#⚙️︱authors-help
1 messages · Page 15 of 1
what font should i use for the curseforge page
wrong
it's updated
I am the person who updated it
and I can tell by them getting the warning message and them using 2.3.2, they are using the updated version
@lament crypt that wasn't it, had to change my minecraft forge url
ah
I've found something a bit odd, my mod has sulfur in it, and when i set the lang entry for it, it also sets gunpowder, anyone know how I can stop it from setting gunpowder, too?
What's the lang entry?
why does the app start deleting jar files i put in a directory?
"a directory"? Can you specify which one?
Anyone know what the name of cocoa beans are in forge java 1.7.10? Blocks.cocoa is the only thing that comes up and it's the block not the actual bean
wanted to put cocoa beans in a crafting recipe and don't know the name for the bean
You can't have a block in a crafting recipe first off. They only exist in the world.
Use F3+H to see the names of the items if that didn't exist yet, use a mod that adds item names to items.
should be in the format of minecraft:name:meta
item.sulphur.name=Sulphur
Minecraft's (in en_us.lang in the assets section of 1.12 at least) for gunpowder is
item.gunpowder.name=Gunpowder
does 1.12 not have unique lang names? wut
What?
usually the lang name has the modid but not sure for 1.12
Definitely not for 1.12
Shrimp... this is vanilla langs
No, 1.12 just doesn't
yes it does I'm looking at a modded lang file from a 1.12 mod right now
Here's my lang
Anyway... doesn't the game outright show the lang key in game when it's missing?
Why would it be missing in this context?
your lang entry should be in the form item.modid.item_id.name
Nope
Never done it that wa
Never had any issues before now
Your lang is in your assets.modid
I hope this doesn't mean you've been accidentally registering your stuff in the Minecraft namespace until now
^^^
Not at all
Yes, but to my knowledge they all get merged so that means nothing
all translation keys are merged anyways regardless of assets in your modid
¯_(ツ)_/¯
My guess is both work, but I've just never run into this since I've never had something that used the same lang entry as anything else?
can you show how you're registering your items as your lang entries should work with the modid in them
you are very much doing something wrong.
Registering my items with the registry event
actual code please
-_-
lang entries need mod ID's otherwise we would have a million issues.
you say -_- when I request for code?
Yep
Oh ffs
🤦
Is there a problem?
Show where you're constructing the items
Where you're setting the regnames
It honestly feels like you're TRYING to give us the runaround
You ask for my registration
I give you my registration even
And now you're being condescending
Anyway, one sec
How about we cut to the chase and you just provide a git repo so we don't have to do this over and over
Here's my basic items in the ItemInit
Here's my ItemBase class
And
Here's an item in game
Do you need any more?
what is ItemBase
this
ooh I'm blind
and it's stupid
Just an extension of Item that does the mundane crap for me
Mainly adding it to the Items array
luckily forge infers the domain when registering items so it still works but...
There is so much wrong with this method of registration and I hate tutorials for perpetuating it
Learned it two years ago, and it's how I've always done it
Never had issues with it
that doesn't make it correct
¯_(ツ)_/¯
looks at motherfucking common proxy classes with the eyes of a 1000 suns
anyways you should migrate your lang entries to start with your modid in the form item.modid.item_id.name
then you shouldn't have issues with minecraft names randomly being overriden
daemon 🙃
What the hell are we thinking setUnlocalizedName does?
I knew it was 1.12.2 Shrimp, I'd forgotten that 1.12.2 had you manually set the lang key
yeah 🤢
So if I did something like this instead, I'd use the whole item.modid.itemid.name thing instead?
It should
Aight, sounds like it would be better to do
I'm thankful for Eclipse's find and replace all feature
Just replace item. with item.dimensionalhybrids.
And it's all fixed for me lol
any ide that doesn't have that isn't a real ide 
Fax
For all of it's flaws, 1.12 is still my favorite version, purely since it's the one I've used the most
but, modding in new versions is like 7 time easier.
you don't have this stupid crap for example.
I know, I've worked on newer mods
yeah I like shit to just work and to type less
Just a matter of preference
type less, get more
This worked btw, thank you
No more unwittingly overwriting crap
I've modded for a long time, but I've always taken to reading outdated forums or some crap for help since I've always modded on older versions and forge deletes posts on old versions
Locks*
well yeah the forums only support newer ones. but you should be able to find the info you need even from locked threads
I know, I'm saying I couldn't ask for help on specific issues
there are at least 3 discords I know of that still support 1.12 although it is less popular than the newer versions
I'm in them now, I didn't know they existed before
Well, them being MMD and this one
someone was trying to make a 1.5.2 modpack the other day...
I believe that's the oldest thing I've seen mentioned here.
Wow, oldest I've worked on was I think 1.6
anything pre-1.7.10 isn't worth the time even for nostalgia.
Fuck ID collisions out the ass.
I gotta agree, it sucked
Alright so I'm working on a new modpack again but this time I'm launching the game everytime I install a new mod just to make sure it works instead of just installing several mods at once and hope for the best.
Honestly, 2 years. if its not more recent then that its a security concern. 1.7.10 was a good year but 1.12 made up for it and people are finally getting heads together so 1.16 does the same. It's almost a pity 1.17 is out in 3 days
You could probably do that by author. The only exception I'd make to that rule right now is team abmormals.
Learning to read error logs would save you from doing that
When editing recipes via datapack, would there be an advantage to using tags, i.e. "tag": "forge:ingtos/iron" vs items "item": "minecraft:iron_ingot"
Allows you to use multiple items
I don't know of that's possible in datapacks tho
If there were two types of iron ingots they could both be used
yes, although since no other mods (i'm aware of at least) make alternate iron ingots then not very helpful for that example. Lots of other metal types and items (forge:glass, etc.) it's useful for
Always use tags unless you have a distinct reason for people to not use some other mods item.
Like if mod A and B add magic iron but mod A has a super easy way to get it because they use tons of it compared to B then you would want to pick one or the other.
guys i have a problem, when i try to build my mod it says this as an error " Could not find net.minecraftforge:forge:1.12.2-14.23.5.2854_mapped_stable_1.12.2."
did you run setupDecompWorkspace?
and if that errors out, it's because there is a website that is normally used to get the MCP version that is down. you may need to use a fork of ForgeGradle
i did and when i try it gives me this error "Task 'setupdecompworkspace' not found in root project 'sapsmod'."
am i dumb or is this common
oh so im dumb
nawh, common mistake.
what's the error?
and it syas the same thing but with caps
Task 'setupDecompWorkspace' not found in root project 'sapsmod'.
did you install a forge MDK?
well the tutorial told me to only remove 5 files from the mdk folder
is this the problem?
uhh, yes. If you didn't copy all the gradle files, it won't do anything.
i had to put gradlew, gradlew.bat,build.gradle, gradle folder, scr folder btw
and how are you running the command?
command prompt
Are you opening it in the folder you are doing the modding in?
I'm guessing that you messed up how the files are set up or are opening the CMD window in the wrong folder.
well is it supposed to be in the big folder with everything or a specififc one?
The top level folder of the project.
oh then its in the right folder
Try setting up a new workspace and put the whole MDK in there and use the commands to set it up.
Is there by any chance any fabric developers that could help port my (unfinished) mod to fabric?
Dm if interested
Ive got a huge todo list of things I want to do for a modpack I'm making, and no clue how to do pretty much any of it, so any guidance at all would be helpful.
do you know how to use datapacks and/or the crafttweaker mod?
I'm having trouble removing recipes from my modpack. I try using recipes.remove() however they still remain. I have extended crafting installed along with crafttweaker+ modtweaker.
what MC version? crafttweaker should be able to easily do a remove recipe
1.12
i have it setup so the original recipe is removed then the new is added
so like
recipe.remove(xyz)
recipe here
what mod is the recipe you are trying to remove from?
some mods for 1.12 apparently need the special handler to remove, and there are more than one type to remove the regular way as well. for example you could go an alternate route of removing the recipe by name or regex
i have a mod pack i made but it crashes when i launch it can someone help
post the log file or crash-report.txt file? in crash-reports folder for the latter
go to the curseforge launcher app settings and give it more ram/memory to boot up with and then see if it has the same error
is it a custom modpack or pre-made?
that's the same ram amount - and it's totally different error messages. the setting to change ram allocation is in the curseforge app
!mc-ram
nop - thanks yoko. give yourself more ram before you go digging more
can we see the crash report this one then? there's a line item above mods that tells what the pack was booting with - java / memory / etc
it mentions electroblob's wizardry of course - for science you should try removing it temporarilly and seeing if things run - since there's no other obvious info (at least to me) like mixins not loading or something
although if you don't already have it adding the mod 'mixinbootstrap' can fix the occasional thing that needs it now and then.
😘 it worked but i want those mods
doing what worked?
removeing the mod
this thread says it's a problem with arcane essentials - try downgrading arcane essentials to 0.9.1
and add electroblobs back
how
ok also (i forgot this sorry) - you had both the full enderIO and the modules too ala-carte add enderIO - only include one way of installing that
huh?
to change mod versions you go to the profile options of a profile and 'allow content management'
the mod EnderIO.... for 1.12.2 you can get it in 2 ways... one mod file that has it all.. OR... getting a bunch of little mods that make it up as you choose to get
can you call me and help
it's really not that complicated
please
can't - just read above and it's more than needed to fix both problems
ok😩
if you want to author a modpack gotta learn how to do this stuff
to recap - downgrade 'arcane essentials' to 0.9.1, remove all EnderIO mods except "EnderIO" and "EnderCore"
how long do new mods usually take to get approved nowadays?
!status
It is 11:55AM on Saturday 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.
thanks 🙂
Hello everyone, I would like to become a game dev in the minecraft enviro, spigot or curse forge I don't mind, but prefer to know about both
Could anyone please redirect me to good references, tutorials and documentation to learn?
I am already familiar with oop
c#, c++ and java
Note that CurseForge is a web hosting website and launcher app system - it is not Forge which is a type of mod system. Currently the Forge and Fabric are the two most popular mod systems. Forge is older, launches Minecraft of its own devices, and has more options. Fabric is more limited and lightweight which is probably a blessing and a curse. Spigot and fork types are another thing which is more like vanilla+
The Forge docu is on their main website
I have setted up a test serv for spigot, but feel very unfammiiliar
Yes, setup complete; but not actual test plugins for instance
like: what can you actually modify in a plugin? and most importantly, how
I wouldn't like to test every single corner of minecraft by myself D:
I'm not sure if I'm making myself understood
I understand, I'll leave that for someone with more knowledge of their coding
I'm having a problem that keeps resurfacing, my modpack is able to load multiple times, however sometimes it has a phase where it is stuck on loading terrain into a world. It tends to be an on-off scenario. Anyone have any fixes or things I can change to stop this?
minecraft version? how much ram/memory is allocated? large modpack?
Commands, functionality of items, packets being send to the client, world.
1.12.2, 10gb and yes
Hey, I was wondering what do people know about people producing an MMO Style modpack, Where there is kind of a dedicated server for the modpack that people use? Do you think that would be a thing people would be interested in playing?
How do you modify ui? What are tags? How do you make a custom craft? How do you add a expenditure property to objects? How do I generate ores after the terrain is generated?
Modify UI: you are limited to what is there.
Generate ores: there are only the vanilla ores, what do you even want to generate?
You can't create additional ui elements?
Nope, it is limited to the existing inventory types.
But, I have played content with additional ui... how where those made?
Got screenshots?
Not rn, but sure; I can search that
I mean, I don't want to sound condescending or annoying, I really am just trying to find a minecraft api documentation and read it
If you think I can't find that here do tell
An idea, start with an idea
Anyone think reinstalling might help? This problem has been consistent and just keeps coming back.
probably not reinstalling. could try adding some startup java arguments (why not), and looking at what your latest.log shows up until the hangup point
you dont want to allocate too much ram over what is needed btw - garbage collection (GC) will make stuttering if it's way over required. there's a sweet spot
i have a problem, my project builds sucessfully but it cant run, any idea of what might be happening
Process 'command 'C:\Program Files\AdoptOpenJDK\jdk-8.0.282.8-hotspot\bin\java.exe'' finished with non-zero exit value -1"
thats the error
maybe reinstall the latest 64 bit version of java 8 and reboot computer first?
thats weird cause it ran my mo0d last week and it can still run modded minecraft rn, ill still try it
may as well - the latest version is 291
ok im downloading it
it just told me my java was outdated so its probably cause of this
ill restart my pc and try again
it didnt work :(
ill try to stacktrace
i dont know what to do i changed my java but nothing seems to have changed
and weird thing is i can still build the mod
i just cant run
Can someone tell em if there is a mod that generate library structures with enchanting table inside them
ho
How did anyone here learn to code minecraft mods? Im looking into making my own and wonder if there was any youtube videos or guides anywhere that would be recommended
Taught myself java, then started poking stuff.
well how did you go about that? wasnt there any place for you to refer to or are u just a legend and figured it out?
Clay is a legend.
pog
and lots of google probably
mmm
Used the orcal java tutorials and lots of googling.
Having a history with it all helps too. Like I knew how the game worked in many aspects beforehand because of running servers and making modpacks.
aight boss thanks
Once you get to the minecraft side of stuff, looking at mods for how minecraft things and or forge things are done is handy
yosh
does anyone have a good tutorial for creating capabilities in forge 1.16.5 I have a lot of information that contradict itself and the docs don't really cover some stuff that seem like it should be covered
or at least a working exemple
I looked at the mekanism stuff but there is just too much to know what is what easily
hello i am making a module that locks onto people and its not working right
Please follow our rules, we don't allow people to talk about cheating here.
im making it for a movie mod...
Well considering python isn't a modding platform used by any modloaders I know of and you posted code for a kill aura I highly doubt that.
Ok
is there a guide/pointer to making/editing mob hitboxes? (1.16.5)
do you want to change them while the game is running ?
if I had to take a guess you change these
seems like it, but where does it go tho
oh aight, thanks
Any mod that needs forge will not be available yet. as there is no forge for 1.17 just yet (being worked on no eta)
ok
when is 1.17 forge launcher coming out?
they have no timetable publicly
hm
i was a lot more excited about the next version when it was going to include the larger Y axis lol.
since it was split into 2 releases - seems like some people are going to sit on 1.16.5 until later this year when part 2 gets released and Forged. to each their own
I work on the team. No eta but pretty soon, probably within the next week. The game runs and the most major bugs we have found are fixed, but there are always more bugs and we are waiting on external projects to fix/update their stuff for 1.17 (and java 16)
1.16 forge will become LTS. I assume most people will stay with that but 1.17 isn't a huge change except for rendering being different with shader based rendering and entity models getting an overhaul
The worldgen changes will be a much more enticing thing for most modders so I bet 1.17 will just be an inbetween version until 1.18
back in my day forge took years to update it's only been a few days and people complain smh
Indeed many people complain especially with rushing to the next version vanilla wise 😂
Many servers update to the next version then are annoyed at plugin devs and such to hurry and update but our community are patient and we will only update once the plugins are available for that version or at least actively supported
We are ourselves skipping 1.17 and will stick on 16.5 till 1.18
Pretty much how this discord goes a lot of the time even though it’s not to do with curseforge/overwolf 😂
hello , can someone give me some pointers / guide on making a modded block able to hold/grow saplings ?
i was reading into the vanilla blocks .class files and found "IPlantable" and "IGrowable"
but i dont know how they work or even if theyre the right things
most plugins don't even need updating for new versions
yes but kids and such dont know this 😆
at one point I was using a minecraft 1.0.0 plugin in 1.12
I like plugins that allow that stuff
https://dev.bukkit.org/projects/voidgenerator/files I think this is the one
and it sounds like it still works
Think that broke on 1.13, not 100% sure though.
But pretty impressive for a generator
a lot of fabric mods will also work in 1.17 without any updating
I'm running a few 1.16 mods myself on my 1.17 server
Autofish fabric mod using 16.5 file worked almost on 1.17 . It Loaded fine . Opened its gui menu fine . Crashed at…..catching a fish 😂 mod dev was hoping he wouldn’t need to update it for 1.17 but just one little thing needed a tweak
not me
The Schrodinger's DBags often show up in that group
Hello, I'm going to try to create a forge plugin mod for the first time but am not sure where to start. I've already created java plugins and am familiar with them.
I'm hoping to modify the distance that one can view the nametag on a mob.
any pointers on where to start?
I already got the forge example downloaded and it works
Forge is mods, not plugins
I know. I want to change the view distance to nametags but since it's client only I want create a forge mod
how does one make a keybind
http://jabelarminecraft.blogspot.com/p/minecraft-forge-1721710-keybinding.html
https://forums.minecraftforge.net/topic/78196-1144-help-with-keybinds/
https://www.programcreek.com/java-api-examples/?api=net.minecraft.client.settings.KeyBinding
The internet is like filled with examples, just give things a quick google.
HELP!! ./gradlew genSource doesnt WORK
./gradlew : The term './gradlew' is not recognized as the name of a cmdlet, function, script file, or operable program. Check the spelling of the name, or if a path was included, verify that the path is correct and try
again.
At line:1 char:1
- ./gradlew genSource
-
+ CategoryInfo : ObjectNotFound: (./gradlew:String) [], CommandNotFoundException + FullyQualifiedErrorId : CommandNotFoundException
you're either running it in the wrong directory or gradlew.bat doesn't exist
you cd to it
Or shift right click in the folder in windows explorer
and it should have an open in power shell button or something
and then?
Do you have an IDE?
What is it
yes but i didnt read
ah sorry I mean which one do you have
What IDE do you have
WHAT IS IDE
what you use to code stuff
If you don't know what it is then honestly you will have a hard time making a mod
visual studio
so I'm just gonna leave now before I waste my time trying to help you when you have no idea what you're doing
and no you can't use visual studio to make a mod
I code there
I hope you mean visual studio code
yes
as visual studio won't work at all
and visual studio code has ass support for java
so you should use a better one
but if you don't know java you will have a hard enough time regardless of what IDE you use
so I'm gonna leave like I said I would
ok
you should learn java first is my final recommendation
Anyone else? help
Tried asking fabric?
./gradlew genSource is not working
I know the issue.
Tried asking fabric?
on github?
On their own discord 🤦♂️
What do you want to make then?
On a tutorial he said to do the ./gradlew genSource command
Just random cool stuff in minecraft
guns
blocks
armor
tools
models
all kinds
Absolutely 0 plan by the looks of it
the mod is axtros things
Original name
link?
Google?
they do have an official server right?
Yes, most things do these days
GOOGLE: fabric modloader
Want a better result: fabric modloader discord
If you are dumb (like you are calling yourself)
Then you might want to move away from doing this.
Have you guys had a bug where if you press on the data pack tab in the world creation screen all of your mods get recognized as data packs? (For forge 1.16)
Hello ! I have a little issue with Ice&Fire on 1.16.5, I try to make a custom modpack with some friends and I noticed that on singleplayer I can see the forge recipes but when we are on multiplayer those recipes are not displayed, anyone got an idea?
not a bug. all mods ARE datapacks. but it might be a visual glitch depending on what them being recognized as datapacks lets you do. what does it look like?
Do you have JEI installed?
Yes
Yo my friend makes 1.12 mods were tryna work towards 1.16 since its becoming a lot more popular he tried to go to 1.16 not sure exactly how but he gets a lot of errors mainly these two
"unable to resolve class org.jetbrains.plugins.gradle.tooling.internal.ExtraModelBuilder"
"org.codehaus.groovy.control.MultipleCompilationErrorsException: startup failed: Script7.groovy: 1: unable to resolve class"
then your friend should be the one asking for help.
Alr il invite him
Hayo, creating my first own modpack, created it using curse forge and released it (called "Cozy Piggies") now i want to setup a server, i found several tutorials on how to set up servers like this one:
but i am missing all those files
did i do something wrong when i published the pack? or am i missing something crucial here?
!mc-installserver
- Check if the modpack has a server pack, if it does: use that and skip below.
- Go to the Forge website http://files.minecraftforge.net/ and download the Installer for the forge version the pack is using.
- Run the installer and choose
Install server. Do not install to your desktop. Also do not install inside a OneDrive folder. - Run the server using the forge.jar. A file called
eula.txtwill be generated. Open it and changeeula=falsetoeula=true - From the Client; Copy the
modsfolder,configfolder, and any other folders needed for the pack to work into the server folder. If the modpack has a server pack, use this instead! - Run the server again.
- Port forward your machine if needed. (Google it)
thank you ❤️
how would i add an NBT tag to an item in an already existing mod? I want to add a tag to the capactor backpack in Immersive Enginnering to make it wearable in the backpack slot from a mod called Backpacked. Is this even possible and how would i go about it?
with a mod?
I just need it for a modpack so i just need anything that would work
How would i go about doing this? im not great with modding and the most ive ever done is mess around with MCreator.
use something like crafttweaker and then follow the guides
Alright ill try that. Thanks plenty!
is there a tutorial on creating 1.16 configs for forge
What do you want to know? The forge docs should cover most of it
can you link me to the forge docs please
Use google..? I'm on mobile I dont feel like looking them up
ok sry
nothing about config on the forge docs
Then look at an existing mod for an example.
If you need a simple mod to look at, I have a few 1.16 mods that use it.
i just need to find how to make a list in the config
i got to here but idk what to put into the last spot
builder.defineInList("Dryed egg names", Arrays.asList("test1", "test2"), something?????);
I dont recall of the rop of my head. Let me look
Theres an example
Ok, so I'm looking to get started learning modding.
I'm somewhat new to Java.
I read through the Forge docs' Getting Started guide, and everything worked.
First I want to make a simple mod that just adds a block.
I read https://mcforge.readthedocs.io/en/latest/blocks/blocks/
but it says I'll need to instantiate the Block class with a AbstractBlock$Properties object, which it says you can get using AbstractBlock$Properties#Of.
Eclipse tells me that AbstractBlock is net.minecraft.Block.AbstractBlock, but couldnt find a javadoc.
Am I missing something? Where are the docs that tell me how to use AbstractBlock?
And what is AbstractBlock$Properties#Of?
The docs are outdated and you are best off looking at open source mods or finding a tutorial.
Also, if you are just getting started with Java and Modding, I recommend using InteliJ Community Edition instead of Eclipse. It will make things way easier on you with better support for tools such as Gradle, intelligent code analysis, and much more. It has a slightly higher learning curve but when I switched to InteliJ years back, I never went back to Eclipse. I have found that in comparison to eclipse, InteliJ is a lot more polished and is easier to use by newer developers.
There is also a good plugin for minecraft development on InteliJ that is very helpful
With that im trying to get a loop for eatch item in the list but with ForgeConfigSpec.ConfigValue<List<? extends String>> there is no .size() so i cant tell the loop how many times to do it
You dont need to know how many items are in it? Looping over the variable will go through every option inside it.
for (String string : varNameStringList.get()) { do thing}
The string underlines and says this
foreach not applicable to type 'net.minecraftforge.common.ForgeConfigSpec.ConfigValue<java.util.List<? extends java.lang.String>>'
Does it have a .get() ?
Or anything along those lines
Yes you need to get them.
Though it also has a .contains() as it's a list. So I'm unsure as why you would need to loop it.
i could do it like that but then it will take a long time to do it
No, the ConfigValue has a .get() which will return the actual list
im trying to do something like this
for(int i = 0; i < DriedEggName; i++) {
RegistryObject<Block> EGG_ORE = BLOCKS.register(DriedEggName.get(i-1), BlockMobOre::new);
}
- You dont need to count a loop size when giving an array, list or collection.
- You cant use configs to register objects as the configs load after the objects are registered.
for number 2 im trying to do something weard so
It doesn't matter what you are trying to do. It's not possible how you currently are doing it.
What do you think about the new resonator for my extra utilities port for 1.16.5?
Follow rule 4
what is rule 4?
Read the rules and you will know
Hey, so I'm still trying to learn modding.
I found a tutorial.
When I tried to use the @OnlyIn(Dist.CLIENT) annotation, I tried to use the import import net.minecraftforge.api.distmarker.Dist but Eclipse couldn't resolve the import net.minecraftforge.api.
I'm also getting some errors from Eclipse(org.apache.logging.log4j.Logger could not be resolved, incomplete build path) that the tutorial maker didnt get.
Am I missing a library or something?
(edit sorry for pinging @only discord bad)
sounds like your dev workspace isn't set up correctly or has broke. I don't use eclipse so I can't help fix it other than to say set it up again
Ah, ok. Thanks!
You shouldn't be using OnlyIn regardless, you should be using proper separation of sides
Unless it's in 1 of like 2 places
It's inside the client package.
That basically means nothing
Unless the OnlyIn is in a signature of some kind you shouldn't be using it there and should be using proper isolation of sided operations instead
To give any further advice I would need more info about what you're doing
Trying to learn modding
Following a tutorial
Its in ClientUtils.java
Eventually I'll put client util functions in there but currently its blank.
I FIXED IT
It was really weird but I fixed it
I changed the gradle settings(on import) and now it works
I have a problem with making a mod and getting exit code 1. I just made my first asset and the game wont start. any ideas on what I should do?
Read the logs
the minecraft logs or the complier ones?
Minecraft logs
Then delete the logs and crash-reports folder and try again
I havent built the mod
🤦♂️
but it crashes around 1minute and 30seconds after I press to run
Could have started with that
sorry
Disturbing...
progress!
I think I found it
let me test
well no
An illegal reflective access operation has occurred
what does that mean?
Does it show a line number?
Well, single lines say nothing 🤷
Got programming experience?
How do you even run it?
Yeah, I am more a command type myself
I just made my first asset lol. I didnt even have time to test it, plus I know no other way
I absolutely understand it now :D
So I'm getting an error:
Test mod 1 (testmod1) encountered an error during the load_registries event phase
Java.lang.NullPointerException: Registry Object not present: testmod1:example_block
The stack trace points me to this line:
public static final RegistryObject<BlockItem> EXAMPLE_BLOCK = ITEM.register("example_block", () -> new BlockItem(BlockInit.EXAMPLE_BLOCK.get(), new Item.Properties().fireResistant().rarity(Rarity.EPIC).tab(ItemGroup.TAB_BUILDING_BLOCKS)));
specifically, the get() call.
I'm pretty sure this is because ItemInit.java was called before BlockInit.java.
How do I tell forge to load the blocks first?
can i make a full mod release the same as one of the alphas/release canidates?
You can edit the file on your project and change the tag to release if you want
Im new of coding can somebody help?
do you know java?
yes maeby
and that means...?
yes
then setup a modloader to work on. you need to pick forge or fabric
how
pick one, follow the information provided by them
You don't know how to read instructions?
Why do I have a feeling you don't know Java and you just said yes so I would give you everything?
cause if you can't look up "Forge Modloader" or "Fabric Modloader" I'm unsure how you plan on making a mod
no:((
yeah next time don't lie to me
okk
How do I tell Forge to load one file before another?
You specify in the mods.toml (1.13 or later) or in the dependencies string (1.12 and earlier)
Well what version of Minecraft are you using?
1.16.5
There should be comments in the mods.toml that explain this, unless you deleted them
Yes, you would need to mark the mod as either a required or optional dependency, and then tag it with the ordering relationship of the dependency
I forget which way around the order is, hold on
umm
I think you misunderstand
probably because I didn't explain myself very well
So I'm getting an error:
Test mod 1 (testmod1) encountered an error during the load_registries event phase
Java.lang.NullPointerException: Registry Object not present: testmod1:example_block
The stack trace points me to this line:
public static final RegistryObject<BlockItem> EXAMPLE_BLOCK = ITEM.register("example_block", () -> new BlockItem(BlockInit.EXAMPLE_BLOCK.get(), new Item.Properties().fireResistant().rarity(Rarity.EPIC).tab(ItemGroup.TAB_BUILDING_BLOCKS)));
specifically, the get() call.
I'm pretty sure this is because ItemInit.java was called before BlockInit.java.
How do I tell forge to load the blocks first?
I want to load the blockInit file first, and then the itemInit file.
It's probably an annotation, right?
how are you registering the DeferredRegisters to the event bus?
OH
🤦
Thanks!
im not even adding the block DeferredRegister xD
well that was simple, thanks!
Just a note for that, a lot of people seem to want to init that in the registry class itself. I don't recommend that.
Like they make it static init or they make an init method.
I recommend instead making the DR public static final and then registering it straight from your mod's constructor
Hmm, ok
Will do
I have it public static final in the item and block init classes
and I'm registering the deferredregisters to the event bus in the constructor
Ah I see why that would be not good
It just annoys me when people make it all static init and then they make a stub public void init() {} just to classload the thing when they could PSF the DR and just ModBlocks.BLOCKS.register(FMLJavaModLoadingContext.getModEventBus()); in the mod constructor
isFireResistant(): *is a method*
Me:
public boolean isFireResistant(){
return ClientUtils.checkKeyPressed("lshift");
}
???
that's totally wrong
That will break when a server tries to check it
And the server does the damage
Will someone please tell my why curseforge refuses to accept my resource pack
It says "Not Valid"
Here is the pack if you wanna test how "not valid" it is
Picture of the error and the project page please
🤔
How do you plan to upload a file if you can't see the project page...
Post a picture of the project page please.
hm, not sure. Seems valid
I'll pass it on to find out whats wrong
can you link me the project page
Thanks
Np
I think it may be because it has no textures in the actual minecraft folders
So I am reuploading
With the default glow squid in textures/entities
That shouldn't be the case.
will find out sunday
I used an online notepad since I am on mobile rn so maybe the mcmeta is broken?
how can't you..?
then wait till you get to the computer to make things...
I should be at my mom's in approximately 40 minutes lol
I was sitting with nothing to do xD
I mean it worked as a part of my other pack lol
fixed it
does enybody know WHY in the world it doesnt let me add more minecraft projects
it says: The name of your project contains words or phrases that are not allowed:
- Game name: Minecraft.
w h y
Why would you use the game name?
I think it's pretty self explanatory, don't use Minecraft as the name
so question, wouldn't something like this mod
https://www.curseforge.com/minecraft/mc-mods/bedrockwaters/
be accomplished easier via resourcepack?
Not likely as I don't think it's supported via resource pack.
there are other modpacks that use it
so why mine is not accespable
How old are those other ones?
If before november: that was a different team
the last one was uploaded before 2 weeks
File or project?
Link one
What should I edit to include extra .jar libraries when building Forge gradle for a minecraft mod?
1.why does it say mdk example instead it should be minecraft or something like that right and its supposed to be a directory
2.what are these errors?
[sry but i am new to eclipse]
- Minecraft Development Kit?
kk i fixed it by making a new project
maybe it was messed up
anyone?
You use the shadow plugin
If you want help with more complex topics with forge you should probably use a different discord, like Forge discord or Modded Minecraft Discord purely because they are more targeted towards modding and more people check them and help out
Thanks I'll check them out
You developing?
why do i have an err like thos
yep
Importing java maps into minecraft dungeon really cool seeing these in the game
Looks so cool
nice
may someone help me combine multiple lotr maps for 1.16.5
and fully flush out the terrain with a program
like the one above for example
worldedit would be the best thing for you
I'm assuming they're using a completely different system ? that's really impresive
@primal sphinx no mojang builds all there levels in minecraft bedrock then import both texture pack and world into dungeons
We reverse engineer this for java
so this is literally using the bedrock system ?
Each level in dungeon uses a unique texture pack
Editing level is super easy to do with our tool
that's a really odd but clever way to do it without having to build a level editor
Minecraft is the best level editor
@primal sphinx we are working on a online editor https://cccode.bitbucket.io/dungeons-tile-renderer-demo/
Right now we can load any dungeons level with its texture pack
@primal sphinx this is a custom portal level we are making for dungeons this is what it looks like in java
This is it in minecraft dungeon
love it
So if I am making my own mod, am I allowed to use "Ultimate Sword" as a name for a weapon or is that unable to be used due to the ban on Orespawn related content? I can share more information about this weapon if needed, including a concept sprite and several stats.
Should be good
Hello !
I'm using Minecraft 1.12.2 with Forge and I want to detect players with a certain data tag.
When i do it :
/scoreboard players set bat_bast nbt_detect 1 {Dimension:0}
My score nbt_detect is set to 1.
But how can I detect modded data tags, like this mw:player_entity_flag:1 ?
https://cdn.discordapp.com/attachments/778097796410376242/866000695878090752/screenshot_webnbt.png
With a gap that big it's basically rewriting the mod
Why do so many mod developers include incorrect dependency mods. It can literally break modpacks and make them not start 😦
I found 1 mod (won't say which) which lists ModMenu as a dependency for 1.17.1, which is not required, nor is modmenu marked as compatible with 1.17.1. On top of that, disabling or removing the incompatible version of ModMenu also does the same for the mod I tried including in the first place. I don't want to manually add the mod to the modpack as the creator won't benefit from it at all but I have no choice right now...
Is there anything that anyone here can suggest I do without it breaking my modpacks for situations like this?
Have you tried contacting the mod authors?
Tell the dev to fix the project.
ngl, I must have contacted about 50 mod devs weeks after 1.16.5 came out so that they would mark their mods as compatible with that version. It was not worth the time
Unless someone is willing to hire me to do it for a living? 😉
Then you deal with what you get
anyone willing to make me a discord LOTR Logo for my modpack on curseforge?
and help contribute?
can't pay but i dont ask for people to do complex task
waiting to get alot of curseforge points
so i can make a payment to someone to help build some stuff for server
and for modpack
Anyone know the correct file structure for a texture pack if I want to change both Minecraft default textures and other mods textures like JEI?
Because currently texturepackname>assets>Minecraft works but texturepackname>assets>Minecraft/JEI doesn’t work
you just add another folder in the assets folder.
Use something like 7 zip to look at the assets folder of the mods you want to edit and just copy it
I tried that but only the Minecraft textures are being rewritten . Inside of my assets folder I have Minecraft’s copied and JEI’s copied. It just won’t override JEI’s for some reason
Anyone know how to override the getExpDrop method of OreBlock so I can get exp to drop from my custom ore? 1.16.5 got it extended and the method overridden but unsure what to do from there
You just override the method and return the exp value it should drop. Look at any other ore, copy the code and change the numbers or math it uses to match what you want.
yea, it was much easier in 1.7.10, in this I have all my blocks in my BlockInIt class so I've had some trouble but gave up 😦
I doubt that it changed that much.
Oh wait, 1.16.5 uses json.
You dont do it in code at all.
You use the block drop json to define the exp drop
I'm working on a mod that adds mobs from Minecraft's old spinoff game Minecraft: Story Mode. So far I've made most of the models and I have one person coding. Here's one of the models I've made.
Nice
hm I thought about this, I used https://misode.github.io/loot-table/ for my loot table jsons, not sure what the xp is called in this but thanks
hello! im trying to make a custom block but im not having much luck with most tutorials, i found one i have not tried before and it askes me to create and put a "modded block" class in the init package. anyone knows how i would do that?
What kind of block? Just a basic one like stone or something more complex like a furnace?
a basic one
because if i know how to make a basic one it will then be easier to comprehend how to make the others yknow?
so like more of a stone block thingy
not really as adding a simple block isn't anything like adding a complex one.
Adding a simple one can be a single line deal.
wait how
each time i see a tutorial its always 7 lines and they like they ask me to do 10,000 things and it endsw up with 99% of it in errors
if you could would you please send me an example of that 1 line please?
sure let me get a workspace open
this is on 1.16.5 right?
@SubscribeEvent
public static void onBlocksRegistry(final RegistryEvent.Register<Block> blockRegistryEvent)
{
blockRegistryEvent.getRegistry().registerAll(
new Block(AbstractBlock.Properties.of(Material.STONE)
.sound(SoundType.STONE)
.strength(12F))
.setRegistryName("superstone"));
}
Here's an example dumb block. It doesn't do anything special at all like stone. The rest of what it does (drops) comes from the JSON files.
If you want a block item that can be placed you do the same thing in the Item Registry and register a new block item the same way just with different options.
well does it change alot if its 1.12.2?
ill try to fix the error from abstract block but tysm dude you saved me from more hours of googling
cause the only erros isfrom the abstract block thing
yeah that doesn't exist in 1.12
is there a reason why you are using 1.12? 1.16.5 is much eaasier
well i know 1.16 is easier but its for a server where i want to add an after life kind of thing
and im starting by adding the blocks then ill make a dim
but thank you so much though ill try to fix that 1 problem, should be easier than shooting in the dark
👌
i was finally able to make it, tysm for your help
this happened with my datapack of mod
I guess this is where the problem is
want to know am I doing anything wrong here
oh ya the mod version is 1.16.5
Are all those mods installed?
What's the log say?
Then your datapack wont load as theres entries that dont exist. You need to optional load them.
Expected id to be a string, instead it was array
Yeah, that's what I just got to
so I should to type them 1 by 1 yea?
You can only have one entry per I'd object.
sorry but this happened again
it says "can't proceed with server load"
in the log
the new code
New log too
I'm not familiar enough with this part. Sorry, cant help with this.
it's fine
I'd need the full debug.log to be able to decipher this one
I saw a 1.16 port on spartan and fire on github but when I tried to build the gradle, it keeps failing
Hey, I've got a problem im really stuck on since yesterday.
After setting up a new forge project, gradle is not able to download fastutil.
I tried several things one being downloading it through the internet and put it into the gradle folders directly, but since I don't know much about how gradle works exactly I don't really know what I should do.
Does anyone have the same problem or knows how to fix it?
Gradle Log: https://sourceb.in/ncO3jhtieP
Can anybody help me? Im still stuck on this issue :/
Sorry I didn't see the message, here is it.
well, seems like the tag file doesn't have any problems now
the problem was caused by my fluid registry
thanks for help and sorry about my dumb thoughts
onEvent('recipes', event => {
event.remove({output: 'actuallyadditions:item_food'});
});
Whats wrong here? (Mod: KubesJS)
So I'm missing two files in my gradle cache:
- file:/C:/Users/Dominik/.gradle/caches/forge_gradle/bundeled_repo/net/minecraftforge/forge/1.17.1-37.0.0_mapped_official_1.17.1/forge-1.17.1-37.0.0_mapped_official_1.17.1.pom
- file:/C:/Users/Dominik/.gradle/caches/forge_gradle/bundeled_repo/net/minecraftforge/forge/1.17.1-37.0.0_mapped_official_1.17.1/forge-1.17.1-37.0.0_mapped_official_1.17.1.jar
Does anyone know where I can download them manually or make gradle to download them?
Those are generated files in a fake repo, forgegradle generates them on the fly
Look higher in the log
(Moved from #🧱︱mc-other-help since this is a modding question)
Hey, did something change with how the CurseForge maven repo works? I am no longer able to download dependencies and I even copied a url directly from the documentation page (https://support.curseforge.com/en/support/solutions/articles/9000197321-curseforge-api). I am trying to download baubles for my build and it is no longer working?
it's never worked correctly apparently and that info doesn't work right either. Nothing has changed otherwise afaik.
yea, it used to work but that was ages ago. I just resorted to having a local library again...
iirc it worked for some things and broke on others because it kinda followed the maven spec but not quite
but how can I download them afterwards?
In the log its showing only these two things Caused by: java.lang.IllegalStateException: ProjectScopeServices has been closed.
Yea, good point, it worked but required some funky qualifiers....
And another question:
If my custom modpack runs smoothly (100-300 fps) with around 200 mods but entities still seem to be lagging what is causing that?
Is that some mod incompatibility?
AI mods being broken?
Or something else?
And whatever it is is there a way to fix it? Or to find out which mod is causing it?
Please ping me if you respond!
uh
entities
you just said it
not much you can do aside from removing mods that add those or preventing them from showing up
theyre one of the least optimised part of the game its kinda expected
You can't
Run gradlew --stop then refresh gradle
I get this error when trying to run the client
FAILURE: Build failed with an exception.
* What went wrong:
A problem was found with the configuration of task ':createSrgToMcp' (type 'GenerateSRG').
- In plugin 'net.minecraftforge.gradle' type 'net.minecraftforge.gradle.mcp.tasks.GenerateSRG' property 'srg' specifies file 'E:\GitHub\Just-Needed\build\extractSrg\output.srg' which
doesn't exist.
Reason: An input file was expected to be present but it doesn't exist.
Possible solutions:
1. Make sure the file exists before the task is called.
2. Make sure that the task which produces the file is declared as an input.
Please refer to https://docs.gradle.org/7.2-20210702220150+0000/userguide/validation_problems.html#input_file_does_not_exist for more details about this problem.
i have tried #1 and idk how to do #2
run extractSrg
how?
Okay, I‘ll try... with which mods should I start?
AI changing maybe...?
And what after that?
Please ping me again in case you’re going to respond. Thanks!
Hello ! does anyone know how to make an action on every mobs with a certain hitbox scale ? to detect if they can go through a one block tall path (like a silverfich of a spider)
What is the problem you want to solve, what environment are you in
The hitbox probably has a size getter
use cursemaven.com
Alright, my only issue is I think for that one I have to change the format to use file id and mod id
which shouldnt be any trouble, really
this is more for a modpack then a mod, but is there a way to change a crafting recipe for a mod to use another modded item instead of what ever it was using
So you have 2 options there:
Craftweaker and its zs scripting
or
Kubejs and its datapack scripting
Depending on what mc version your using tho
1.16.5
then yeah either of those work,
Had this exact convo in #🧱︱mc-other-help as well a few min ago.
Craftweaker is/was the way to do it before mojang added datapack support.
thank you
np
I absolutely can not figure out how to see Minecraft's source code through Forge. I'm working on a mod and would like to see the code for a snowball, could anyone tell me how to do this?
it's driving me nuts
./gradlew setupDecompWorkspace
thanks soooooo much!
i was trying it without ./ and it wouldn't work
uh small problem
Check the forge docs for the proper command, I know the one I said is for 1.12
ah ok, np
But at least now you know ./
yeah that actually helps a ton, thanks
ohhh i see what the problem was
the source is now included in the build gradle, so we don't have to decompile. I just had to look for what I was trying to find in the "external libraries" folder
aynone know how to set entity attributes in 1.16?
There is no registerattributes class to override
@fading venture you will get a lot better help in a discord more dedicated to minecraft modding like Modded Minecraft Discord
and registerattributes isn't a class it's a method
and you need to use the EntityAttributesEvent
correct me if I'm wrong I'm no java dev but I don't think overriding classes is a thing
yeah my bad, i haven't be programming since summer started, so I got method and class confused
thanks!
does anyone have a json file for a regular chestplate?
Vanilla should
where can i find the file
im new to file locations n stuff
Are you using Forge or Fabric?
forge
In a Forge mod development environment vanilla's resources are attached as a library under the name net.minecraft:client:extra
alr tnx
Hey I Wantet to Start a Minecraft server With A Freiend and the server is Good with 24G Ram an an Ryzen 5 3600
The modpack have round about 250 mods
i used The forge Version
1.12.2-14.23.5.2854
1.12.2-14.23.5.2851
1.12.2-14.23.5.2855
1.12.2-14.23.5.2847
And I got the same Problem Every Time
The Ping from me to the server is 14ms
the TPS is 20 Everything is fine but the server is laggy and the block and animals are lagging they stop and than move very fast like you got a bad ping
Can Somebody Help Me?
24gb of ram is a lot
allocate more like 8gb
java has bad garbage collection, meaning if you allocate more than 8, itll get significantly laggier
#📛︱rules 4 and are you a dev or a player?
would adding opium tea made from processed poppies be an acceptable feature to add to my create tea addon?
or would this be against the TOS
borderline
what can’t i do?
Drug related things aren't entirely allowed.
so if i don’t make it drug related and jsut have it be like any other tea added by my addon, is the name alone allowed?
still is borderline
alrighty then i’ll take that as a don’t do it
Just call it opiun't 
im looking for someone who can model. im making a mod called axolotl plus: it adds 3 new items: the fish bowl crafted with 3 glass when right clicking a water source block it will turn into a filled fish bowl, you can then place the filled fish bowl on a axolotl to allow it to breathe overwater
and the slime boots once placed on a axolotl it will allow it to move faster over water
also it will be for 1.17.1 forge
maybe a fabric port soon
also i have more items planned soon like a radar collar to track your axolotls
if you can help me dm me
it sounds like you need someone who can texture
honestly im not sure
my plan was to just to use a square model with teh glass texture on it and put it over th eaxolotls head
how do i set the group.ItemGroup?
i tried new Item.Properties().group(ItemGroup:MISC))
that's because it's called TAB_MISC
whehw imagine not using auto fill
I was gonna say that
this is exactly why this feature exists
but that aside, you putting : there is very concerning, did you actually learn java before starting your mod
I don't even know a single language where you would do that
even if you didn't learn java it's concerning.
what version are you modding?
1.17.1
This is the very first time ive made a minecraft mod
I was following a tutorial
I had a bit of java experience beforehand
😶
When you assign things in css, you do like height:300px
well first of all you should be using rems, second of all . is not a value assignment in any way
Rems?
bruh
ok like this one is like item.settings
i tried like Item.Settings().tab(ItemGroup.TAB_MISC)
did i forget to import something or what i
Do you know Java?
yeah; i know a bit
but not enough to make a mod without a guide
bro do you know how frustrating it is
to ask a question 8 hours ago
and then the only response i get is "bro do you even know java"
Bruh do you know how frustrating it is when people ask how to run when they aren't even walking yet?
Have you tried looking at how OTHER items are made, say Vanilla's items?
no,
Being able to research on your own is a critical skill, if you're trying to do something that is already done somewhere else, why not see how it's done over there?
The deobfuscated Minecraft sources are attached as a library
augh
oh man i want to make an item > oh i dont know how; someone told me to look in the minecraft source code to see how they do it > oh the source code is encrypted; have to install MCP to deobfuscate it > how to use mcp???
just to figure out whether or not i need to do ItemGroup.MISC or ItemGroup.TAB_MISC
This is considered syntax right??
Like when learning a new language
you just find documentation??
MCP as a toolset has been obsolete for years and the tools that do it now should be doing it automatically when you import the project
ok then
could you help me possibly guide me through this
and ill try to never ask a question here again
I assume you're using Eclipse?
How did you import the project? As a Gradle project or did you run the eclipse task?
gradle proejct
As far as I know the failure of IDEs to link the minecraft source is an intermittent one that the team can't reproduce reliably enough to fix
Most often they just say refresh Gradle until it attaches properly
One second, need to set it up on my end to guide you
ok
It should show up in Project and External Dependencies
Do you have a tab that says "Console"?
Oh for pete's sake
I've been looking at ForgeDev for so long I forgot what ModDev looked like
In ModDev Vanilla's source is inside Forge
oh ok
is
ohhh
there it is
CreativeModeTab.TAB_BUILDING_BLOCKS
👏
😄
now i wonder
Try not to post images of deobfuscated code
oh ok
was it worth more than an hour ?? to find syntax that changed between versions?
It's part of why Forge does this on your own machine rather than doing it ahead of time
it was switched from ItemGroup to CreativeModeTab
ok got it
When you get more efficient at it you'll only take 30 seconds
alright
then
like i had to
or i went through each package
to find item
which was under net/minecraft/client/world/item
like is there any better way
After you mod for a while you start being able to predict where the class you're looking for will be, Item classes in the item package for instance
which is under world
vs like
#MoJank

It is 01:20PM 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.
How can I setup a forge workspace on Linux? Everything I've read/watched runs batch files, which dont work on linux
@ me if you respond please :]
You literally run the same command but with ./ at the start
Both gradlew.bat and a gradlew executable file are shipped
icon in the bottom left to open settings.