#⚙️︱authors-help
1 messages · Page 14 of 1
Linux?
yupp
i know that on the windows app there's the export button that'd solve all my problems, but i'm not turning back to windows, because waiting an hour for the computer to become usable on every boot is just as inconvenient as becoming an armchair software dev
Looks at hibernate
that messes with the hard disk so you can't write to it properly when not booted into windows
or at least the "standard" shutdown (where you don't do shift+shutdown) does
I can reboot my PC from the current state and have everything back in around 5 minutes....
to be fair my computer was a budget build in 2018
my cpu is like 9 years old lmao
and plus i never cleaned the disk properly because adhd said "i'll get to it later" for 2 years
and i'm pretty sure the antivirus software we used for it was trying to hold my computer hostage as well
My computer is 7 years old.
This sounds more like a you problem not a windows problem.
ok, it works on your machine, but mine absolutely took an hour every time, and i timed it to see
and plus windows never actually updated past a certain version in like april 2019 or so, so none of the updates that were coming in were actually working
at this point, fixing windows sounds like more of a headache to me than fixing linux
so i'm on here!
make new forge item called "Edible 3D Item" and give it the texture of "/resources/aprilf..ls-3d.some-special-minecraft-can-actually-read-file-extenstion-because-minecraft-and-its-dependancies-are-stupid" and tab of "FOOD-TAB" in creative inventory
``` - that's how to code forge ;)
(not a simple as that tho, I use MCreator, it's good, not advertising tho pls don't ban me xD)
mcreatorbad
Have you gave it a shot tho?
It's latest snapshot brings forge 1.16.5 support yay
snapshot 2021.1 b03117 was forge 1.16.4 sad then 2021.1 b12313 came out happy which is latest rn i think
MCr..... EAP 2021.1 b12313 that's latest snappy
(I thought there was seperate snapshot versions like 2021.1 and 2021.2 but no they use a different build ID (b12312 for example) under same snappy version (2021.1)
why would I give it a shot when I taught myself java and how to work with the game?
but its easier to use
and trust me i couldn't find any good tutorials for forge and fabric
so I found MCreator :D
sure it might be "easier" if you don't know anything and want to make basic things.
but you can do most of that in mods like content tweaker and cubejs or even with vanilla systems
kubejs*
whatever
++++++++++
Please don't use MCreator
Not only is it really not easier it's always incompatible with other mods because they're doing everything wrong
Fabric is so easy to use and has great tutorials in their docs
yeah I mean look at byg, the newer versions are quite stable with not many bugs but the the older versions that were made in MCreator have quite a few bugs and are more unstable
anyone got a mod for 1.12 for being a werewolf? I like in witchy 1.7.10?
yeah not entirely though
if you want to add any functionality that the docs don't tell you how to do you Have to look through the source code to do it
would anyone like to make a super dum crazy and cool modpack dm me if you want
This is a joke right
Lets not fight over this kind of stuff please.
They are both great and have their own different methods.
Many hours late to the party apparently, but IntelliJ IDEA allows you to delve into the MC source code too (at least if you're using Forge, I've never looked into Fabric before). From there, you can even copy-paste some of the source code.
Not that that's something you should really be doing tho most of the code in there is pretty bad
for example, i wanted to make an ex nihilo clone. i needed to deal with states a block could be in, or even tile entity stuff
none of the kind of stuff i was doing was documented in the Slightest
Why would you want to make a ex nihilo clone there's already ex nihilo and you still have to do that with MCreator
because i wanted it to exist as a fabric mod to put into fabric packs, and also have it be open source
Heads up in advance: keep this a civil conversation.
No name calling, no "you should not use that"
i'm a pack dev at heart, so anything i do ends up having something to do with making packs
even mod dev, or even the curseforge export script i'm working on
You do realize that there is absolutely no point in having an open source MCreator mod
i wasn't doing it in mcreator lol
😦
hey, uh, what's the default size for the hardcore questing mode cover?
alot of time it crashes
i haven't noticed that tbh
are abandoned mods not findable?
Correct.
oof
The owner can claim the account back to reactive the project.
does anyone have a tutorial on how to make mod or can help me
I want to learn how to make mods too
I'd check out technovision, their tutorials got me started
any one know what this means and how to fix it "java.lang.RuntimeException: Invalid id 4096 - maximum id range exceeded."
mc version?
1.12.2
get the mod JustEnoughIDs
that was a easier fix than i was thinking it would be
yeah, error also explains more or less too 😉
Unable to acces jar File? Any help?
When I try to allocate more RAM
My Java Version is up to date
anyone else keep getting this error anytime they try uploading something?
Has anyone else submitted a server pack recently including Forge 36.1.4? I submitted one last night and it approved - now this morning it's rejected because of a .jar file in 'libraries' >:(
Not yet, but will be either tomorrow or thursday depending on if I can fix my scripts issues
.3 works tho, could just be a bad forge version
i dont suppose there is some miracle mod that lets me change recipes/inputs-outputs for stuff like crafting tables, and more complicated stuff like mekanism things, and dragonforges and stuff, and add/remove mob drops, and switch mob spawns to certain dimensions, and replace mob spawns....? without me having to learn how to script with craft tweaker and other large brain stuff?
Crafttweaker - Scripting
or kubejs for making datapacks (other way)
In-control for mob things
Vanilla datapacks
Either work
yea i figured data packs would be best, its like the all purpose scripting. but i know 0 about coding so this is gonna be an interesting dev process
You gotta learn and write some code to make what you want happen
well you are SOL then if you don't want to learn something
allright time to go get a free trial of coding knights from my old middle school
Both crafttweaker and In-control use their own code methods - they both have documentation that has some examples. Another thing to do is download some other people's modpack files (both YOKO and I both have packs that use those mods for example) and crack open the script etc files to see more things that can be reverse engineered
oh ok ty
In control not so much for me, But I have used both datapacks and craftweaker quite a bit at this point
with datapacks, could i, for example, disable the spawning of, say the hydra in twilight forest, and replace that spawn with the ice and fire hydra, and combine the drops?
and make it so killing that hydra still makes it think that the player killed the hydra and progress?
Might be a mix of incontrol and datapacks loot tables
ok ty
In-control does most of that yeah. It's pretty powerful
once you get your head wrapped around it,
any mod devs in forge who will help me into mod making? pls dm
Do you know java already?
not really but i learn very fast
Learn java first please
okaay
And think of what you want to make
ty i know python linux kernels and things like this but java never came in sight for me
but now
i guess this is the best place for this but what do these fluid parameters do?
density
viscosity
isGaseous
RarityWrapper
Density would be how fast it flows, viscosity would be how far it flows, isgaseous inverts the flow,
Rarity sets the name color based of item rarity levels.
inverts the flow?
Yes, so instead of flowing down it flows up
So like liquid glowstone from thermal expansion
thx
Surely someone can help explain why this goldenrod weed is broken
does anyone wanna help me make a modpack i got the mods and started making a quest system i need some help with scripting craft tweaker and coming up with more quest
Rule 4, please follow it
i am
Then why did I removed the same message from at least 4 other channels?
because i put it in the wrong chat
No, that was after you put this one down
No, you are trying to dev something, and then you could have deleted the old message
idk dude
no one chats in the server im trying to get the message out
also i didnt spam i sent two messages
And I am just enforcing the rules, stick to this channel
ok i will
Hello i have a question i made a modpack, and it got accepted. But now i have a problem i can`t install my modpack via google. whats that about?
!sync
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.
O oke thank you.
scripting for something that is practiclly useless and having to learn it is a no go for me, i already know how to script but crafttweaker is just stupid for the return if gives
im learning craft tweaker now it seems pretty simple what do you script on and wuld you be intrested in helping me
Its too boring for me
Oh look i spent hours learning this
Now the crafting recipe for this is 2 dirt blocks
Theres not even tutorials on it
Now i want this to change, oh that didnt work! What happened!
With crafttweaker you cant learn from your mistakes
You have to find out what happend for hours and then fix it
Not the person to spent months on a modpack
Frenchfry if you dont want to help dont answer. If someone wants to make their pack with craftweaker let them. Also you can learn from your mistakes with craftweaker a lot of the time chat will tell you what the error is or where it is more or less
And there are lots of tutorials on craftweaker? Also a lot of people here that can help
not even sure what the point was in anything they said as usual. crafttweaker works just fine and provides logs and info you need to fix things.
Follow up question about craft tweaker from the other day. I'm trying to add Ensorcellation enchantment recipes to the better end infusion process, but I can't find the name of the process thing. Like for crafting table it's like crafting_table, and for furnace it's like furnace/smelting.
Anyone have any idea what the name is for better end?
Not sure if there is a way to do it with crafttweaker, I see how to do it with datapacks.
so, this is probably going to seem incredibly stupid, but do you put the zip file that was exported into curseforge or the file contained inside the zip into curseforge?
the whole zip
may have to ask the mods author if there is craftweaker support or if it is just datapacks
Thanks. Seems my pack simply isn't in the directory yet despite being approved, probably going to take a day or so to let it sync
is it on your files page on the site?
It is, noted as approved.
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.
what mc version is that modpack?
My guess is 1.16.4/5 if they are using better end
then why crafttweaker isn't kubejs nicer to use😩
Craftweaker is nice for those just starting, but yeah kubejs will be the new way. probably.
Scripting is fun, takes time and effort but once you have a hold on it your golden
as long as the language is useful
i wanna murder the dev of micropython
I did .zs files for years, only in the last year I had to transfer from it to .js files with kubejs. Only reason I didnt want to have both XD
i have never touched crafttweaker properly
i find .js nicer
since the knowledge gained there can be transferred to non mc project(atleast in theory)
.zs is defiantly interesting, had to get an addon for it in notpad++ to see the coding better tho.
I will say though, those starting out in scripting its not a bad idea to dabble in both craftweaker and datapacks(kubejs). Some mods only support one of the 2 or in some cases both if your lucky
well patchouli hates kubejs for some reason
kube can do anything, can't it?
pretty sure crafttweaker is the one that struggles
in theory yes
kube can write json formats
but it gets messy
thankfully there is a dis with people ready to help
and a good ingame debug tool(ussually)
been there a lot...
in this we are alike
What are you using?
feels visually weird
im used to notepad++
i have my visual studio code for now
I dont need all the fancy toys... 😢
vim!
ah ok
oh god linux.... (have a linxu exam next week)
the answer to being confused about linux is to use it as your daily driver for a year
Im good, the vms I have now are enough for me (server and a client)
what flavor you running?
I could never daily drive linux, the memes I've seen about it pretty much sums it up. "Telling everyone you use linux 💪 " -> "installing the 3000th package for compatability 😢 "
Linux is that bad, heck if you wanna get technical the Macos is a flavor of linux
os history sucked... Joys of a studding IT tech XD
Lol I'm in computer science at UNI myself
College 3term (sorta covid screwed up my terms)
Yeah Covid screwed things up for me in school too. But I guess pretty much everyone could relate to that.
😥
oh well, hopefully future employers will understand
Ah I had some courses that were supposed to have hands on hardware aspects in them, but my profs just ended up taking that part out of the course and putting the rest online basically.
there are 3 main hands on classes, networking (cisco and linux) and hardware. the other 2 were online (bs) and the hardware is still inclass but at a high priority/extensive protection
We have to wash the insides of pcs 😱 🤮
Wow
Would've figured lol. Something that will evaporate very quickly I'd guess
yeah, noting like spraying a cpu and ram to make your body shiver
Yup, could definitely agree there
Probably just test boards instead of whole pcs in cases though right?
I should find the pic someone took from the lab, was an old student that did it. If I find it ill drop it in #🥑-off-topic-chat
no they were working pcs, we were given pc with an issue(s) and had to make them work again
Ah... yeah I rather not lol
arch
are you talking about games? windows compat?
Posted the pic in that channel
Both tbh
games are actually fine
80% of games reported on protondb have at least 1 platinum rating
the proton and lutris combination make running just about anything that doesn't have anticheat like breathing
and they just added SUD in kernel update 5.11 so that DRM isn't a Massive Problem anymore
i've gotten everything i've ever played working acceptably in 2 tweaks or less, and they were always steam launch options
all the Mega Important programs either have equivalents or direct ports
and with the xanmod kernel you literally cannot go wrong, even on budget old hardware
i mean when you go with hardware like that expect a performance hit but that's literally just old hardware
heck, with AMD's ACO functionality, some games run better through wine on linux than natively on windows
while it is a marginal improvement, the fact that it's marginal means that the OS can actually run head-to-head with windows. it's just a matter of going for it
how can you tell if a file is set to "released" in Curseforge?
scratch, found info via discord search
someone used discord search to find an answer to an issue!?!?!
WRITE IT ON THE CALENDAR, THROW A PARTY!
🥳
i have a "functional" export built, but the problem now is that multimc doesn't get the forge version
if i wanted to use the the configuration mod. what would i have to do to make a config button in the main menu that disables one mod and switches to another(for difficulty purposes)
Does anyone know how to fix this issue? This only occurs when I update Minecolonies/Structurize.
server latest.log:
https://gist.github.com/Yourname942/89d93f7fbc915b94ce375fa444324cb9
client latest.log:
https://gist.github.com/Yourname942/e2ad3d4d983e8af835e099e0dcfd1a28
What affects payload size?
things you have on you, effects on you, things in your chunk
what can I do to reduce the payload size?
did you try asking on the forge discord?
(I thought this was the forge discord) No I haven't
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!
Is it possible to produce a debug.log for a client?
currently an issue with curseforge that doesnt allow that log to be made. would need another launcher or install manually
@deep fractal https://www.curseforge.com/minecraft/mc-mods/randompatches-forge install this mod
if it happens after updating you've probably got some stuff corrupting it would be odd for it to suddenly get larger
Test #1 you can remove your player save file to strip your personal inventory - if it loads then it was something there obvs. (Back everything up of course)
I'll try that now
that didn't work
so can i add animation mcmeta to blocks that did not previously have one?
using resourcepack
newer mind tried something and it worked
is there a way to allow MTS vehicles to be damaged by fire and the guns from flans?
mc 1.12.2
all excited to update my modpack with some new mod versions and... export rejected because "ore unify" mod has disappeared from CurseForge - what? :/
stop being lazy and just fix it proper 😉
loottables can be replaced that is a way to fix this
@frail bear I was just agreeing with briar that it had disappeared 😂
Oh my bad
But with the fact we have access to the loottables it's loss is not as painfull
Possibly a reason why the mod dev deleted it . Who knows
Who knows yeah - so long to outsourcing the problem with that mod lol
...
@brittle wraith now use this channel for the mod talk
ok
mhm
can anyone give me a simple guide on how to make a mod because i'm like really lost
i can't edit build.gradle😒
Open it with notepad?
how should custom armor models be stored as an entity or a model? should they each be separate or all in one file?
Hello there,
I would like to access Download counts from my Curseforge project but the Curseforge API doesn't provide it ? Alternative APIs don't provide it too. I tried web scraping from the files page but I am getting Cloudflare verification page. Could it be possible to contact Curseforge developer to talk about it ?
That information will not be available until the website gets rebuilt.
Also, scraping is often frowned upon.
what is the link between the website build and the API ?
I know and I would have used the API but that was the only way
Well, the website used to give that information in the developer panel. The API is not public so you wont get that information.
I have access to some tokens
k?
if it is not in the public API that is not a problem because I have some API tokens
There are 2 api's, one to push, one to pull
You are looking for pull that is not public
Yes, not for public usage, app only
sad
ayo do we any1 who can code mods i have a sick idea for a mod that i thin ppl are going to like it
Do you guys know how to make a Akashic tome and quest book for a mod pack? My group has been bouncing around trying to find a pack that suits us but we’ve been having trouble and want to make our own modpack but quests are a priority for them
for akashic tome you just configure it to include the books you want, mod page should have instructions.
ftb quests should also have instructions.
can also look at what other packs do and learn from that.
Thanks, I’ll look into ftb quests
now i decided to make my own custom main menu in my own mod but does anybody can tell me how to do that or does anybody even know how that works?Thanks
there are many mods that already do that. Look to them for direction
Where do I start in making a server-side mod
Mod or plugin?
mod
What is it the goal of the mod?
Wait no I just realised I need to make a plugin
But I want to use vanilla items to do special things
Such as change their purpose
Bukkit / spigot then?
ok
Was a question...
I'm not sure currently, I still have research to do I just wanted a foundation to start that research on
Is it gonna be modded or pure vanilla?
pure vanilla so you can join without forge or anything like that
Then it will be Bukkit or Spigot, use the same API
ok
hey so uh, I'm working with dynamic surroundings custom json stuff, and it just... doesn't seem to be cooperating at all
Could someone check this out and try and help me find out why it isn't working?
how are 3d armors stored as an entity or a model? is it 1 file for the whole set or is each part separate?
You dont store entities.
You would need to model everything separately otherwise you cant wear one part.
thx
Can someone help me add the quests to my modpack. requirements: between 13 or 14 years old and can vc. prior experience playing modpacks (sense of humor if possible lol)
dm me
What help do you need then?
i need people with other opinions to tell me quests they'd like in a modpack like mine
I'm 13 btw i dont wanna talk to people in their 30s
lol
U'll get mentioned when i release the modpack btw
Have you checked similar modpacks to yours to see what quests they offer?
i dont want them to be similar
i want to make it unique
and not have the quests like any other
You are using the same mods as everybody else though
but i can find a way to make the proggresion different but at the same time similar
but thx for trying to help
anyone by chance know why data generators might stop generating files? mine are subscribed to my event bus, and have worked before, but at some point decided to stop working, and i cant figure out why
heres the github for what i currently have if anyone feels like hecking it out for me
https://github.com/GenotypeNull/Monoliths-1.16.5
im still new to modding, and ive been stuck here for a couple days and i cant figure it out.
still having problems with data generators. if someones willing to assist id be extremely thankful
ive run into yet another problem.
working in forge 1.16.5
double block drops item in creative mode.
heres what happens:
survival mode - mined block drops item, other half vanishes.
creative mode - mined block vanishes, other half drops block.
this is what i have currently as the code
copying the door class doesnt fix it either, as then both halves drop the block
You need to include what game version you are working in.
But I'm going to guess your issue is the fact you are only setting one half to air and then the super is dropping both because it thinks half was destroyed.
Let me get to the computer here in a few minutes. Then I can help a bit better.
alright, ill look into what you said in the meantime
just updated the github above if you intend on using that. should be identical to when the problem started
ill also likely need help figuring out how to texture custom voxelshapes, if someones willing to guide me there
Aight, I'm at the PC. Taking a poke at it
awesome, much appreciated
trying to at least. any progress finding a solution thus far?
It wasn't ghost blocks.
I'm trying a fix right now
ah
I think it's because you where only setting one block to air
Nope...
Hmm
I'm not used to drops in 1.16 clearly lol
fair enough xD
beginning to solve the problem
it wasnt a block class error, it was a loot table error
ive made progress on a fix, but so far the only breaking the top block causes a block drop. if i break the bottom one, in or out of creative, nothing drops
but the creative block dropping has been resolved
Yay
Hey, :)
I have just a question regarding modding micro-blocks. So I want to place several different smaller "micro-blocks" into the same block. Does anyone know a tutorial or mods which I can look up for help?
Hey. I have a question can you add Addons and Costimazitions too the Desktop App then you can esaier can create cool modpacks?
Addons are bedrock
so how can i setup a custom armor model?
all the guides i could find were 1.12
does someone mind guiding me through 1.16 gui's? need to make an interface for one of my blocks
@median meteor Follow rule 4 please
what spam
You posted it in a second channel as well
i only sent it in 2 chats
And 1 is enough
ok whatever
anyone wants to vc to disscuss about mods in 1.12 im 13
keep that in mind
dm me pls
i just resent it because of the conversation we had people might not see it
how do i add custom models and textures to blocks in 1.16.5?
do i need to use tile entities?
im also attempting to use data generators for this, rather that writing the json files myself
the block state provider doesnt allow for custom models from what i can tell. do i have to make another class extending the ModelProvider, or is there another method?
can i have help with creating my mods
Works better if you ask specific questions.
i have 4 mod ideas in mind
and i would like someone to help me create them
and i dont know coding
Good time to learn.
here are the ideas
Before you get too ahead of yourself, you are probably not going to find someone to make your mod ideas for you. Unless you plan to commission them. And making mods wouldn't be cheap.
You'll be far better off trying to learn and make these ideas real yourself.
You do realize that those takes weeks and weeks to make right?
Probably should remove those ideas. IDK if any of them are good, didn't ream em, but if they are someone could just take them. Find someone to make a deal with first ($100 isn't gunna cut it), then share your idea.
USA
I know nothing about modding, was more just curious. Tho I do agree with Yamza you may want to remove your posts and the share them after making a deal. Cuz atm someone could take those ideas and make em for free and not include you at all / make it their own
And probably will need more $$ unless you find someone willing to work cheap (unlikely)
i dont have anymore money tho thats the ting
then you likely wont be able to find someone to make the mods you want
Other option is learn to mod
Options:
- Learn to code yourself
- Get lots of money and pay someone
or get lucky enough for someone to help u for free
wont find that here
also you are not asking for help, you are asking for someone to do it for you.
oh
unless someone is really passionate about the mod, no one is going to be willing to work on someone elses project for free
i wasnt really trying to make it seem that way
but thats essentially what you're doing. asking for help is requesting assistance in something you're already working on. you're asking someone to make something from the ground up all on their own. thats asking them to do it for you
Seem what way? Saying you want "help" is a misrepresentation of what you want. An example of help:
You're working on the mod and need to know how to program a specific function.
What you are asking for is someone to write the whole thing for you. That isn't help.
i was asking for someone to help me make the mod while teaching me code so that i can do a major part too
then learn the basics first
start making your mod that you want
then ask for help on how to do things
You can probably learn the basics online, from youtube even.
i know silentchaos has a good tutorial series for 1.16 hes been working on, and thats what ive been following, so you can try that
when i looked up what i want to learn and only 1 thing came up but it didnt help me
specifically for minecraft
Need to learn java to make mods for the Java edition of minecraft
i mean, not really. i havent used much raw java during my time programming my mod, its mostly just syntax. the api has most of everything you need, but knowing java and how it works is a good idea if you want to debug problems
regardless, its not gonna be something you can make in 4 days
its taken me a week and a half to get where i am, and none of my blocks actually do anything yet
albeit thats mainly cause im trying to figure out how to do things and no one has responded when ive asked for help, but hey, your experience may differ
okay, so, heres the problem: i've changed the blocks bounds via VoxelShapes, but the textures arent shrinking to the bounds.
here you can see the texture itself should be a pixel short on either side, but has been stretched, causing wide pixels
we can see the bounds of the block has been changed by how the items intersect with the texture
im working in 1.16.5. my question is: what am i doing wrong in terms of the texture?
or well, im fairly certain i got the texture right
but, how do i get the texture to conform to the VoxelShape?
am i missing something that should be going with the voxelshape?
is it possible to easily add custom model elytra type armors?
Yes it's possible
any guides?
or articles on how to?
internet only dropped resourcepacks
Don't know but many people add custom elytra by changing the name of it.
@frail bear u can find it in curseforge by searching Minecraft Dungeons texture pack.
They use the name system
can you link to it?
those elytras are changed textures
so are you wanting something that shows chestplate and elytra separate?
If you want to change the model of the elytra you must use a mod
with a vanilla resource pack the existing model can only be retextured
yes i am planning to use a mod
it would work exactly like an elytra just custom 3d model
one problem is that the elytra layer renderer uses complex as fuck code to determine how to angle it when the player is gliding etc.
but all it does is rotate so it shouldn't be too hard to copy
I've made custom elytra model renderers before for another guy
could you link me to it if it is open source?
*starts poking around to see if he could build some sort of mod, understands nothing* :D
Any mod-dev got a good forge tutorial, that I could find? ^^ Never done a mod before, but I managed to make it rain, so I got that going for me, I guess.
@spare idol Hi. About your mod MOAT, is it completely finished?
I’m particularly asking about configs, such as adjusting the spawn rates of certain ores, or even disabling them.
No, it is not finished yet. I still have plans for future updates, as indicated on the curseforge page. I intend to implement a config to adjust spawn rates, ability to disable, change enchant values, durability, damage etc. Only reason this is not already implemented is that I have no idea how to implement a config, and I can't seem to find documentation on how to do so.
Cheers mate. If you need help setting up a config there’s plenty of devs here. Most are pretty nice and helpful.
But, your code needs to be built for it. Every value you want the player to be able to change has to be a variable, and not hard-coded.
@spare idol
That's not really too difficult to fix
I see, i'll get around to implementing the config. The little free time I have is spent on developing a pack i'm working on
I mainly developed the mod as a tool for my pack itself, and simply published it if other people liked it. I fully intend to treat it as it's own fully fledged project, I simply don't have spare time allocated for it at the moment
Does anyone know how to reduce the spawnrate of intact villages and increase ruined villages?
Okay, uh, how the fuck do I stop players from spawning in a cave?
like, my world spawns have CONSISTENTLY been in randomass caves for no damn reason
like
y=5
And I haveno fucking idea why
Normal spawning rules force you to spawn on the top most block of the world so I'd imagine you got a mod doing that
Yeah, problem is I have no fuckin idea which one
start taking them out
still won't show me, cause it's an inconsistent glitch and not a consistent one
Might be a stupid question, but how do I replace a file for a version, do I first archive the old one and upload a new one?
(In a modpack)
Did it that way, seemed to work. :)
yes
\o/ I figured something out myself. I'm not a potato!
Just wasn't sure, as this is my first project on CF.
im just casually waiting for my modpack to get aproved.
soooooooo
i'm playing PO3 and for some reason when im using double crop sticks there not moving across when fully grown
I have been told to reinstall the modpack but dunno wat other solutions there is
Is that agricraft? Check the config
You go to the config folder and search for agricraft
Hey, anyone got the .txt file for the minecraft credits?
Open Minecraft.jar with 7zip
uh.... and where's that?
I have a problem.I can not find my jar folder for minecraft.I have 1.7.4.So does anyone know where the jar file is?
Found it! Thanks a bunch, man
hey im trying to make a custom miraculous mod all i need is a scripter and a modeler
Anyone here know how to check which face of a block a player is looking at?
forge or fabric
and what do you want to achieve with it
fabric
No ;-;...
I want to know which face of the block a player is looking at.
Not how to make directional blocks.
In spigot we use ray tracing, which I sorta can't do with fabric ( I think )
I want to execute code when a player stops looking at the first face they looked at
and unrelated to this but I'm fairly certain you do not need to raycast to do that in bukkit
Clicks not at least
You would need to ray cast in all modding situations.
quick question for mod developers is mcreator really all that bad to start out with mod making?
i was told it can make cool mod sbut you just have to put work into making it work and not mess up
Would recommend learning how to do it without just using mcreator, its not the best way to do things
im using mcreater to start off and edit anything i need to with actual code
i dont know enough code to do a ENTIRE mod on my own without mcreator
@kindred dock So what would be the best way to start then? Because documentation is.. not very good or not even existing. :D
Thats the extent of my knowledge, I just know its not a great program
Have you tried it yourself?
Sure, I've also heard that it doesn't produce the best code, but for someone who is beginning to look into mods, maybe it is the best way, since they have a lot of boiler plate for a lot of stuff.
And since you can view the code and then refactor it to be better, I think it's a good first step.
(Even though Clay might hate me for saying so)
I have yes
the temp mod I had made with mcreator did 1 of 2 things, The app would lock up and freez/crash constantly OR the mod would half work they way I coded it, also didnt play well with other mods (the mod was literally a portal to a flat world)
Because, I tried looking into making a Forge mod, and basically the documentation told me to read the class definition files, which is not helpful at all.
And the little I've tried, I haven't had any lockups or anything. It was just smooth sailing for me at least. Managed to create a mod, that, on the start of every day, made it rain.
And from that, I learned about some events that you can hook into, and how to get access to world data and things. :)
Yes I and most devs will hate you for saying that.
Mcreator is bad because the path it puts people on is one that ends with mcreator. You are bound to whatever game versions it supports and it's not worth resuing the code you have if you outgrow it in mod idea as what it supports is limited.
One problem you have is you are a developer, you know how to code, that's not the typical 99% userbase. The vast majority dont know anything and if they run into issues the only option is whatever mcreator gives. It doesn't teach them how to work in java either.
mcreator truely sucks
i can even open or make a workspace
it just breaks
they don thave any like discord server or place to really get help exept their forums
and theres like 200 posts about the same error code on teh forums that mods arent awnsering
and why the heck does mcreater need an internet connection?
i knew mcreator was trash but not this bad where their program is broken and they wont tell anyone how to fix it
and the website is littered with ads
let try an olde rversion
ive reinstalled like 3 time snow
Then might be best to learn the real way. Mcreator is shit
i wish
my parents are against coding
what..
they just dont understnad it all that much
they think ill try to make a ip grabber or some shit
im just messing around with it at this point
runs any server
Has everyones IP that connects.
Involves zero code.
well that sucks your folks think coding = hacker child? 😆
like yes you could definitely be that but to auto assume you will be that
Was programming in the train one day, people next to me were thinking it was Chinese
thinking your a spy or something 😆
Oh look, lots of bashing for mentioning MCreator, like I expected. :'D
"Learn how to code", yeah, give me some documentation that gives me an insight into what types of events I can hook into, and how those things work.
this is why I like codemy and such to learn stuff as it explains stuff quite well , for myself anyway
you look at the event package in the code.
Plus the majority of mods are open source, you can look at them for stuff too
What event package, in what code?
For a total newbie this tells me nothing.
I've never modded minecraft at all, so I have no clue where to start, and the documentation is basically just an automatically generated, incomplete JDoc-site.
You look at the event folder in the forge code.
I guess I'll have to find the source for that then after work.
But thank you for that pointer, that helps a bit more.
IDK what IDE you are using but if you use IntelliJ the global search feature (double tap shift) and search for basic things that you want to work with in vanilla. Make sure to select the search everywhere.
Using JetBrains IntelliJ yeah.
And I have the basic mod example setup, so I know about the few hooks that it sets up for you at least.
Didn't know that double-shift was for searching. I'm used to visual studio where you have Ctrl+Shift+Space for that.
Under the libraries list just look for the forge source. Start poking around.
It's the best option you have
Thanks, now this is helpful information.
And yeah, I'll have to check out some other mods source, to figure out how to setup some things, so I can tap into the world-tick events.
The events are simple.
Lots of mods do things related
It's just a lot to take in, when you're completely new. ^^
It's been a major complaint for everyone for ages about the lack of info
but if you go around looking for info you better have 10 years of java experience or you will just get told off
some of the more general dev discords are better though
Yeah.. Only java I've poked is at work, for a single application, that loads a view from a webbrowser, and allows javascript-execution of methods to modify state of some LEDs on a display.. :P And modifying code is one thing, but writing from scratch is something else entirely. x)
if you have questions I can try to help you know where to find me. I won't be all that great of a resource tho.
Yeah, I'll wrack your brain about it at some point. :) Thanks!
anyone need help adding quests to their modpack
yes me
Perhaps 🤔
If anyone has any suggestions for mc mods please dm me 🙂
im not a dev but it would be cool to see vivecraft with mods if thats already possible please point me in that direction
Heyo- looking for modders interested in doing commissions. Item and ability-based work, Forge 1.16.5 :3
would be wise to explain what you want
what is vivecraft and why do i feel like i recognize it
Vivecraft is the mod/loader you install in the vanilla launcher to play Java minecraft in VR. Its an interesting little thing
NOW I REMEMBER
Installing its the easy part, finding mods / servers that are compatible is the hard part (for now)
Does anyone know if it would be possible to have a true player swap? I'm trying to come up with various things for a mod I'm working on that fall under the umbrella of "curses" and the Freaky Friday body swapping seems like a possible candidate
Ideally it'd work in such a way that when swapped the players will use each others player data, username, etc. on the server side
Kind of like a translation for the incoming userid to the id of the player they've swapped with
just exchange their data and change the name in chat
Complete changing the player data to the other player seems hard to do and a security risk
probably easiest to just update their skins and nametags
Lol wat.
Shouldn't be hard at all. Just read the data from the target file and place into the affected players file.
Theres no security risk, its player data, not password manager. Your insane if you think theres a security risk in player data...
no I mean if you give someone another person's UUID you tie literally ALL of their data to this other player
Say I swap an owner with a normal player?
Now the server treats the owner as a normal player and the normal player as an operator
It's not the data itself that it is a security risk it is the authorization that comes from the data
Why would you swap the UUID.... That's not what was mentioned at all
Player data isn't a UUID
Wouldnt trying to swap uuids break everything? Even if it would accept it in the first place?
While it's running, possibly.
Tho arent uuids locked to the account of that player? Like my uuid isnt the same as yours. But our player data can be.
That would be the "Unique" part.
uuid is what tracks most things for mc data it used to be name but that changed
Does anyone know if Modtweaker has embers rekindled 1.12 compatibility? the 1.10 examples don't seem to work every time I try
I want to make it so the stamper can make some gears from a different mod that isn't compatible by default
Might want to see if modtweaker is similar to the modern crafttweaker in the ability to do an "add json recipe" - works for some things that don't have mod integrated support. 1.12 switched to json recipes but idk if it allowed using them the datapack way
To find the mods format for their recipe files can just look inside the mod .jar at ones already inside
Apparently it does have rekindled support, but I'm just dumb and don't know how the script works
wait I think I just entirely figured it out somehow. amazing
Anyone have helpful tutorials on how to make custom Minecraft items for a mod? thank you!
I've tried this exact script multiple times and it's just now working.
Thanks anyway tho @turbid void
Nice! Using a text editor that can highlight script languages? (Like zenscript, json, etc)
Visual studio code
I don't think zenscript was working when I started my modpack so I just used the normal editor
I don't know how you are going to manage to hit a rate limit uploading files?
Ah, misunderstood the scope of the API's features. Nvm. Ty for reply!
guys, I want to start making mods, how can i start? (i already know java(15% of java, but stackoverflow and youtube helps me))
btw, from IDE's I have Visual Studio Code, IntelliJ IDEA and Eclipse
Forge or fabric?
forge
Did you follow their tutorial?
oh, they have?
Little bit
ok, I'll watch it, when arrive
I'm trying to use https://github.com/Pierce01/MinecraftLauncher-core to make a custom launcher like Lunar
but I want to make it so that if forge 1.8.9 isn't downloaded
it downloads it then launchs with it how can i do that?
That's outside the scope of this discord.
You will find very few people willing to help you also.
Hi, I'm trying to copy TCon's healthbar renderer to my own mod (I don't want TCon in my modpack but the way it changes the healthbar is nice). But now the armor bar icons are green hearts which are offset too.
I have the feeling that when MC renders the armour bar the currently "selected" texture is still the hearts texture but I don't know where to start looking for solutions and I don't know if my assumption is correct either.
Any ideas what might cause this? Am I missing something else?
(MC version 1.7.10)
My code: https://github.com/FPSP-Modpack/FPSP-Core/blob/main/src/main/java/glowredman/fpsp/handler/ClientEventHandler.java
TCon code: https://github.com/SlimeKnights/TinkersConstruct/blob/1.7.10/src/main/java/tconstruct/armor/ArmorProxyClient.java#L229
TCon is licensed under CC0 and I've given credit.
Your offsets are wrong.
Actually not, I forgot to call mc.getTextureManager().bindTexture(icons) where icons = new ResourceLocation("textures/gui/icons.png"). The original code contains this but I decided to not copy it for some reason.
ah
Hey, I'm having issues when setting up eclipse and gradlew, I've been following a Minecraft 1.16.4 modding tutorial and I am making a mod for Minecraft 1.16.5. I am stuck at the setup process for gradlew, I've followed exactly what the video tole me what to do and the command prompt opens and closes while installing nothing to the mod folder that I am making. This is the setup.bat file I've made that wont work, is there anyway for I can get it to work again? gradlew genEclipseRuns --refresh-dependencies&&gradlew eclipse And the video that I am following is this https://www.youtube.com/watch?v=CwEFlV6tPcQ&t=656s&ab_channel=TurtyWurty
Hello everyone, I am back. Yes, it is true, I am starting the Minecraft Forge 1.16.4 Modding series. In this one, I just download the necessities and set up a basic workspace! Hope you guys enjoy!
My Discord Server: https://discord.gg/d5cGhKQ
Setting up the JRE and JDK: https://youtu.be/yJ-SvS8WarQ
Download Forge: http://files.minecraftforge.n...
Anyone? Please help me?
And what is happening then? Can you open a command prompt and run the command?
I've tried that
Is the terminal in the folder that you want to run the program in?
Yes t is in the directory
Show a screenshot of the folder
Try ./gradlew
in the bat?
Yes
try using ./gradlew in the setup.bat then
Yes
Yes, now try it
is "setupDecompWorkspace" a deprecated feature? I've been following the 1.12.2 Forge Documentation, and I can't seem to get this step working. .\gradlew eclipse works fine, but if I just run that I run into the issue of "missing library" which I assume the first step should address.
setupDecompWorkspace works fine for me on 1.12
I see, I'll check my JDK and such.
It seems to be still failing. I checked that I'm using JDK 8, so I'm not sure what's going on here. It'd be great if someone can chime in on this.
Are there any log files that I could send?
I'll download an older mdk to test if it works there.
It seems to be doing something! Very strange, since I had to go back to a version that released 2 years ago.
The newer 1.12 mdks use FG3/4 which uses a different system to the old FG2.3
setupDecompWorkspace isn’t required with the newer ones, it will auto decomp when it needs it
The downloadAssets task should also be being run automatically from memory, although 1.12 with FG3/4 does have a few quirks you need to handle
hey does anyone have the default mc resource pack
What knowledge do I need / skills I need to get started in developing my first mod? (I just recently started learning JavaScript.)
Need to know Java
Is that it? there's nothing else?
Need to be able to make stuff with it and read stacktraces
Then you follow a tutorial for the modloader you want to use
Ok, cool. Thanks for the pointers!
yo, im working on a mod for minecraft, do anyone have any good ideas for bosses, weapons, armor etc?
(dm me with ideas)
Hello, I'm currently trying to add a simple block in forge (1.12.2.) I am following TheGreyGhost's MinecraftByExample github but my block isn't showing up in my creative tab (even though it is listed to show under bulding blocks), any help would be appreciated!
Heads up, JavaScript has nothing to do with Java they are completely different languages, what you need to know is Java not JavaScript
If you haven't been learning typescript you'll have to learn your types
You'll need to know how to handle errors properly
Then you can pick a modloader and read their documentation
Fabric is more beginner friendly but it may lack some quality of life features that forge has
I would suggest making a simple mod with both and then choosing the one you prefer
This all builds properly and such, it just isn't showing the block under my creative tab (I'm suspecting some issue regarding registration but I'm not well-versed enough in forge to pinpoint what exactly that is.)
Update: Whoops, forgot to rename some assets, fixed
Hello , im taking a crack at making a mod pack for the first time , is there a good place of resources I can dive into to get started?
Do you have the curseforge app?
Yes
Have you made a custom profile?
Yeah ive got that far , more specific what im wondering about is going about configuring ui for mods and making server files that actually work.
I have mods working in singleplayer but having trouble making them work when connecting to a self hosted server
Getting a crash report that I don't really understand, perhaps some block conflict issue? Help would be greatly appreciated 🙏
Lets move to #🧱︱mc-other-help So we dont flood the dev channel
ok
why wont my mixins register? even a logger.info in my MixinLoaderClass wont do anything? any way to fix this? (forge version 1.12.2)
^Issue still remains
I think the issue is gradle not finding searge in the repo groovy.lang.MissingPropertyException: Could not get unknown property 'searge' for object of type org.spongepowered.asm.gradle.plugins.MixinExtension
What are you trying to do?
Explain that when you post a crash. otherwise people dunno what your doing
I see, thanks for the headsup.
A) you need to add ' marks around the value so 'searge' B) I don’t think you even need that line as the default is already searge from memory
I will try that thanks
https://github.com/EcksGrav/EcksMod <- Here's the repo.
Trying to add in a simple new block following TheGreyGhost's examplemod for 1.12.2. Crash log is above at #⚙️︱authors-help message
Please lmk if more files are needed to pinpoint the issue
its a missing texture? @sage star
Is that what's causing the crash? I'll look and see if there's a misspelling
ok, i havent worked with blocks that much but yea
I'm not sure what the problem could be here
wait, caught one lowercase issue
Still crashing with seemingly the same issue
after catching the lowercase it seems to be throwing a lot more errors at me
Perhaps I'll just rename all assets to lowercase and see if that helps
when you start it there should be info in the debug log
I noticed that eclipse is way behind on all of the changes I'm making- would that possibly be a cause of the crash?
I've been renaming things outside of Eclipse, I sync'd them though and will keep that in mind for the future.
I'll send a full log in a moment
It seems like it's not finding the jsons but I can't think of why, eclipse is fully caught up, everything should be lowercased and I've gone over the registries several times to make sure that they're pointed to the right place.
ok, what in the world structure are you using?
You have multiple "proxy" classes for the block.
You don't need a "common" proxy that's what the base mod class does.
All names should always be lowercase.
You should be setting all your attributes for items/blocks in one place. Either pick in the constructor or at registry time. You can also chain the attributes so you don't need to do two separate lines.
You are already doing sided things inside the block class, might as well contain the rest of the related parts inside the class. Then you don't need the 2 extra classes per block.
I'm unsure about the registry method, I've always used the event based one and never had issues with it. I question it as your block is getting set to air for whatever reason when registering it.
"Jabelar's Minecraft Forge Modding Tutorials: Minecraft Modding: Organizing Your Proxy" http://jabelarminecraft.blogspot.com/p/minecraft-modding-organizing-your-proxy.html?m=1
Introduction The concept of a "proxy" in Minecraft modding is very important but difficult to understand at first. For the general idea, ...
This should give you a bit of an idea what your proxies should be, this is old do not copy this code use proper up to date methods for your forge version
@sage star
Forgot to ping you in that message
Good forge tutorials are hard to come by sadly some guy decided to show bad ways of doing things and everyone started copying his tutorials
I would say to avoid youtube tutorials unless they are from well known modders
Do not be afraid to look at other people's source
Team cofh has all of their code open source for you to check out https://github.com/CoFH
And in case you have any doubt about something you are doing read the docs https://mcforge.readthedocs.io/en/1.12.x/gettingstarted/
Well darn, I suppose I was looking at the wrong example then.
I've been basically trying to port over the ExampleBlock from TheGreyGhost's minecraftbyexample mod here as to get a handling of basic forge knowledge (https://github.com/TheGreyGhost/MinecraftByExample/tree/1-12-2-final). Apologies if any of these issues are common and or easily preventable, I am still learning and I thank you for your time spent responding.
I've gone ahead and lowercased everything soon after posting the github, and I'll get on with optimizing the code shortly, but I'm just wondering why it isn't working for my mod since it's almost a one on one port of a simple block in examplemod. I'll check out those other links posted here and see if I can fix some errors in my own time.
Think I'm going to start from scratch again at this point
Update: Best decision I've ever made, it turns out I was missing alot of things with the Documentation/IDE that would have been super helpful in development.
can someone fix my modpack
it crashes when i launch it
pls dm me if you can no one has dmed me
#🧱︱mc-other-help Come to this room, will figure it out there
Is there any reason my mod won’t process? It’s been stuck on processing for over a week
Rule 4
When did I spam?
You also put it in #🧱︱mc-other-help
Oh yes I got confused on which one to put it in sorry
You’ve either got a 32bit JDK or your system is to underpowered for this
So, looked at the forge discord, update your development environment with the new version
Because Minecraft doesn't exist server side
Yes
Really? Trying to get help with a hacked client again?
<@&524645667818307596> can you remove this please. Logs show it's for hacks
what are you talking about
Rule 8
Hey, so basically, I need devs to make some mods for a Minecraft SMP. It is hard to explain, and I am new to Minecraft Modding. DM me for more info.
What you will get:
Free access to Cracker SMP.
Money if I ever get monetized on YouTube.
This is vague enough to deny it on the spot, not even a direction pf what kond of mods?
plus the "if I ever get monetized"
hello mod dev enjoy your 1 penny for all your hard work.
I'm happy to contribute to any open source project
Hello, I have a question. I want to make a Minecraft mod which causes mobs to spawn when a Youtube Channel gets subscribers. There are videos made with that mod but I couldn't find any resource about how to code it. Is it possible with Youtube API or something else? Anyone knows how to do it?
you will need a youtube api wrapper in java
and a way to poll it every few seconds or something. it depends on the ratelimiting of the youtube api
how do i add a sword? im modding minecraft V1.16.1 and i cant find any tutorial online that tells me how, its all just mods that do it for you
you create a new item class that extends SwordItem
where?
just started tuesday...
ok have fun with that then
yup
I don't really try to help people mod if they are new to java since new to java is level 0 and modding requires level 100 basically.
im working from the forge gradel
can you atleast tell me where 2 make the new class?
in a new file
doesn't really matter where
as long as it's inside your project
with your other classes
Falcon I would suggest starting with a small thing
like a calculator if you are new to java
to get the feel of it
ive done alot of coding w/ python b4
k ;(
ive modded b4 on 1.15, but that was a while ago and i dont remember how to add it, and im on a dif computer so i cant even check
that's why I would say try at least a little program at first to make it eazy
Look into social blade's APIs
There's no such thing as a ressource to code a specific thing if someone wanted that they'd give you the source code
how do i add custom villager trades into my mod? i cant find a 1.16 example, and i cant find where farmers delight stores their custom trades as an example
right click with a mouse with an emeral then you see all the thinga that you can trade with it but you can only trade with farmers and stuff like that
yo
i was wondering
i wanted to download a Kimetsu no Yaiba (Demon Slayer) mod and i got the java file but how do i use it on curseforge?
?mc-installmods
- Click
+ Create Custom Profile - Name it, select the required Minecraft version, select the Forge version (usually the highest number), click
Create. - Click the profile icon.
- Click
Add New Content - Search and install the desired mods.
- Start the game!
- Right click the profile picture or Open the profile and click the
Icon next to the play button. - Click

Open Folder. - Drag the mod(s) into the
modsfolder. (Note: Some mods will require others, to run. Make sure to read the instructions for the mod!) - Start the game!
thx
Using Mcreator. Is there any procedures to check if the state of a block has changed? Or is he going to see what level of growth the plant is?
read the rule..
MR.Riis he wrote the same on many channels and his posts were not delete :V. -,- ... in order not to get into an argument ... I will continue to await the answer to my question. 😉
hello, total amateur here
does anyone know if theres a way to remove lava completely from terrain generation
working on a dimension in mc creator and havent been able to do that without removing caves
not sure i dont code but cant you just find the code for lava and delete it in the terrain gen or am i just reaally dumb
ill ask my programmer friend i guess
idk if theres a file like that
using mccreator
best i could do in the code is change animation speed lmfoa
simple fix : don't use mcreator
So CF still cant tell the difference between a fabric and a forge mod
See the mod charm for details.
Which they are working on...
kinda done with GDL and its bugs
GDL?
GD Launcher
Ahh
I tend to leave the serverside stuff for curseforge and use GDL for every day stuff
so 1 clean install, 1 mangled by use.
but just little annoying things getting in my way constantly
I'm not smart enough to actually code
Lmfao
There's a mod in my modpack that blocks the recipes from vanilla.
I need the command to take away and give some thru ftb quests.
Can anyone help me a bit?
Or if anyone knows how i could do the same with crafttweaker/game stages(w/recipe stages) help with that would be really appreciated
how does that even work
can you explain whats happening
im not exactly a pro but i think i can help lol
What do you mean by "take away and give some" also what are you trying to solve, do you want that mod to disable those recipes?
Asking about your attempted solution rather than your actual problem
uh oh logical fallacy deboonked
Hey can anyone help me, i have this mod that is for ver 1.12.2 and i want to upgrade it to 1.16.5 how to do it?
Is it your mod?
nope ; - ;
Do you have acces to the source code
Does the licence allow change?
What mod is it
; - ; ?
i don't understand a single thing
Link the mod
ok
do you know how to code?
better learn that first
Then you won't be able to update it 🤷♂️
can i find it in YT?
updating a mod isnt simply changing
Version: 1.11.2
to
Version: 1.16.5
😂
Ouwh srry, i don understand a single thing ; - ;
you need to learn java coding to even begin to be able, then research all the changes in forge
@normal elk how long does it take for u to make 1 mod if i can ask
infinity since i have no idea how to code
owh
ok thnks for the advice i think
Depends on mod, motication
I rlly want a Wither Storm in 1.16.5 but damn i cannot find one
Well some extremely simple mods can be basically as simple as changing the version but most mods will need a complete rewrite
Why not just install a mod to add 1.16 content to 1.12 instead
?
ok
Thanks it's very helpful
Though I don't need help anymore, I managed to botch a solution together
The initial problem was that I needed to lock/remove recipes from being craftable, but be able to unlock them
I was trying to use Minecraft's /recipe
But it was being blocked by a mod
3 to be exact
Jei, Fast Workbench, and Quark
So I changed the config of the latter 2 and removed jei
And now Minecraft's /recipe command works, so I can fix my problem
So I was wondering what setup I should use for forge modding in minecraft.
Like, which IDE?
McJty seemed to have some good tutorials if I recall correctly
I’d recommend using IntelliJ and a plug-in for it called MCDev
Plugin for IntelliJ IDEA for Minecraft mod development
But you can also use Eclipse or VSCode I believe
ok
can I just use a .jar file using a text editor?
please tell me you're joking
Sadly, no
I keep getting the error "The selection cannot be launched" on eclipse java
please go learn java first
kk
In MCreator how to check if the state of a block has changed (as does an observer)??
It literally just logs when a chest is opened if the chest is under a certain Y level?
And you don’t care if it’s forge or fabric?
Hey guys, I am new to Forge and trying to debug a mod. I have intellisense working fine in VScode, but I have a few questions. One, it seems all of the minecraft classes have been stubbed from the assembly instead of being read correctly, so I get a bunch of variable names like p_i231876_3_. Is there a way to fix this? Second, instead of using gradlew runClient, do I have to do something else in order to enable breakpoints and debugging? Thanks in advance!
Ahh, I see this answers the first part WARNING: This project is configured to use the official obfuscation mappings provided by Mojang. These mapping fall under their associated license, you should be fully aware of this license.. I think I know how to fix the second one too lol ignore my dumb dumb.
Got it =] just had to attach to the running gradle daemon in case anybody runs into same issue
anyone know how to optimize a modpack?
i don't claim to be a coder but I do author a modpack and it comes down to not including buggy mods that cause issues, and including various mods that have been put together to help game runs in various ways. do you want some suggestions?
depending on what MC version you're using there could be some diagnostic tools available also btw
I claim to be a coder, but I don't mod with forge.
That is relevant how?
anyone know why custom mobs might not spawn in a custom biome
maybe cuz unknown blocks? idc tho never played with custom mobs/biomes
its just still water and water creature spawning
Is it just me, or is getting a file approved taking longer than usual?
What time you at?
It says the file was uploaded 2 hours ago, but it was about 1 hour and 45 minutes
!status
It is 09:52PM on Wednesday for CurseForge my dudes.
Project/File moderation is done on;
Sunday, Monday, Tuesday, Wednesday, Thursday: 10AM - 6PM GMT+2
Friday, Saturday: No Moderation!
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.
So does that mean I'll have to wait until tomorrow?
It's not a new project
Or longer
Darn it. Alright
I've got a custom entity that's tameable, it tames fine and follows it's owner, attacks anything the owner attacks, etc. But it won't sit, whenever I tell it to sit, it's always false, here's the class for it: https://pastebin.com/S4QFjPZd anyone know why this is happening?
does it stop
if it stops but does not play the sitting animation
there might just not be a sitting animation
No
I am making a modpack and I keep having a problem with FTB Chunks and its dependencies. It keeps saying it needs both ftbguilibrary as well as ftblibrary, but becuase those seem to both be on the same mod page, the modpack usually excludes one of them and does not work. I tried putting one of them in the "Overrides" folder, but that just caused my modpack file's status to be Rejected when I uploaded it becuase that mod technically has a curseforge page. What do I do to resolve this issue?
Of course, I could just be being dumb
does anyone know how to put req on modded items with the Reskillable mod?
Wow forge is really ducking cool today
My build environment just decided it can't find forge's files for 1.12.2 anymore; and they give a 404 when i go to the link
So I'm inclined to believe forge just shut-down its files for 1.12.2 versions on the old build system
._.
Can't run my mod
Can't build any of them
To be fair, building them with an API hasn't been working in a while
But yeah
I don't think I'm having any issues
@rotund salmon What's the command prompt look like when you run it?
Huh
This randomly just happened
I didn't change anything
I didn't press a magic button
I built it 2 hours prior
In fact I ran the code 1 minute prior
But now it just nopes out
gradlew setupDecompWorkspace and gradlew build both work fine for me
Maybe it's cause snapshot vs stable??
Yes please
Sent in DMs
quick but kinda dumb questions, what do spawn weights mean. I always assumed that higher spawn weights gave more of a chance of X to occur but im just curious
that's basically what they mean to my knowledge
Depends on what you are asking about.
N in 1 vs 1 in N
N in 1: Higher numbers = more spawns (AKA Thing is more common.)
1 in N: Higher numbers = less spawns (AKA Thing is less common.)
I don’t know how to code 😦
Any context?
Wdym?
What is your message in response to?
People codin
Here
Are you asking for help or just speaking to speak?
Well it would be nice to learn
I would recommend learning Java before doing any kind of modding
You can be like me and learn them both at the same time lol (I don't recommend it, I was dumb when I started because I had no idea how java worked)
Me sitting here being like 👀
i know the cause
fg 2 tries to reference the old forge maven
which it can no longer find
you need to use fg 3
