IDs' mod
And make sure all mods work with 1.12.2 not just 1.12
ye
Once more a crash. Its getting fairly close to the end so this should be the last problem.
Does anyone know why Eclipse is giving me this message when I try to run Minecraft from it?
anyone know any good modding tutorials
@turbid void If your avaible to help, would be apprecaited
@winter rivet Chisel related problem? Looking at the mod page for chisel the latesst 1.12.2 file for that is a diff version
it's possible chisels and chisels and bits don't like living together?
Chisels & bits requires chisle as a dependecie
ah i'm not sure about that
but that info could be dumpstered on curseforge.com because one has some 1.16 versions out now
Perhaps
yo is anyone familiar with just enough dimensions? i'm trying to disable vannila dimensions and forcing the player to spawn in the aether
ok i discovered how to do it
but i dont know how to disable the aether thing that when you fall into the void you tp to the overworld
what mod is that?
pogchamp
This is Lovely.
That is realy cool is that a mod that you made
ftb quests
anyone know how to remove a specific recipe with 1.16 craftweaker? I know you use the craftingTable.removeByName line, but how do you get the name of the recipe?
@fair hatch you might be able to do a /ct dump command in game for a list to generate in crafttweaker log file, I forget if thats one of the options. Or advanced tooltips may show it. The nuclear option to find is to view (with zip file manager) a mods .jar file and go dumpster diving for the path and file name of the recipe
hi guys, im new to modding. could someone suggest me good tutorials to learn from?
what are you trying to do in specific @median meteor , modpacks or mod making
or just installing mods
also is locking out items with gamestages possible in 1.16? ik gamestages is in 1.16, but in the past you needed a separate mod to do it, and that one isn't on 1.16
im trying to create a mod
I'm going to be completly honest, I don't know how to code a mod from scratch, but If you're lazy like me, you can use a program called MCreator that does a lot of it for you while still allowing javascript. thats the best I've got
It is java, not JavaScript
eh whatever
mccreator is great if you never plan to make a real mod. if you do plan to actually code you'll end up having to rewrite the whole thing. better to do it correctly from the start.
coders suggest learning java first
there's tutorials out there that show how to make new blocks and tools
lots of code is on github as well
Start with the default forge tutorial
i watched a tutorial and got a new block and a new item
but i didn't understand what im doing
Forge is not as straight forward as Bukkit
so what would you suggest
Step by step mostly, small steps.
What do you want to make?
which type of a mod?
What is it gonna do?
If ores: try emerald tools.
Requires item making and recipes
I do not, my modding knowledge is also very limited
:(
look at some modpack that uses gamestages?
i cant find any 1.16 ones yet, bc gamestages is so new to 1.16
although thinking about it I think 1.13 gamestages is the same as 1.16
so check an older one, check the wiki, ask the dev?
see thats the main problem, gamestages has no documentation.
someone needs to fix that
wont find the documentation here though
anyone know how to fix this?
Notes:
The following files belong to CurseForge-hosted projects, and should therefore not be added directly to zip files:
overrides/mods/byg-1.1.8.jar
overrides/mods/ftb-gui-library-1604.1.0.34-forge.jar
overrides/mods/Patchouli-1.16.4-48.jar
These files should, instead, be referenced in the manifest.json file generated by the Twitch Desktop App during a profile export.
i know what it says, but i'm not sure how to do it manually
delete the mods from your instance, reinstall them with the app, export again
k
check the export before you upload it. anything messed up will be in overrides/mods
ok for some reason ftb guilibrary wont do it automatically, so how do I put it in manually?
nvm i found how to do it
How long does new mod approval normally take now? I've had a mod sitting in "ChangesMade" status for 3 days now. Any help would be appreciated
!status
It is 08:56PM on Friday for CurseForge my dudes.
Project/File moderation is done on Sunday - Thursday from 10am - 6pm GMT+2
This process is First in, First out. Thus files submitted late in the work day may not be checked until the next work day.
what do you mean "sitting in "changes made""?
I made required changes to the Summary 3 days ago and it's been there ever since.
the status on my Dashboard just says, "ChangesMade" and is yellow
well they off for the next two days, if you dont get it approved in the next 5 i'd make a ticket
coolio thx
Looks like a 7days to die texture.
@winter cipher You actually gave me an idea, lol
What kind of mod?
hmm somethiing simple
i dnt know what tho
anything basic and easy any suggesions
Forge has a nice tutorial
could u send a link please
Need to google that, don't want to google now
ok
jungle serpent what you guys think
wow nice
thanks
Nice bud
thanks guys
that looks cool
Can I know what this means? How can a color be cringe?
you're cringe for not knowing what cringe colors are
Hey, I've been thinking about getting into Dev for MC, does anyone know any tools to get started?
For mods, forge is a good tool, a lot of possibilities, fabric should also be nice
i mean the actual tools (coding tools and such)
Forge is that, its a tool
You can definetly code mods for minecraft, but it would need a modloader thats compatible with it
and forge gives you the tools to make it easier, theres also cores but those need permission from the authors
If you mean enviroments to code, visual studio code has a bunch of places to do that
I'm definetly not good at mc dev so dont take my word for it and go research it
then perhaps you shouldn't give advice
This reminds me of those people on question forums that just say "sorry i don't know"
it's not helpful at all
I am not knowledgeable about minecraft modding specifically but I have some knowledge of general programming and this seems like this article should suit your needs https://codakid.com/guide-to-minecraft-modding-with-java/
It shows some software you could use and stuff you'd need for it
i was looking at that earlier, but i wasnt sure it was legitimate (since i had to drop a coding class recently cause i am currently moving)
yeha, i decided to come in completely fresh
if you haven't done much programming, I'd suggest taking a small course on a website like codehs. There are also a lot of youtube tutorials you can follow along with that include assignments
im looking at two different programs, intellej, and eclipse
its what "bitdegree" was recommending to download
eclipse is apparently helpful for organization, and intellej is (something)
alright from what i can see from a quick google search intellij is much easier to use
yeha, im reading its description, giving a idea of "efficient and enjoyable coding"
so i think ill start there
https://blog.codota.com/intellij-idea-vs-eclipse/ I'd suggest reading this
It discusses the pros and cons of each ide, and you should be able to decide which one you'd think you'd like to use.
oh i did find something out about intellej, that is a paid (neccessity?)
oh nvm, i can apply for a free college application
yee
IntelliJ is more widely used in modding I believe and has plugins for minecraft specifically.
It is a good idea to get paid software but it's not always required. However the free stuff is never guaranteed to be as easy to use or polished as the paid software
IntelliJ is free if you get the community edition.
Oh ok
i can get it for free since im a student rn
it's the same program just stripped down, you won't miss anything if you are just starting out.
Oh neat! Do that.
Hey Guys So I am working on a modpack and would like to get some feedback and help on it!
right now I am trying to figure out to properly implement optifine and trying to fix and tweak a couple of configs! ( I need help on figuring out how to work with Large ore deposits and how to add loot tables to some generated structures.
I guess I should say the game version is 1.14.4 and the client is forge
Right now my problem is the mod "Ender Storage 1.8+" has been causing errors/crashes
just so you know apparently you can't include optifine with modpacks on curse.

that is a bruh moment
If that is the case then once I am done with the modpack and everything I am going to migrate it to the official minecraft launcher
nope you cant cuz optifine dev says no
since when?
always
then why when I extract an optfine it says Optifine___*MOD.jar?
i think you're misunderstanding
huh
you cannot upload packs with optifine included. you can put it in if you want to yourself
then you installed it wrong
okay gonna pause on that. Can I get help with this?
remove optifine?
why would optifine interfere with enderIO?
either that or you need to figure out which mod is spamming gl error
log says nothing about enderio?
doesnt say that either
that is what causes the crash
everytime I try to load the rendering of that block in the creative menu the game crashes
not hard crash though I get kicked out of the world(its saves) then the game crashes
seems related to this #⚙️︱authors-help message