#⚙️︱authors-help
1 messages · Page 13 of 1
It has never done this before it might be a conflicting lib or mod
The thing is that I have no idea which mod is causing this
its not enderstorage
oh might be a hotkey you set
but i dont have the mekanism mod?
you just said you didnt have mekanism, so why would it be a keybind added by mekanism 😂
I am dumb I dont know what I am looking for exactly
wouldn't it be an enderstorage keybind?
could be anything
rip
would start with any you changed, but gunna have to check them all for anything that looks odd
I see an keybind for mouse 4
which doesnt exist
might be the problem
thanks quark
problem is still there
immersive is in the trace too
yeah I see
not quark
gonna turn off IE
NOT IE either
here is what I am going to do
guess we know which mod it is then
I am going to dupe the modpack profile
disable every mod possible
and if it still crashes then it is enderstorage
welp its not enderstorage
delete your configs too
will the game auto reset them?
yes
cleared configs
still crashed
I still have no idea what it is
Imma disable all the lib mods
show the crash without enderstorage
what do you mean?
it doesnt crash with ender storage disabled
I disabled every mod except enderstorage and it didnt crash
there is a conflict between enderstorage and some other mod but the logs are not telling me anything
I found 2 possible conflicting mods
structurize and minecolonies
might be both
testing out with minecolnies turned off
if it doesnt crash then we have found our answer
okay high possiblity it was minecolonies
gonna try a alpha version of structurize and see if that causes it
okay didnt crash gonna try minecolnies again
okay wasnt that either
okay it is definitely the dynamic surroundings sound control mod
how weird is it that a sound mod is not compatible to an storage mod
yeah
also for some reason there is no chest loot tables on the lost cities and ruins
can someone please help with this code error
i cannot render any of my models with this error
You are still inside another method
yes, there is a closing brace
ooohh
i will try to do it outside of the other methods
Thank you soo much!
Hovering your mouse over the error also usually says what is wrong
ok thank you
How do you edit the base health of an entity for modding?
I dont see anything that relates to health or damage in the class files
someone please release my modpack :c
!status
It is 10:51PM on Tuesday 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.
so my modpack will be technically looked at tommorow
I AM INDEED OF ASSISTANCE plz
in need*
so i wanna use teh witchery mod but it crashes every time i load it and its the only mod that does it how exactly do i fix this
go to #🧱︱mc-other-help
Or the day after if it is busy
ok
Entity attributes.
where can I find that?
!status
It is 10:42AM on Wednesday 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.
Please use #🟢︱user-bot-spam for this stuff
ok sry
I want to configure a mod, but I can't do it in-game. What tools and such do I need to be able to do this?
things the mod author allows to be changed or managed, etc can be found in the 'config' folder, as well as the world folder's 'serverconfig' folder in 1.15?+
I'm on 1.12.2
Also, the configs are in a Config Folder?
Okay. That makes things easier
...in fact, this also makes it easier to get help with configuring one mod I have installed.
To say it now, it's the Carry On mod. I'd like it to have ALL the mobs unable to be carried, but keep the carrying of chests, furnaces, and all that storage jazz
can someone help me resolve a quick problem
i made a ruby item and a ruby item block in a mod ive started working on
but the textures just don't seem to be coming in
Read the log, it will tell you what's wrong.
is it called "latest.log"
Yes
[20:08:35] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker [20:08:35] [main/INFO] [LaunchWrapper]: Using primary tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker [20:08:35] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLTweaker [20:08:35] [main/INFO] [FML]: Forge Mod Loader version 14.23.5.2854 for Minecraft 1.12.2 loading [20:08:35] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_281, running on Windows 10:amd64:10.0, installed at C:\Program Files\Java\jre1.8.0_281 [20:08:35] [main/ERROR] [FML]: Apache Maven library folder was not in the format expected. Using default libraries directory. [20:08:35] [main/ERROR] [FML]: Full: C:\Users\yassin\.gradle\caches\modules-2\files-2.1\org.apache.maven\maven-artifact\3.5.3\7dc72b6d6d8a6dced3d294ed54c2cc3515ade9f4\maven-artifact-3.5.3.jar [20:08:35] [main/ERROR] [FML]: Trimmed: c:/users/yassin/.gradle/caches/modules-2/files-2.1/org.apache.maven/maven-artifact/3.5.3/
i don't see any errors
Use the output of the development tool you are using.
what do you mean
Your making a mod yes?
yes
Then what are you using to make it.
eclipse
Ok, so when you run the mod in eleclipse it should have an output log
there is an output.srg
It's part of the eclipse window, not a file.
in the console, yes
ok
Is anyone experienced with Crafting Tweaks and such? Could use a small bit of help in making a few new recipes to fill in a few consistency errors and gaps. Maybe even blocks to fill other missing gaps if possible in another mod that allows it...
I may be good, but not THAT good
if you have a specific question or issue perhaps. if you're just looking for people to do it for you no thanks.
Well, if you want to give me advice, then how would I use Crafting Tweaker or whatever the name is and Content Tweaker (if it even exists)?
that's not very specific at all.
i have no idea on content tweaker. for creaft tweaker you make scripts to change or add things.
I don't know how I could be specific
it has a wiki, and plenty of modpacks use it. you can take a look at what they do and apply it to your situation
Crafttweaker mod for making new recipes
The wiki reads like stereo instructions written in martian or apache hyroglyphs
I'm just trying to tweak some recipes to match more towards 1.16's and some new blocks to fill the gaps there, but also manually add more content to The End myself
adding content is beyond the scope of crafttweaker, it can only adjust what already exists.
yup
In same mc version, because the lang changes a bit between vers sometimes
These are my worlds so far in creative mode...
Each instance is new mods added or removed
might be better to learn kubejs if you're doing stuff for more recent mc versions
Gonna be doing another for whatever I'd being for Content and Craft Tweakers
And I'd be doing more of 1.12.2
nvm then 😛
You don't really need diff worlds for testing. The game figures out what you currently have and deletes blocks and items no longer mod loaded
that can introduce issues though. best to keep it fresh until you have a release version that you need to test compatibility with. dont want to break preexisting worlds after that point
Well, what about world generation and such? That does sort of affect it
Making a new world each time is more thorough for sure, I just don't have that kind of time and never had any issues thus far mutating existing test worlds.
Well, I know one or two mods out there, like Natura, adds enough content to the Nether with it being survivable without needing to go back to the overworld for more stuff when it's also gotten there
Aether is also self-sustaining as well. Though, I may look though and see about a few of the vanilla ores being added or use whatever resources there to make new variant of the stations (if needed) in that dimension.
It's the End that isn't exactly THAT self-sustaining
If you Want some ideas for creatina mods, here, take one, create a mod about robots, like robot workers that can transport things, Farm etc..
Combative robots
Etc...
Robit vs Robit (mekanism) lol
is it possible to have my blocks have an effect such as glow ores without using a ressources pack and do the effect directly in my mod? Mc version 1.12.2
"glow" as in what?
I am trying to launch minecraft in intellij because I am making a fabric mod but the game just won't launch
best option is to ask in the fabric discord
i don't know of any fabric devs that hang around here
i might be reading the log wrong but i'm not seeing a lot of ram allocated
ok thanks
its a dev env, you don't need much
Does someone know, what I can do about the stacktrace in this issue I posted on BAP's GitHub because I thought it would be related to it. Afaik it is caused by Mekanism not using Forge's own config system. Anyone else had this error in the past (just with another mod or something)? :/
hi guys, im currently using intellj to make mods. And im unable to make java package under the resources folder. Someone knows a fix?
I am planning on trying to start forge mods for hypixel but I cant get the minecraft Development plugin to get to 1.8.9
you cant mod a vanilla server
specially since it might break rules
if its for performance, use a performance mod like optifine
^ Small clientside mods are allowed
https://hypixel.net/threads/guide-allowed-modifications.345453/
Allowed Modifications
What mods can be used on the server?
Minecraft modifications are a large part of the Minecraft experience for many players, with modifications ranging from small performance and visual improvements right through to gameplay altering ones. As Minecraft modifications provide...
So ive started having issues with my server. It was working fine before this.
Server Log. https://paste.ee/p/vnhf1
Client Log. https://paste.ee/p/MOfs2
Says its missing registries, but there hasnt been a change to the modpack. Ive already loaded a semirecent backup, and its happening to everyone playing
NVM problem solved
I noticed that one of my curseforge projects is a bit out of date on the client.
The status of one of my most recently uploaded files is approved (And has been for around 5 hours now), however using the client, the highest version I can find is from 4+ days ago.
Does this have something to do with how frequent these pages cache or am I supposed to do something for this to update?
Screenshot:
https://gyazo.com/c5d04f0edb99a7fe5272ca7fb6f3c7d1
It's been slow to update after approval - whatever it is that updates the system - lately.
Does someone know of this issue? I set my custom block to drop minecraft:coal but the coal is definitely the vanilla one but it drop as a purple box.. its wierd
You likely are missing some data.
what could it be?
Depends on version of the game.
Going to guess you are missing the meta data for it.
the Forge (not curseforge) discord is a pretty good place to ask for Q's like that
I'm literally helping them and then you tell them to go somewhere else...
but its coal I need to set metadata for it?
lol sorry Clay i didn't mean it like thaat
Theres no other way to take that.
Well as you dont have any code shown, a log or any other information it's hard to say.
But typically when something spawns in with with a missing texture you gave invalid data for the item.
return new ItemStack(Items.COAL, 1, 0).getItem();
mc v1.12.2
What's the full block of code as why are you using get item on an itemstack when your constructing the itemstack with an item...?
@Override
public Item getItemDropped(IBlockState state, Random random, int l)
@Override
public int damageDropped(IBlockState state) {
String a = this.getTranslationKey();
if (a.contains("lapis"))
{
return EnumDyeColor.BLUE.getDyeDamage();
}
else return super.damageDropped(state);
}
this one is to determine the data of Items.DYE
im too noob to understand that
would you like to investigate further? I can pay you 20$
if you fix it for me
So Item isn't the same as ItemStack
an ItemStack contains an Item.
So when a method like getItemDropped wants an Item for the return value you just pass the Items.COAL and other code will do the rest to convert it to an ItemStack that's dropped in world.
I don't know what you are trying to do to start with. What's the end goal?
just a few json files
yeah I realised discord doesn't scale wide images well
bruh are you modding mc in notepad++?
:)
lol well writing config files for a modpack, as well as python deving for automating the more tedious problems
I'm not writing java in there tho, if that's what you thought
yeah, currently I use np++ just cus regular idle is ugly af and ms notepad is a death sentance
was meaning to switch to atom, but I haven't bothered learning the ropes
so my block drop coal but as a purple box.. what's wrong?
@Override
public Item getItemDropped(IBlockState state, Random random, int l) {
return Items.COAL;
}
pick it up, push F3+H and look at the data on it
from what it seems, you've set the damage value to a random number rather than the count
could you possibly want a comma between IBlockState and state?
and yes random number
that second number should always be 0 or 1, depending on whether you want coal or charcoal
^
sorry, I don't actually know java coding for mods, but just a wild guess
@Override
public int quantityDropped(Random random) {
String a = this.getTranslationKey();
String materialItem = MaterialItem[0];
int amount = 1;
if (a.contains("sulfur") || a.contains("coal") || a.contains("redstone") || a.contains("lapis")
|| a.contains("emerald") || a.contains("sapphire") || a.contains("ruby") || a.contains("topaz")
|| a.contains("jade") || a.contains("diamond") || a.contains("olivine") || a.contains("wadsleyite")
|| a.contains("ringwoodite") || a.contains("brigmanite") || a.contains("amazonite") || a.contains("majorite") || a.contains("onyx")) {
if (a.contains("small")) {
amount = new Random().nextInt(2) + 1;
}
if (a.contains("compact")) {
amount = new Random().nextInt(2) + 2;
}
}
else amount = 1;
return amount;
}
nah your random code is fine, it's just assigning the random value to the wrong attribute
how?
Items.Coal should give you the correct item, not sure why it's giving you meta 4.
I might leave you two to it given I only know basic java fixes
You could instead use getDrops then pass the list of itemstacks to drop to see if it's something related.
Also, you shouldn't be using Translation keys for drops.
You should be using the block object or the state.
Also you could simply the code.
Instead of assigning a value for every branch of if you can just return the value directly.
why isn't my dungeon loot changing? I really should go to sleep
my favourite type of dungeon, the cow
climb on in?
sword, stab, profit?
Supreme if you have a github pushing the code to it or sharing it would make things easier for you to get help with
sure
im just trying without the random first and see if it work
by assigning 1 only make it purple still
then something some where else is going wack
ah yes, "sword"
line 119
line 152 and line 162
line 152 is just for lapis
nice thanks
Ok, this is very messy.
Why are you trying to cram all this code into one block class?
Look at the block you are mining with F3 open and take a picture.
and I think I see the problem.
You are calling the super on damagedDropped based off the state of the block. You don't want the super unless you are dropping the block itself as the data will not match.
I don't even want to know why you have 3K blocks...
JEI is gonna flip on that amount XD
I highlighted this damageDropped and it still drop purple
highlighted?
yeah im bad with english
commented it out?
yes
yes
I also set random and changed it to 1 in quantity dropped
so I guess the problem is in getItemDropped
Cause I can't really help with this. It's far too convoluted for me to want to try unravel where the 4 is coming from.
maybe the problem is intellij
I highly recommend you do some class splitting and try to unpack these massive groups into there own respective spaces.
so like lapis blocks in a separate class, coal in separate class etc ?
yes
now it give metadata 3
with commented out the code damageDropped
and lapis give metadata 5
well you're getting closer to figuring it out
Ah yes, because I bet you commented out all of the damageDropped and if you do that then it defaults back to what the super was doing.
you need to override the method and not call the super.
@Override
public int damageDropped(IBlockState state)
{
String a = this.getTranslationKey();
if (a.contains("lapis"))
{
return EnumDyeColor.BLUE.getDyeDamage();
}
return 0;
}
and it still the same..
nothing changed
helo i'm trying to make my first fabric mod and i'm following a tutorial but this doesn't work, I just copied whatever he typed
video is : https://www.youtube.com/watch?v=_JZ7bnk3oiM
In this tutorial I show you how to code a Minecraft mod for the Fabric Mod Loader.
Modmuss50 gradle website: https://modmuss50.me/fabric.html
Downloads:
JDK 11 (MUST HAVE): https://www.oracle.com/java/technologies/javase-jdk11-downloads.html
Fabric Example Mod: https://github.com/FabricMC/fabric-example-mod
Visual Studio Code: https://code.vis...
main.addItemEntryHelper(<minecraft:leather_boots>.withTag({display: {Name: "Diver's Boots", Lore:["Attuned to the depths of the seas..."]}, ench:[{id:6,lvl:1}, {id:8,lvl:3}]}), 2, 1, [Functions.setDamage(0.00, 0.80)], []);```
kinda ugly, but at least this system works with curseforge and doesn't require editing jar files :p
I suppose that's an old version? Pretty sure newer versions dont use enchantment ids anymore
yeah, it's 1.12.2, but it's also a mod for editing loot tables
documentation is kinda a nightmare, only 2 code examples provided and they're very basic
finished my script port, let's hope that curseforge accepts my pack now :p
i honestly thought scripts used in modpacks were like, super complex and had a fuckton of variables like lua, but nah, it actually looks like NBT, it's definetly not NBT (pretty sure json)
Well, they can be, this one's in java, so you can do stuff like that if you wish, but yeah, most is Json or NBT
what does this mean? how can I fix it?
delete the mods and reinstall them
oh ok
It's possible to create a download link for some server files of my mod pack?
Upload a server pack?
no, create a download link to a .zip with server files inside.
that would be uploading a server pack?
this is my issue: https://pastebin.com/BTNVLs6A, i can fix it? if yes then, how do i do it/what i search in the support page?
You can upload a server pack in the files section
A lot of thanks! 👍
I’m interested in modding for 1.16.4. Does anyone know a good how-to guide for modding?
https://discord.gg/Dp2bdyqx Fabric discord can help
Do you know Java?
You need java to mod 👀
But if you know how to use java, good place to start is here: https://fabricmc.net/wiki/tutorial:setup
Half decent at JavaScript yeah.
JavaScript is not Java.
i know a good youtube tutorial series for 1.16
if (event.player.world.getTotalWorldTime() % 1000 == 0)
is this supposed to make the action happen once every 1000 ticks when run on playerTickEvent
I believe so.
I'm having issues with the Bookshelf library for 1.16.5 Forge. I don't know what I'm doing wrong, all I know is this error
[14Feb2021 06:04:21.309] [modloading-worker-2/ERROR] [net.minecraftforge.fml.javafmlmod.FMLModContainer/LOADING]: Failed to create mod instance. ModID: bookshelf, class net.darkhax.bookshelf.Bookshelf
java.lang.NoSuchMethodError: net.minecraft.util.NonNullList.func_191196_a()Lnet/minecraft/util/NonNullList; // more context for the error available by request if needed
Anyone Know Minecraft moding with intellij
Yes and no. I'm a new modder, but I use IntelliJ because of its advantages in terms of ease-of-use over Eclipse. Modding with IntelliJ, at its core, isn't that different. Hardly at all.
how you learn mod making
it says i need bookworm for Zoo and Wild Animals Mod and i dont know where to get the bookworm
from curseforge
Tutorials and years of trying to understand computers (I still don't know if I succeeded). Being able to read logs & errors (just read it like normal English, to an extent, line by line), understanding the logic of programming, and being good with google are all things I've found essential along the way. Bit of a delay lol.
Yo, what do y'all think of this icon for my minecraft modpack?
frosty
It do be
THATS AMAZING
oof
I actually decided for this one to just use the ender-eye pallete
to make it seem like it's just a really realistic ender eye
thamk
I just got another pack file for my modpack approved and i'm trying to figure out how to push it as a new version in the curseforge launcer. How can i do this?
!sync And a bunch of patience
CurseForge REQUIRE a project to have one file marked Released on them for the projects to show up in search. Otherwise only Direct links to the project work.
Files can take a while to show up in the app. If your files still have not shown up either your project is new and you have yet to mark a file as Release or there is issues with the sync system making it slow.
Both
Alright so because both of my files are marked as released i just wait now correct? Any idea how long that takes?
1-24 hours
Alright guess its time to wait then. Thanks for the help!
IT worked. Thank you @wicked harness
for some reason when i go to download my modpack it just says Your mod download should start right away...
But then it doesnt download for some reason? can anyone help me with this
just use the app
But for some reason when i try to look up my modpack on the app it doesnt show up can anyone help me with this
When I try to open minecraft mod packs from the app, the launcher doesn't pop up. Thx.
!mc-installfix
- Click on the
icon in the bottom left. - Click the

MinecraftTab. - Click
Changenext to theMinecraft Modding FolderOption. - Select the folder named
Install. - Delete it.
- Restart CurseForge App.
- It will ask to install MC again, do so.
- Play game.
NOTE: You will not lose any modpacks or worlds, These are saved in the Instances folder. DO NOT TOUCH THIS FOLDER OR YOU WILL LOSE EVERYTHING
Thx!
Hi, I am trying to make a client side mod that tracks the players position and rotation, and saves it to a text file. I am not really certain how to go about doing this though. I have looked into various fabric docs, but none have really explained anything like what file the code should be going in, or how to do much besides make blocks and items. Is there anyone here that could help me out?
Why do you want that?
I want to make a blender plug-in that lets me read it and use it to animate a camera
Do you know how to code in java
I've done some c# coding, but haven't much experience java code
Is there a way to force spawn a structure at 0 0?
hi, so i want to make a custom default texture pack for my modpack. but i dont know about how to do this, can anyone help me?
hey so, my modpack is showing up as "approved", but isnt showing when being searched.
Any help?
Website or app?
both
Wait 24 hours, try again
add a resourcepacks folder to your modpack files, and just put it in there
wheres a good place to start when you want to create a mod
Knowing Java
i know some little java, i know alot of C# and C++ and ive heard they are very similar
C# closest probably, then you need to pick your platform, forge or fabric
i wanna work on fabric
Do you know what you want to make already?
yeah
(out of curiosity)
What is it?
its a mod for my girlfriend while we play, it adds a new flower, semi rare, but it can be made into a floran style armor and tool set
That is a nice idea.
Next step is to follow a fabric tutorial, get anything running, then start shaping it into the mod you want
alright, ill start watching and reading tutorials haha
Please don't stick to reading only, make things as well, how small they may be.
(but you should know that when you know 2 languages)
of course, you always read something or watch something and do it in your own way to learn what to do
is it possible to add food and saturation to the player within the onItemUseFinish event?
Just do the same thing you'd do with that but with the event you want to use
You can also apply a saturation potion effect
I'm having texture-stitching issues with my modpack on CurseForge. You will see transparent lines on the edges of blocks. Any help?
That's an issue with mc itself, I dont recall the fix for it but if you google it there should be something.
@turbid stag it might be due to forced anti aliasing in your Nvidia settings
I'm currently using Intel Integrated graphics
@winter cipher What should I google
Try "gaps between minecraft blocks"
What version of intel graphics do you have
Good evening which version of this mod to choose to introduce it in Minecraft Forge 1.12.2?
https://www.curseforge.com/minecraft/mc-mods/future-minecraft
Don't channel spam, it isn't classy
?
Anyone around that can help work out what mod is removing the crafting table recipes for the vanilla blocks? In-game only Aether's and Sugi Forest's show up but not seeing anything in either that explains why the recipes are disabled so mod list for the pack I put together. https://imgur.com/a/US8DzqG (Because exporting the mod list and not just using the filenames is awkward in the app)
Found it, was TFC
well yeah... TFC is a total overhaul mod.
True, was supposed to work alongside the other mod but prevented the access point it was supposed to have. Just needed a tweak
I ask this question again I realy make minecraft mod and ı use İntellij minecraft plugin are you know any Wiki to make mod
Forge or fabric?
fabric
I am working on a mod
But idk how to code
I need someone to help me
Here is the pdf of the stuff I have made
My plan is to add to the nether update
And in the future, other big updates
Just want to double check if a mod forgets to tag it's items correctly for forge, for example by putting an ingot in forge/items/ not /items/ingots moving it there would tell forge to add the ingot tag to it in-game so other mods detect it correct?
Ah, nope seems I need to work out how to give them oredict... Which is helpful as they all use different file structures
how would i damage the player from code?
get the player entity and either use .setHealth or .attackEntityFrom(damageSoruce, ammonut)
ill try setHealth, the second one doesnt work
What do you mean the second one doesn't work?
i did attackEntityFrom but it didnt do anything
That sounds like you are trying to use it on the wrong side or you have something on that negated it
well that would require context to what you are doing
are you using an event the fires on both sides? are you filtering out the client side for the damage?
Do you have anything else modifying it? Did you break point through the damage code to see what information is getting passed around?
@SubscribeEvent
public static void paperBurn(LivingEvent.LivingUpdateEvent event){
if (event.getEntity() instanceof PlayerEntity) {
if (event.getEntity().world.isRemote) {
if (!(event.getEntity().prevDistanceWalkedModified == event.getEntity().distanceWalkedModified)) {
PlayerEntity player = (PlayerEntity) event.getEntity();
if(player.isSprinting()){
if(player.getHeldItemMainhand().getItem() == Items.SHEARS){
Random rand = new Random();
int e = rand.nextInt(10);
System.out.println(e);
if(e == 5){
System.out.println("e");
float health = player.getHealth();
player.attackEntityFrom(DamageSourceGENERIC), 2);
}
}
}
}
}
}
}
Do you know about logical operators and what short circuiting is?
also this
player.attackEntityFrom(DamageSourceGENERIC), 2);```
Isn't valid Java
oops, yea the . is there in the code
idk what happened to it
the closer i look at the code more i hate it
Is this 1.12 or 1.16?
1.16
bleh
?
I don't have a decent 1.16 workspace to pull up
did you make sure to use the correct version of forge?
the last like 6 or something use a different build setup that's nothing but problems
Pull the harddrive out and plug it into the comptuer.
should be simple as removing the drive door and screws holding it in place and giving it a tug (unless its a mac or sealed computer)
then open the new PC and plug into the sata ports and power.
my laptop screen just died
thats big suck
actually i think its something with the os?
because i turned it on and held D which makes the screen flash different colours and it worked
Does it beep at all?
🤷
btw got the mod thing working
Yay
now people get hurt when running with shears
Lawl
Also should add a random chance of falling and dying.
Make them go prone and then kill the player.
player has tipped and stabbed their self.
Yep, I should throw together a modpack with all these dumb idea mods.
Like jump and die
And the other fun look, your dying to dumb stuff mods.
Might actually do that tomorrow....
if you do plz let me know
Can do.
thx
ik a plugin that would be good but its a plugin not a mod lol
None of the mods are on the same version... Looks like I'll be making one of my own...
link?
thank
Does it take roughly 48 hrs for your project to be approved?
1-3 days
ok so 72hrs
Hello Guys i have a Question about "Non-Curseforge-Mods"
in the Past there was a List what mods are allowed outside
Curseforge and what not. In the Past, i had many Problems to
Release Packs with "Nutrition-Mod" from Wescook. This Mod
was and is on the available "Whitelist" but every time i was
uploading my Projects to Curseforge, there was an Problem
with that Mod... is this the Past right now? or this Problem
even today? and how to solve that Problem?
how to solve a problem requires knowing what the problem is/was
The Problem is or was, that Curseforge said that i have to remove that mod
to release my Packs, but i was wondering why, since it is whitelisted?
so i was writing Support-Tickets, but i haven`t get any answers or it
takes forever
guess you'll have to make it happen again and then make a ticket
or at least show the error here
isn't there an option to make an ticket over Discord? so would make
Things less complicated and time consuming? ^^
no
It's not like there would be suddenly more staff to answer it
not sure what your point is
the issue here is that the issue is not being described in a way that anyone can know what is happening
ok then is there an option, let me say... if this "Problem" occur again,
and i write a Ticket and solve that Problem... that if i make new Patches
and Releases, so i don't have to make Tickets every time i update my
Packs ? ... i meant like you tell your System... let him go.. let him go ^^
Get the dev to upload to Curseforge?
you're not going to get to bypass the system, you need to figure out the issue and fix it
well he don't want it, to be independent or what ever
but guess there will be such Peoples here an there
with that attitude .. but since it is available on Github
and with a Licence to use it freely , why not?
i dont have many informations... but this was the Email i got
November 8
Files Update
Your file, Aberration Adventure Expert-1.0.9.zip (Aberration Adventure Expert), has updates.
The status of the file Aberration Adventure Expert-1.0.9.zip (Aberration Adventure Expert) has been changed to Rejected
Notes:
The following files belong to CurseForge-hosted projects, and should therefore not be added directly to zip files:
overrides/mods/Nutrition-1.12.2-4.6.1.jar
These files should, instead, be referenced in the manifest.json file generated by the Twitch Desktop App during a profile export.
If you have any questions please contact our support team https://support.curseforge.com.
It is on curseforge
It doesn't seem like it is actually?
I can find plenty of ports for 1.16 but nothing about a 1.12 version
Probably removed then
so it looks like someone uploaded that file to curseforge without permission
Honestly if they don't want their mod on curseforge you probably shouldn't use it in your pack
Make a ticket, send the rejection message and explain that the mod does not exist on curseforge and was likely uploaded by someone who does not own it, now you cannot upload your pack. can refrence this post as well https://www.reddit.com/r/feedthebeast/comments/jvdk5t/curseforge_seemingly_no_longer_allowing/
?ticket-app
-
Click the
icon in the bottom left. -
Select

Open a Ticket. -
Fill out the form with accurate detailed information, "It doesn't work" isn't helpful! What exactly doesn't work and why doesn't it work should be easy to answer!
-
Make sure to upload your Overwolf logs with the
Upload Fileoption on the ticket, information on how to get these logs can be found here https://support.overwolf.com/en/support/solutions/articles/9000176827-how-to-get-your-overwolf-logs -
Submit!
yes it was around that time November / December
Did you try reuploading your file since then
no after that not, i was concentrating in improving my modpack
and was telling my Community, that they have to install that mod
manually, because it will not be synced with Curseforge 😦
yes maybe thats right, but since i will be release my new Version
the next few Days i ... "may" encounter to that... ofc i hope not...
but if i have to, i must state that into a ticket
If you encounter a problem, then worry about it
i will see, i will be uploading next week, then i will see
Where would I start in modding minecraft
Knowing Java
Understandable
After that just follow the docs for forge or fabric
I'd say fabric is more beginner friendly from experience
With IntelliJ it says that I need to import a project but the 2020 version doesn't have the import button
New project from folder or something
ok
It's been 3 days and my modpack has not been been reviewed, what do I do?
Wait
!status
It is 08:56PM on Sunday 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.
i am trying to add tags from a mod to another mods blocks with datapacks but it throws this error "Tag example:exampleblock used before it was bound"
are you using something like : https://www.curseforge.com/minecraft/mc-mods/open-loader
yes
i guess its related to load order of mods?
The open loader person Darkhaxdev said on his discord about someone else with similar issue: "You can use the vanilla datapack command to check the load order and potentially change it. This is a big limitation of datapacks in general though."
You could also try using Crafttweaker to do what you are doing i believe and it should bypass the issue i think?
can crafttweaker add items tags?
patch notes from a few days ago:
add support for add / remove tags Close #1192 - Jared - Thu Mar 4 07:40:31 2021
oh wow
don't ask me about the syntax lol
i was about to ask something about recipes tho
that i know 🙂
do you?
what do you want to do?
i want to create a recipe that converts all minecraft:saplings tagged items to 1 stick
couldnt get it to work
oh ok
so i put 1 sapling and it outputs 1 stick
i successfully created other shapeless recipes but this i cant
what's it look like?
craftingTable.addShapeless("saplingtostick", item:minecraft:stick, [<tag:blocks:minecraft:saplings)]);
this
note that crafttweaker gives a log file that often can help zero in on the problem
so this gives no errors
craftingTable.addShapeless("saplingtostick", item:minecraft:stick, [tag:items:minecraft:saplings]);
but its not working :/
i will check the log now
ahhh it worked
yep thanks
it was this >
noice - do you edit files with notepad or a fancier text editor?
ok - i use VS code so just asking. helps to use that with addon for zenscript syntax
my brain is as smooth as a watermelon rn
nice
i do have it installed but idk notepad feels faster open and edit
and do mistakes like this
perfect
some people like notepad++ i hear - i just use the other one i guess
yeah nice to see that all those brackets, commas, and ; are done right
that is indeed weird
ah nvm
maybe back in older versions it did
idk
its fine now
or it was just bad code
i was bashing my head against the wall to figure out ContentTweaker addon but finally figured out that they have barely ported anything to work on 1.16 yet D:
:((
i dont understand how i can arrange datapack order
does changing it at world creation persist?
did you try the in-game /datapack command? idk if you can do it in 1.16 to rearrange order
datapack disable <name>
datapack enable <name>
Enable the specified pack.
datapack enable <name> (first|last)
Load this pack before (lowest priority) or after (highest priority) all others (lowest or highest priority).
datapack enable <name> (before|after) <existing>
Load this pack just before (lower priority) or after (higher priority) an existing pack.
datapack list [available|enabled]
List all data packs, or list only the available/enabled ones. Hovering over the data packs in the chat output shows their description defined in their pack.mcmeta.
this is the syntax
wait can you do thatt in the datapacks screen in main menu?
nice - make it so
nice
using an editor to edit your level.dat file is possible also btw - it's annoying though
not with a text editor - it's a special program to read it
yeah using the game menu is even more annoying
all i wanted was put it on top but its literally at the bottom now so i have to click up 300 times
/datapack enable xxx first
its supposed to be last if im using it for mod tags right?
so the tags are registered
the thing trying to make the tags - yeah may as well
if still doesn't work i'd suggest asking on the discord for the Crafttweaker people
hey guys i was wondering if there is any developer here that would be interested in working with me and my team on the Lees Creatures mod if your interested or want to know more about the mod you can dm me for more info
ok guys i need help with this thing
I just made a new mod and i was putting it onto curseforge
My mod has a lot of recipes and I wanted to give the users a PDF file to look at all of them
When I put the link, in the description editor is shows something like this:
that's what i want
but when i go to the public description, it shows this:
im actually stuck here and frustrated
please help someone im lost
thanks so much if you do help 👍
i just want to remove the "Link removed " part
i tried literally everything
upload the images to the project.
I am fresh out of Mod ideas and I need a new idea. Please don't make it TOO complicated because im not that good at modding (but I'm getting better)
What kind of things did you make before?
I have made like a "cursed biomes" mod, mod that adds crating recipies (before you say use a data pack, I learned how to use those yesterday), spell mod, stuff like that
That you can use data packs for things doesn't mean you need to use them.
Certainly not if you learn from it by doing it yourself.
No RF machines?
I dont know how to make an RF machine
😭
I use this thing called mcreator because I cant code...
Not yet*
tru
Learn to not use mcreator would be a good start.
Hello everyone, I am a developer, I wanted to know: where to start if I want to create / modify mods? Where can I find documentation?
Depends on the version, if you know java or not and how well you can read source.
You will have the best option with just reading source more than likely if you have java experiance.
I want to read the sources, but obviously, the mods are all in .jar; it doesn't seem to me that you can read this kind of compiled files
Then look at the few thousand open source mods?
where 🤗
Do you know Java already?
😭 wheeeeere
Whether I know or not doesn't change the question, I need to know where to find documentation to play with Minecraft. Any useful link?
Knowing Java is the base, without Java you are nowhere.
Forge or fabric?
I don't know "forge or fabric" at all; I found something to install on my server, "Valhelsia" and I run it via a "CurseForge" software
Does that answer the question?
No, you have 2 very different modding platforms there.
You need to pick between fabric and forge
And you can't tell me if a "Valhelsia" server is one of them?
Not gonna check its mods
Ah it seemed to me known
The software is called CurseFORGE anyway, so maybe that should give a clue, right?
Forge = Minecraft Forge, This is a modloader often just called "Forge".
CurseForge = A Website/App that has content for games.
Mods = Individual mod files.
Modpacks = Multiple mods put into the mods folder or downloaded from CurseForge.
These are not Interchangeable! Please use the correct terms as it allows us to help you faster!
Let's say, a little hint on how I find out about its nature forge or fabric?
Find one of the mods in it
And ?
Look at the files, check if it says fabric or forge.
What do you know already? Why do you want to do this? What do you want to do?
🤔
SIMPLY
You are a developer? What language?
You start with java, pick a modloader, away you go.
There is "forge" on one of the modes : should I conclude that my server runs with forge ?
Before you learn to run you need to spend some time learning to walk. Install some modpacks and look at the files they install. JAR files can be opened with a zip program - however some files will be compiled code. Some mods list their source code (on curseforge.com some mods post to their project), some do not.
Hello! This is the progress we have had on my nether update plus mod so far. Right now we have one developer, and 2 texture artists (including me)
I have 0 idea how to code, so if there is anyone willing to help, let me know in my dms. I dont have money but I can help you with textures for your mods!
It is for forge BTW
Why do you want to make your own Launcher?
You don't need a custom launcher for that...
Beside the fact that they need a launcher for every server they join
the only reason you'd want a launcher for your modded server is if it's not legal
nobody -looks at over 15k members-
Most also wont want to have to download another launcher just to play 1 pack
15k is the number in this discord, what is 100mil?
not 100mil people play modded..
every big french server is cracked
Soo if I got this right, every single game you have has its own launcher? not tied to any other platform
I can tell you that any french player that's not under 11 years old would not in fact prefer a shitty custom launcher for every server
Im still trying to wrap my head around 1 launcher per pack
"better" how
biggest cracked modded french servers have their own launchers because they're shitty
Sooo I just confirmed with a buddy (in france) they use curse or ftb, cuz "f.. downloading multiple launchers."
I speak french, I've played on french servers all my life
Let me guess iligal minecraft then? aka cracked
do you play on fr-minecraft ?
Easy communication, update informations Changelog
multi-servers a normal feature of minecraft itself
discord integration mods do this, i dont get it
better internet connexion ?????
more visual only "valid" point you made
I mean the server
cause that would explain a lot
of course nobody plays it
you sound a lot like them tho
holy shit that's so bad
sus af 
I have the education required to tell you this is a terrible design
giving some rando launcher your login info, no thanks
That for just 1 pack/server tho?
this is 100% a cracked server
I bet you play on pactify as well or whatever they're named now
I'm saying you sure talk a lot for someone who knows nothing about what they're talking about
Yea I think we should end this here. You arn't going to get help for custom launchers here.
Can I get the google doc for allowed mods not on curse
?mc-3rdparty
Mods not on CurseForge must be on the 3rd-party list to be included in modpacks uploaded to CurseForge. If a mod is not on this list it can't be included in the export of a modpack and must be removed before uploading. If you upload with a mod that isn't on this list the file will be rejected.
List of approved 3rd party mods:
https://docs.google.com/spreadsheets/d/176Wv-PZUo9hFxy6oC6N8tWdquBLPRtSuLbNK-r0_byM
thanks!
java.lang.RuntimeException: Invalid id 4096 - maximum id range exceeded.
I understand. Ty Timtower.
Hi Community. I started to code mods and i really enjoy. I use Forge 14.23.5.2855, Eclipse and the 1.12.2 version of Minecraft. I learned from importing to building a mod myself, just with the help of tuts. I have one problem with META-INF. I really dont know how to use, or how to implement in my project. With drag and drop its not work. 🙂 Can someone explain me, how to implement a META-INF? Mainly im trying to update outdated mods and their is often a META-INF folder with a _at.cfg file, where i couldnt find a tut for. Sry for my English. Its the 6th language i speak and not the native one.
How are you exporting the mod?
meta-inf gets auto generated
some mods have custom _at.cfg mostly in META-INF. I could figured out how they put it in META-INF.
Do they need it then?
yea. For example the ShoulderSurfingReloadet has custom META-INF.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
i think this is doin something.
Do you need it then?
Their is maybe a way, this customfile get loadet without to be in META-INF, but my knowledge not enough to know that exactly.
What are you trying to do, lets start with that.
Goal, not way to get there
Ok ShoulderSurfingReloadet is my text code for my exercise. I try to build SSR with the new forge ...2855. Their was several issues i could solve my own. Their is one issue:
I think, this issue i cant solve, because the function is moddet by the custom META-INF file, what i posted before.
It is that or reflection, but that is way better
at=accestransformer
k
the filename is shouldersurfing_at.cfg. Also i think this is the right way.
It looked like a bit complicated text. I would like too try and tell my experience here after.
Thank you for advising me!
what is meaned by:
After adding or modifying the Access Transformer, the gradle project must be refreshed for the transformations to take effect.
"refreshed"?
also -refresh --dependencies?
or genEclispeRuns again?
Or hit refresh on eclipse
F5. Thank you so much.
I think it worked. But doesnt solved the issue. The reason is somewhere else, or i missed something.
when loading in a non-development environment, Forge will only search for the exact path of META-INF/accesstransformer.cfg in your JAR file.
What is your issue?
My mod is not working
warned you already, next is ban.
we told you what to do, and you are ignoring it and still not following the rules
but devs not helping me
no one here can help you.
Taknax can help me
no, they cannot. since they didnt make the mod
That is curseforge server
you can ask developer
where he is?
mostly in github
But they dont want help me
go to the mod page, find contact info for the dev. we dont have it
only he can solve
then you dont get help. stop using the mod
yamza is right
thx
It's literally on the https://www.curseforge.com/minecraft/mc-mods/threecore page.
🙂
Any good new magic mods for 1.12.2?
@wicked harness Your support helped and i learned much bout META-INF. Thank you. You said "Non-dev environment". Can you tell me what that means?
@vale cloud Their is no big new magic mod as i know. But the known magic mods are really individual and worth to try.
uhhhhhhhhhh???????
What?
I went into Mod Options, hopefully to config a couple of them, and this is preventing me from configs
A client that is running the exported jar probably and not through gradle
@wicked harness Also i should just build and try out in client and ignore the red error symbol on the packages?
@vale cloud Maybe this mod interests you. Its not new but newly updated and its not so well known but pretty large. https://www.curseforge.com/minecraft/mc-mods/roots
thanks I'll grab it and look at it!
What red error symbols?
Hover your mouse over it...
For anyone using FTB Quest does someone know if I can add multiple items instead of singular items. It's kinda of a pain my but remembering items I already put in my loot table.
That would be what an access transformer does.
does someone know the mod that allows you to change recipes?
crafttweaker?
i cackled like a mad scientist after finding out i could do this
despite everything this company does to work against me, i CAN get the project and file IDs for these mods
You realize the reason they may not show up is that they're intentionally archived because the mod author found them critically bugged - right?
the curse client lets you update the mod files you get so i don't see that as a problem, even if it was me just getting the IDs for this one mod
the reason i want project and file IDs for the mod i'm addressing is because i want to put that info into a manifest.json and have that as part of an export script
you know that stuff is just on the website right?
you can't really get that stuff via a script though, because if you curl the webpage, cloudflare asks for a captcha
oh that's what you're doing
yep
and wget reads a 403 forbidden, so that's pretty much all the ways i know how to get the info to screen scrape kinda gone
which is why i have to scrape googler search results
i would curl API urls, if i knew how to get project and file IDs from just the files on disk
it'd be real nice to know if those bits of info are even remotely tied to the file, like a hash of a hash or something
@winter cipher also im right with the META-INF?
yes
Do you maybe know what i miss?
idk
ok. Thanks for the advise also im not fully wrong.
How about making the background slightly darker instead of putting an edge on it?
maybe?
day 13 of my mod
Looks good
nice much better than i can do
:)
Looks great
So this is gonna be a really loaded question, I know. But I'm curious about getting a dev environment setup for MC, and I was curious if there were any tutorials for doing so (ones that are somewhat recent, google gives me a ton of old stuff)? Side topic, is it realistic to try and get it working in VSCode, or should I use one of the more common IDE's for it. Any assistance would be appreciated 🙂
I saw you on ftb
So, im making a really really painstakingly difficult mod
Its kindve avarita x 10 x 10
Dectuple compressed infinity of the lord block
Its an infinity block combined with a lord block
and in thinking of adding the bible
As the crafting recipe thing
Im making a thing called “super impossible demonic lord of the haven of infinity lord” ingot
Which has the emc of!
9,223,372,036,854,775,807
Special number, 64 bit interger limit
That's not a 64 bit int limit in java.
2.something something billion is.
That would be a long limit.
Im also making a doom related mod
It has gore tho
The guns will be realisitc, a ton of more demons, shaders with it, and im making a modpack related to doom
It would take a long time tho
Of course im just adding the dimensions from doom
Im gonna find building a map
Hard
But most of the textures are finished
Ive only gotten to make 10 out of the 100 demons
Likie
VScode works great you'll just need to make sure you have the proper addons for it
If you'd like to go with a more java specific ide you should use intelliJ
I absolutely do not recommend working with eclipse
"Setting up a Minecraft mod environment in VSCode (It's easier than you think!) - DEV Community" https://dev.to/drazisil/setting-up-a-minecraft-mod-enviroment-in-vscode-it-s-easier-than-you-think-5bfc
This should still be up to date enough
If you're working with fabric vscode is officially supported
"tutorial:vscode_setup [Fabric Wiki]" https://fabricmc.net/wiki/tutorial:vscode_setup
Hey, nice! I'm honestly super happy my post got attention there. It's filled me with even more drive for this lil passion project of mine
I also like the top one a bit better
This definitely gets me started in the right direction, though it looks like that persons instructions are for 1.12. So I'm off on a slightly different rabbit hole trying to get it to work for newer versions of MC
Trying to figure out the correct gradlew command to run at the moment for VSCode and forgecraft and 1.16
Forge doesn't support vs code officially afaik.
You should be using eclipse or intellij.
that was my understanding, I'm just hoping to use it as I'm on windows and it's the Ide I'm familiar with
Not sure what being on windows has anything to do with it, there both multi-platform.
I know, but I'm trying to get it to work with VSCode. I'm aware it's not one of the ones officially supported on the Wiki, and I'm aware that both are multi platform. But it's still the one I'm familiar with.
Gradlew is a b
Well, then your likely on your own. I dont know of anyone that uses it or supports it.
Officially, that's what I expected. That's also why I was poking around in community chat, to see if anyone has tried it, and was willing to share.
You would have better luck asking in the forge discord but I have a feeling you will get told off for using unsupported stuff.
can you link it?
I wasnt talking to you
Then go to the forge site and get the link...?
facepalm it's late at my place
Wow, you are immensely helpful.
Well, what do you think I would be doing?
I dont have a master list of the 3000+ discords for everything minecraft related.
Goona tell you right now neither of you will last more than a day in the forge discord if you cant search stuff on your own.
I got the build to run for MC, just trying to see if I can get the dev environment to work now. Specifically to see if I can get lucky and figure out getting the debugger to connect
🤷 I'm just enjoying myself learning. You do you.
make sure you installed the java JDK and then you should be able to follow this https://confluence.atlassian.com/doc/setting-the-java_home-variable-in-windows-8895.html
hey, does anybody know any reasons for the end credits music not playign?
I adjusted the text in a datapack, but idfk
Okay so to add more to this
essentially
the ominous-ass end ambience is playing instead of the credits theme
can someone explain how to do this to me 🐢
this is the LevelHearts mod https://www.curseforge.com/minecraft/mc-mods/levelhearts
Open up the jar with a zip program, find the loot table, edit, put back in the mod
thank
which ones mean what and which ones do i change to edit the spawn chance?
I have absolutely no idea
rip
thanks for the help I'll see if this fixes it
now that ive changed the loot tables of an item how do i turn the file back into a .jar?
Forge 100%
Forge has more version and more mods
Ok
On a development side of things, how similar are they?
I know java but I’m not sure which to use
And its more stable with bigger modpacks
Ok
But for smaller modpacks its easier to code and more lightweight
Well yes unless your trying to make a modpack with 20 mods, fabric has a chance atleast
Ok
why you would pick forge vs fabric depends on what you want to do
literally has nothing to do with modpacks..
Ok
Hey, anyone know how I could go about manipulating the fog in the End to make it thicker and a lighter color?
some one no a indestructible glass mod
Not indestructible, but obsidian tough glass - "diamond glass" mod
thanks Briar
in order to change the loot tables of a mod i extracted the jar with a zip program, now how do i turn it back into a jar 🌝
i dont know how to do that 🐢
someone in this channel told me to extract it with a zip program
then use the minecraft wiki and learn?
🐢 thats boring :(
you can't upload modified jars as a modpack
o
then your SOL
rip
!status
It is 08:51AM on Tuesday 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.
New Projects or uploads requiring manual approval: 1-3 Working Days
Updates to approved projects not needing manual approval: 1 Hour
File sync to the Curseforge app may take up to 24 hours after approval.
#🟢︱user-bot-spam
sorry
not sure if i can put this here but hey guys im the lead developer of LeesCreatures and im looking for a coder that would be interested in coding for Lees Creatures.
about use:
Lee’s creatures aims to turn Minecraft into a fantasy survival world filled with mythical creatures, weapons and monsters.
These creatures will appear in many different biomes and each have a different purpose, some can be tamed, drop useful items, or some you
can trade with! The mod also adds a few new ores and weapons you can make out of it, with the strongest one being Durantium. The mod is for forge version 1.16.5 its also not a payed position if you are interested or want more info feel free to Dm me.
Guys sorry for asking, how do i change a line of code inside a .class file of a mod? The mod is open source and the mod author posted the new code of a .class file but didn't update it inside the mod (i don't know if i explained myself)
just build it from the source?
sorry i tried everything but i can't figure how to compile a .java file in a .class file, write me in pm if you know how to do that
i'll explain everything better ahah
We don't really go to DM here.
You need to compile the full mod for that
Hello! I recently updated my minecraft mod and it now has an API for other devs as well. I uploaded my files on the project site and now I would like to know how I can use curseforge as an maven repository. I found this site (https://support.curseforge.com/en/support/solutions/articles/9000197321-curseforge-api) but I don't fully I understand, what I have to do now. Can I already find my jars somewhere remote or do I have to upload them specifically? If they are already uploaded, what do I have to add as dependency in my build.gradle file, so it can find said files?
what does this mean it was in my log file [thaumcraft.codechicken.core.launch.DepLoader$DepLoadInst:checkExisting:459]: Warning: version of ForgeMultipart, 1.2.0.345 is newer than request 1.1.2.331
Post the log
how do i get the fingerprint of a mod .jar file on disk?
Why do you want that?
the """unsupported""" api needs it
i found exactly how the tool i used to use gets mods by fingerprint, but i'm getting the fingerprint incorrectly, so i can't properly implement that into my own script
Why do you need it?
for that export builder i talked about a while ago, so that i can get project and file IDs from the mod files on disk
heck, here's a valid request to it
curl --include \
--request POST \
--header "Content-Type: application/json" \
--data-binary '[
3028671922
]' \
'https://addons-ecs.forgesvc.net/api/v2/fingerprint'
but when i get the murmurhash of a mod file and convert it to decimal, i get a shorter value for what you're supposed to plug into --data-binary here, and it doesn't match the fingerprint of the package when i grab the file i'm intending to through the project ID i already know
of course, i won't always know the project ID, which is why i'm trying to get that in the first place
That's because it's modified murmur
idk
i saw that the tool i used to use did the murmurhash of a byte array, but i assumed that that was to get rid of whitespace characters, because the function there called to do just that
I really don't know why you are still doing this, all this stuff was figured out years ago.
Go ask the people that make the 3rd party tools
i figure that they won't respond tbh
and i want to do it better, and have functionality that the old tool didn't have
i already implemented the default build.json creation, which is a feature that it sorely lacked
I guarantee you whatever you are doing has already been done.
oh yeah and also the tool i use has started to have errors for mods that are definitively on curse
chucks them into the overrides folder when they are absolutely available from there
gets me a bunch of rejection errors for mods i know are available, and assumed would be found normally
Those on the same version as the modpack? Installed through the app? Did you report it with specific files?