#⚙️︱authors-help
1 messages · Page 16 of 1
excuse you?
ah ragequit cuz doesnt understand that you need to know java to make a mod. 👍
the version quite literally has nothing to do with this
this is extremely basic OOP stuff
me and some volunteers from the OSO community are making a pack but we do not have a scripter we would like someone to volunteer to be a scripter for the pack
i threw together a modpack on curseforge for me and my friends, got it accepted on the website by putting the files in but now i cant access it on my curseforge app to edit it, this is the first time i have done anything with submitting a modpack and i did sign into the curseforge app after getting it accepted and downloaded it before aswell, anyway to be able to edit it from the curseforge app or just the website?
!sync
CurseForge App and site do not share the same requirements! You can find things on the site but this does not mean it will be in the app!
For a mod to show up in the app:
- Projects MUST have a file marked as RELEASE or BETA
- Projects MUST be APPROVED
- Projects MUST have a file marked for the GAME VERSION SELECTED/LOADED
- Projects CAN'T be EXPERIMENTAL
- Projects CAN'T be ABANDONED
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/Beta or there is issues with the sync system making it slow.
Vote this issue up if you would like to know when the last sync was! https://curseforge-ideas.overwolf.com/ideas/CF-I-1617
!sync
CurseForge App and site do not share the same requirements! You can find things on the site but this does not mean it will be in the app!
For a mod to show up in the app:
- Projects MUST have a file marked as RELEASE or BETA
- Projects MUST be APPROVED
- Projects MUST have a file marked for the GAME VERSION SELECTED/LOADED
- Projects CAN'T be EXPERIMENTAL
- Projects CAN'T be ABANDONED
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/Beta or there is issues with the sync system making it slow.
Vote this issue up if you would like to know when the last sync was! https://curseforge-ideas.overwolf.com/ideas/CF-I-1617
I am trying to setup eclipse to start coding mods, and when I launch, I get this error: https://paste.ee/p/yqoq8
1.12.2 needs Java 8
oh ok, thanks
So, it loads, then right as it finishes, it crashes with this report: https://paste.ee/p/E22Zw
No idea what it means
I should mention: I do not know how to code, however I am taking an indepth class and spending all my free time learning how, and I just want to set this up so I can get started...
Why are you coding it in 1.12?
And I guess you are watching a tutorial, right?
Have you tried running a mod, or it just crashes on the start?
just crashes on start
can't help a null pointer without any code
^ thats why I asked did he ran any code, it looks to me that something went wrong with that sun package...
I need a little but of help registering my Events in Forge 1.16.5. Here is my Code for my Event Handler:
And here is my main class:
Im just new to mod development
Do you know Java or are you trying to learn Java through modding?
I know other programming languages so i understand the fundamentals of a language such as java but im trying to learn a lot of it through Mod development
Ok so you at least understand general programming practices... do you understand the principles of OOP?
Object oriented programming yes
Just for the record I'm asking because there have been too many times where I've tried to help someone only to learn they knew fuck all about what they were doing and wanted to dive in the deep end... massive waste of time
I see, it does get annoying at times in those situations.
Have you run this code and it doesn't work or are you wanting to confirm before testing?
I have run this code before, yet nothing occurs when the event happens.
Its just a test event so I can focus on another project.
breakpoint it
Alright, let me see what happens.
log messages are also super handy too when building complex event based stuff. It's not a bad habit to pick up.
Alright, I was able to solve it!
Turns out since my method was static I had to register it in Main with .class in the event bus
Having it static should have worked with the annotation
can anyone teach me how to compile a mod sourced from github? or a video on how to do so
Why do you need to compile it from GitHub?
the mod hasnt been updated to 1.17 on releases or on forge, only here
Might not be done yet
that's true, guess im trying to test it out
ive run gradlew.bat but unsure what to do from there on
Tried asking the dev for a jar?
i have dmed them on curseforge, waiting for a response
Hi guys. I want to try modding but I don't know where to start. Can you advise me?
Also sorry for my English
There are some official tutorials?
cant really tutorial learning an entire programming language.
that is as close to an official tutorial as there is.
- Learn Java
- Make mods
I want to make a mob do something after it's BreakBlockGoal is completed, how would I do that?
would someone be able to help me I don't know where to go for help 😛
I want to make mods for 1.12.2 but the setup isn't going well
turns out setupDecompWorkspace no longer exists lol
Not in newer versions of forgegradle
you should use the MDK for .2847 probably
that's the last one to use old forgegradle and have setupDecompWorkspace
thank you for your input (I'm also vary new to programming so it's going to be difficult to understand what I'm supposed to do)
I need a little help of Forge Entity Registering. I have registered the entity as a RegistryObject, I have a model, I have a renderer, I registered its renderer, and an texture. The entity spawns fine with a bounding box as I can see in debug hit box mode, but the entity is invisible and it’s texture isn’t applied. How can I resolve this?
Is it a living entity or non living? For non living you have to override the spawn packet
Also you should use a better Discord dedicated to Minecraft modding as not many people check here
It is a living entity.
And I got banned off of the official modding discord. I was working with coding a Forge PvP client, and it was considered a "hacked client" sadly.
there's more than just one
I see.
Hey, can anyone help? How can i register items in main class?
(Picture 1 is the items class. Picture 2 is the main class)
How should I do it right (forge 1.15.2)
bump
Does anyone know where I can find a full sized tutorial for making a datapack with new items/blocks? I cant find one
i am making a mod but i don't know what to call it it is about a custom dimension and a new set of tools and armor and a new boss that may or may not work
Hey, i have little question:
How do i make multiblocks?
I dont find any new videos or documentatuons about it. Maybe csn anyone help me ;)
Version 1.16.5
Oh
Wait
It should be CB multipart for forge but I can't really find any info on using it
CB?
Chickenbones the name of the guy who made it
Ah
Hello, sorry for this dumb question I guess but I'm working on a datapack for Origins and I want to make a farmer class that double drops of fruits and vegetables but I don't know how to proceed with wheat, is grown wheat a block please ?
If it is what is the ID of completely grown wheat please ?
any other free modmakers other than mcreator i can use?
java
how long does it take for mods to be reveiwed to be put on curseforge?
!status
It is 04:46AM on Sunday 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.
ok
@modest sage please don't use mcreator, it's really bad and manages to be incompatible with nearly every other mod it's also not great overall for making things anyways at most you should only make a mod that only adds simple blocks with it and there are much much better ways to do that
wdym i use my mod with rlcraft
in 1.17.1 forge how could i spawn an item in? i already got the world and pos i want
Did they change entity spawning?
addEntity doesnt work
its addFreshEntity btw
wtf
Mappings
same method but mojmap name
Forge 1.17+ requires mojmap now
so it's all the same methods Mojang uses
They must have renamed it then.
I use official mappings in 1.16.5 and you arent strictly limited to offcial mappings if you dont want to be.
on 1.17 forge you basically are ¯_(ツ)_/¯
That's what they tell you.
Pls don't tell me you're using a new mcp or yarn
Not currently as most stuff I do is fine with mojmap but yall dont offer what people want and ignoring it doesn't do anything better for the community so they make their own stuff.
That how it be.
what do people want?
To not be tied to one mapping set and use what they want to or prefer.
That should be fairly obvious with all the mappings work that's going on.
They entirely can with a custom forgegradle version lol
Yarn is gross
Parchment is good and best
Mojmaps is okay
Even fabric mod makers and sponge itself moved to mojmaps
but parchment is mojmaps but better
hey guys im trying to port a 1.12.2 mod to the 1.17.1 version, but idk what changed over the time and how is it called today. Like some of the imports changed etc. java import net.minecraft.entity.EntityLiving; // is now net.minecraft.world.entity.LivingEntity import net.minecraft.entity.passive.EntityBat; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.DamageSource; import net.minecraft.util.EntityDamageSource; import net.minecraft.util.text.ITextComponent; import net.minecraft.util.text.TextComponentString;
i found out that now its minecraft.world.entity but its missing the .passive and .EntityBat
Just use your IDE and search all for EntityBat
First one is Component second one is TextComponent
iirc
thanks
@fresh furnace and net.minecraftforge.fml.common.FMLCommonHandler; ?
nvm
what am i supposed to use instead of java FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList().sendMessage(messageText);
in 1.14
Where are you calling this code
show the full method / class
cuz you probably already have access to the server somehow
package net.multiplemonomials.mobdeathmessages.chat;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.passive.BatEntity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.server.MinecraftServer;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EntityDamageSource;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.StringTextComponent;
import net.minecraftforge.fml.common.FMLCommonHandler;
import net.multiplemonomials.mobdeathmessages.configuration.ModConfiguration;
import net.multiplemonomials.mobdeathmessages.util.NameUtils;
public class EntityLivingDeathMessager {
private static boolean shouldShowMessage(LivingEntity deadEntity, DamageSource damageSource) {
boolean retval = false;
EntityDamageSource entitySource;
if (ModConfiguration.showNamedMobsOnly) {
if (ModConfiguration.showMobOnMobDeathMessages && damageSource instanceof EntityDamageSource) {
entitySource = (EntityDamageSource)damageSource;
retval = entitySource.getTrueSource() instanceof LivingEntity && ((LivingEntity)entitySource.getTrueSource()).hasCustomName(); //entitySourcegetTrueSource
}
if (!retval) {
retval = deadEntity.hasCustomName();
}
} else if (damageSource instanceof EntityDamageSource) {
entitySource = (EntityDamageSource)damageSource;
if (entitySource.getTrueSource() instanceof PlayerEntity) {
retval = ModConfiguration.showPlayerOnMobDeathMessages;
} else {
retval = ModConfiguration.showMobOnMobDeathMessages;
}
} else if (!ModConfiguration.showBatsDyingOfNaturalCauses && deadEntity instanceof BatEntity) {
retval = false;
} else {
retval = ModConfiguration.showInanimateObjectOnMobDeathMessages;
}
return retval;
}
public static void showDeathMessage(LivingEntity deadEntity, DamageSource damageSource) {
if (shouldShowMessage(deadEntity, damageSource)) {
ITextComponent deathMessage = deadEntity.getCombatTracker().getDeathMessage(); //deadEntitygetCombatTracker(getDeathMessage();
String messageText = deathMessage.getUnformattedComponentText(); //deathMessaggetUnformattedText()
messageText = NameUtils.trimEntityNamesInString(messageText);
if (messageText.equals("Squid drowned")) {
messageText = "Squid asphyxiated";
}
if (messageText.equals("Blaze drowned")) {
messageText = "Blaze tried to swim in water";
}
//FMLCommonHandler.instance().getMinecraftServerInstangetPlayerList().fsendMessage(new TextComponentString(messageText));
FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList().sendMessage(messageText);
}
}
}
Also, LivingEntityBase is now in LivingEntity?
Yes
Also you can grab the server from an entity
if (!entity.level.isClientSide) {
ServerLevel level = (ServerLevel) entity.level;
Then ServerLevel should have a getServer method
Actually you might not even have to cast it
getServer might exist on Level too. You would have to double check I'm on mobile rn
so if i can get the server from an entity this would work just fine right? java MinecraftServer server = deadEntity.world.getServer(); server.getPlayerList().sendMessage(new StringTextComponent(messageText));
Yes just make sure the server isn't null
gotcha
this is why I asked where are you calling the code 😄
accessing the server instance through FML static stuff is usually a hack and more prone to bugs
Also, EnumFacing is now Direction right?
Yes
Also, can someone guide me a little how to get the number of how many mobs with nametags are currently spawned?
Would need to get the currently loaded entity list then loop through every one of them looking for a custom name.
i want to learn to make mods but dont know where to start :/
learn java
@SubscribeEvent
public void onLivingSpawnEvent(LivingSpawnEvent event)
{
LivingEntity entity = event.getEntityLiving();
if(!(entity instanceof ChickenEntity && entity.hasCustomName()))
return;
LOGGER.warn(entity);
}```
Im currently trying to get all the living chickens with the custom nametag but for some reeason hasCustomName is always false
maybe because LivingSpawnEvent catches the entity only when it gets spawned? So i gotta spawn it named already? or is there some other event i could use
to get he current number of living chickens
living spawn would be when it's spawned yes.
That doesn't count loading from disk either IIRC.
yeah, ichanged the event to LivingEntity and now it sorta works
You would need to use EntityJoinWorldEvent if you want to catch all loads/spawns.
then filter it for what your looking for.
also every named creature has its own id right? so i could just check for duplicates to get the final number how many chickens are loaded
Every mob has it's own UUID. I don't know if they are guaranteed unique though.
Otherwise there's no way to tell one chicken from another.
You would need to check each one for the nametag data
What's the goal? cause if I know the goal i could help better
The goal is to count how many chickens with nametag are alive
Like all at once and done or per tick?
per tick
Then do it on ServerTickEvent
otherwise you need to use EntityJoinWorldEvent and LivingDeathEvent and track each entity.
would also likely need use EntityLeaveWorldEvent too to remove stuff as it's unloaded.
hmm alright
They are. The UUID is randomly generated. The possibility of a UUID collision is astronomically small but if it happens then minecraft just doesn't spawn the entity
Which means I think theoretically the ender dragon could be prevented from spawning lol
i still havent figure out how to count the chickens lol
count nearby entities, check if chicken
idk the exact function to count nearby entities but im 100% sure it exists somewhere
@lapis dagger so i'm using getEntitiesWithinAABB(ChickenEntity.class, t); , how am i supposed to filter out only chickens with custom name?
loop over all the entries received.
okay so i compiled the mod and tried it on singleplayer it works like a charm, but whenever i connect on my localhost forge server the mod doesnt work at all - doesnt count chickens etc.. Then i went over to the mods folder on the server and put the mod there too but when i launched the server i got a huge error message (https://pastebin.com/CwjW7Esr) what am i supposed to do?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
version is 1.15.2
You cant run client code on a server.
but if i have the mod in the client only the mod isnt working properly
like it doesnt count anything and its not showing the mssages either
That's because you dont have the same information available to you on the client when connected to a server as you do when playing singleplayer.
Sooo what am i supposed to do to fix it?
You need to use other methods if getting the info if you wish to only have it on the client.
to count entities im using this method ```java
@SubscribeEvent
public void onLivingSpawnEvent(LivingSpawnEvent event)
{
LivingEntity entity = event.getEntityLiving();
if (entity instanceof ChickenEntity)
{
PlayerEntity player = Minecraft.getInstance().player;
if(player != null) {
World world = player.world;
EntityCounting.CountEntities(world, player.getPosition());
}
}
}```
public static int CountEntitiesAround(World world, BlockPos pos)
{
final AxisAlignedBB t = new AxisAlignedBB(pos).grow(300);
final List<Entity> list = world.getEntitiesWithinAABB(ChickenEntity.class, t);
if(!list.isEmpty()) {
e = list.get(list.size() - 1);
if (e.hasCustomName())
if (e.getCustomName().getFormattedText() != null)
{
name = e.getCustomName().getFormattedText();
}
}
return list.size();
}```
there isnt anything containg the word server
Living spawn event likely only fires on the side that actually is controling the world.
You would need to check the currently loaded entities that the client is aware of
I'm not sure what that all would be though.
so basically i'd have to change the code completely
either way there is no way to make it work on a server with only slight edit right?
Well, do you want it on the server and the client?
net.multiplemonomials.bm.BM.setup(BM.java:35)
That's why its crashing.
well on the client i want to count the chicken entities
that's such a niche thing do you really need it to work on a server
well i do not it would be good if it was on client only
but idk how to get the entities
i gotta replace this
@SubscribeEvent
public void onLivingSpawnEvent(LivingSpawnEvent event)
{
LivingEntity entity = event.getEntityLiving();
if (entity instanceof ChickenEntity)
{
PlayerEntity player = Minecraft.getInstance().player;
if(player != null) {
World world = player.world;
EntityCounting.CountEntities(world, player.getPosition());
}
}
}```
```java
public static int a;
public static Entity e;
public static String name = "None";
public static void CountEntities(World world, BlockPos pos)
{
a = CountEntitiesAround(world, pos);
}
public static int CountEntitiesAround(World world, BlockPos pos)
{
final AxisAlignedBB t = new AxisAlignedBB(pos).grow(300);
final List<Entity> list = world.getEntitiesWithinAABB(ChickenEntity.class, t);
if(!list.isEmpty()) {
e = list.get(list.size() - 1);
if (e.hasCustomName())
if (e.getCustomName().getFormattedText() != null)
{
name = e.getCustomName().getFormattedText();
}
}
return list.size();
}```
that's not what I'm asking
Yeah
do you really need it to work when you're playing in multiplayer
cuz i want to send a commands to the server trough python
so i wanna use rcon
so it has to be a server
and i gotta count the entities somehow
run the mod on the server not on the client if you want to do that
then i wont be able to draw the gui tho
and it wont be able to get the player pos from the server
no matter what you do the count will be wrong if you're trying to do it client side on a server
just have the server send the info to the client
but how do i get the player.getPosition on the server
when Minecraft is client class
the server wont be able to load the mod as its using client classes
so to get the player.Pos and world id have to send it from the client to the server?
Why would you be getting the player pos from the client...?
The server is authoritative
When your connected to a server the client is mostly a view port that handles your interactions.
If the server didn't know where the player was you wouldn't be capable of playing with someone else.
Click the files name > archive it > can delete it from there if you want. Only you can see archived files tho
i dont see archive
you can't do anything till the file processor finishes
uh wait wrong channel
ah alright
it will get rejected for being a duplicate file
sorry but is there a way to add looting enchantment amplifier to loot modifiers?
hey yall, im making a bukkit plugin with maven, and I can't seem to get the version to work for 1.17.1 in pom.xml. can someone pls help?
pls ping with answer <3
yall i made aplugin and it does this for every cmd. no error msg in comsole. what did i do wrong
code ??
Return true instead of false
Yes I did do that
I have to leave home and be away from computer. I can send it at like 5 pm est
Haven’t tested it since tho so I’ll try it now that I have changed that I’ll try it this afternoon
Hey there, how do I create a block with a (meta) property?(1.16.5)
Meta doesn't exist anymore.
uh
I mean
you know for a daylight sensor it has a value where its inverted or not
that would be a blockstate
Look at any block that has states in vanilla. It's essentially the same.
seems to be basically exactly the same as what a daylight sensor is doing
but this crashes
looked at Create's code, replaced this.stateDefinition.any() with this.defaultBlockState()
nope
does it need to be done in an Abstract smth class?
why is this so hard
I looked at quark's code; it makes no sense
You're missing a method you need to override
thanks
it worked :)
at cpw.mods.modlauncher.SecureJarHandler.lambda$static$1(SecureJarHandler.java:41)
at cpw.mods.modlauncher.api.LamdbaExceptionUtils.uncheck(LamdbaExceptionUtils.java:95)
at cpw.mods.modlauncher.SecureJarHandler.<clinit>(SecureJarHandler.java:41)
at cpw.mods.modlauncher.Launcher.lambda$new$6(Launcher.java:55)
at java.base/java.util.concurrent.ConcurrentHashMap.computeIfAbsent(ConcurrentHashMap.java:1708)
at cpw.mods.modlauncher.api.TypesafeMap.computeIfAbsent(TypesafeMap.java:52)
at cpw.mods.modlauncher.api.TypesafeMap.computeIfAbsent(TypesafeMap.java:47)
at cpw.mods.modlauncher.Environment.computePropertyIfAbsent(Environment.java:62)
at cpw.mods.modlauncher.Launcher.<init>(Launcher.java:55)
at cpw.mods.modlauncher.Launcher.main(Launcher.java:66)
at net.minecraftforge.server.ServerMain$Runner.runLauncher(ServerMain.java:63)
at net.minecraftforge.server.ServerMain$Runner.access$100(ServerMain.java:60)
at net.minecraftforge.server.ServerMain.main(ServerMain.java:57)```
somebody could help me?
What version of Minecraft?
1.16.5
ok thanks let me check it
It has worked, thank you so much
How do I get the mod dev roles?
Hello, how do I create a command with more than one argument
Currently I have
public LiteralArgumentBuilder<CommandSource> setExecution() {
return builder.then(
Commands
.argument("player", EntityArgument.player())
.executes(source -> execute(source.getSource(), EntityArgument.getPlayer(source, "player")))
);
}
if I add another .argument it gives a weird error with static method access, I looked at the classes/methods that I'm calling but they're just piles of generics that I can't understand
I'm following this tutorial: https://www.youtube.com/watch?v=4Nvg6aDM1P8
You add another .then() to the main builder
hi there. i am making a forge client for 1.12.2. i recently started getting famlair with mixins. However after creating a mixin json, doing the supposed proper referencing in build.gradle, making a mixin loaded, and making a mixin class(MixinMinecraft) none of what i put in there works
no errors
just nothing fires
nothing souts either
id be happy to provide code samples if they are needed
i just dont know what one needs to help me
so if you can help me
i can send u whatever u neeed to look at
a forge client?
Why would anyone want to help you do that? Why would you be doing that to begin with?
wdym
its like a pvp client with fps mods and stuff
kinda like lunar
dont alot of ppl do it?
Only for shady reasons..
?
i just wanna make like a lunar thing for 1.12.2
bc i play on this server for it
and i wanna say i did it myself
You wont be finding help for that here.
why not
This is for help developing content for minecraft, not alternitive launchers that do who knows what.
i am developing content for minecraft
i just need help with mixins
idk why u gotta be wierd abt it
A client is not content.
Please read the topic of this channel.
Working on a mod and need some help?(yes i am and i do) Get some here(well clearly not)
a mod is a modifaction to vanilla minecraft
Lunar isn't a mod
Again, a client is not a mod. Further argument will be removal.
ooook buddy
o k
I ran a test mod with zero function to see if I'd set everything up properly
I apparently have not, but I'm not being told the issue, only that an exception occurred in Main
[mException in thread "main"
Source not found for java.lang.ThreadGroup:uncaughtException
Well, single line says nothing either 🤷♂️
may i ask if there is anyone who can help me make a mod for the modpack I am making? I have a large modpack I have been working on and I want to add a few last features and additions to spice it up and wanted to know if there was anyone who can make add0ns for tinker's construct and the like.
I think you can do a lot of tinkers modification yourself with JSONables, but I dont know whether the mod is still being supported
@wicked harness So I essentially have no way of knowing what's wrong short of double checking and maybe even rewriting everything??
I rewrote everything exactly the way it should be and I'm getting the same exception
No, you need the full exception
Full log please
how do i make it so a boss entity destroy a certain structure
look at the ender dragon code and find out
the ender dragon doesnt destroy anything it just fly through every blocks and destroy them (except the ones that have immunity)
the ender dragon doesn't destroy anything it just [...] destroys them
I get this error, when populating chunks:
No chunk holder after ticket has been added
Can you tell me what that means?
I can only find that the chunks x and y could be more than 15, but in my case that can't happen...
context ? modloader ? code ??
Is there a way to change “recipes” for rituals in magic mods with Crafttweaker or a similar mod? So like a specific example: I want to make a new recipe to summon Botania’s Gaia Guardian, which requires interacting with a specific multiblock structure with a specific item. Is there an easy way to, say, change that specific item short of a lot of modding code?
Look at the wiki for crafttweaker and its addons.
👀 I didn't even know there was a wiki, thanks
Its got code for every single magic mod I need, except that specific one lol
it's possible to do some things-ish like that by datapack functions
I'm working on ChunkGenerator. In order to make smooth biometransitions I am interpolating the y internally in every chunk with a blockpopulator. It somehow it always crashes, when there is a desert being generated, no matter how i generate it.
Even if I use my Plains Method its crashing, only if its generating a desert biome
Its spigot btw
where's the code
The code that generates it is this:
public static void generateDesert(Chunk chunk, int x, int maxY, int z) {
int r = new Random().nextInt(2) + 3;
int r2 = new Random().nextInt(3) + 1;
for (int y = 1; y < maxY; y++) {
if (y < (maxY - 1 - r - r2)) {
chunk.getBlock(x, y, z).setType(Material.STONE);
} else if (y < (maxY - 1 - r2)) {
chunk.getBlock(x, y, z).setType(Material.SANDSTONE);
} else if (y < (maxY - 1)) {
chunk.getBlock(x, y, z).setType(Material.SAND);
} else {
chunk.getBlock(x, y, z).setType(Material.SAND);
}
}
for (int y = maxY; y <= seaLevel; y++) {
chunk.getBlock(x, y, z).setType(Material.WATER);
}
chunk.getBlock(x, 0, z).setType(Material.BEDROCK);
}
It's being called in a for loop structure like that:
for(int x = 0; x < 16; x++) {
for(int z = 0; z < 16; z++) {
... generateDesert(...);
}
}
I had a small mistake in my code resulting every biome to be generated as desert, which is why the problem only occurred in deserts. Its happening in every biome..
How do I get this .jar file into a .js so I may open it in Node/Sublime text to edit it.
I cant find anything on Google/Reddit about it
😂
Am I stupid and not doing it properly? Im trying to use Node to edit the ProjectMMOs mod to where I can edit the skill level requirements
Yes.
- You can't just edit jar files and repack them like that first off.
- Javascript isn't in any way going to help you do anything related to java.
- the mod likely has configs, why aren't you using them...?
Im using what they suggested lol
i hope this isn't for a modpack
It is lol
You can't do that for a modpack
soooo
what exactly is the issue that you are trying to fix
Im just trying to literally change a couple of variables like level requirements for skills
ie stone pickaxe needs level 10 mining
and I wanna change it to 5
that literally it lol i figured i could just change the config easily like with Lyndicate mobs
yeah, kinda figured.
Absolutely sucks, I just think the mod is just not written in a way to make it easily configurable
They have a whole guide on how to do it but it just doesnt work how they say it does
Im scowering the config rn
Is there any real good alternative?
Because I found some nice skill mods but they dont automatically assign level requirements dependent on damage ect
For example if I download blood magic it puts skill requirements for all of the items in it automatically
no idea but i wouldn't likely keep those requirements myself,.
isn't that kinda the whole purpose of making a pack?
I wish I was good enough to do that man Im trying to teach myself
Ill look around for alternatives though hopefully theres another
Im gonna try with Rereskillable tbh that looks so much better
Reskillable is the one I see used a lot, its pretty easy to use
So I've got my own question though, For crafttweaker, how do I differentiate items if they all have the same ID and metaID? Specifically I'm working with Thaumcraft Phials, but they're all listed as thaumcraft:phial:5063:1, so I can't tell the recipe which one I want
NBT
So it looks like this for me {Aspects:[{amount:10,key:"alienis"}]} How does that fit within the algorithm?
thaumcraft:phial:{Aspects:[{amount:10,key:"alienis"}]}?
the docs explain how to use NBT tags
I'm still familiarizing myself with how mods work rather than plugins -- does it impact performance much to have niche-use mods? Or are they only active when the related features are used? (IE: Singleplayer WorldEdit -- will it impact performance at all on Multiplayer?)
Adding any mods will take away performance in specific ways.
But stuff like commands and other things that require specific conditions are usually not an issue, they just increase load time and consume more memory.
So it wouldn't be very harmful to include that in a primarily-optimization focused pack?
No
depends what you optimise
if you're optimising memory usage it's not great but also it's not like a mod with only commands would take up much memory
whether a mod is active at all times or not depends entirely on the way it was programmed, if they did a good job its not gonna be, if it's a shady mod avoid it
is there a way to make minecraft blood magic bound armor enchantable in the configs?
how do u learn forge api once u learn java
tutorials and documentation and reading code
but baby steps if you don't know java
"Documentation" 🤣
on average how long does it take for a modpack to get accepted/rejected cuz i submitted my first mod pack a day ago it still hasnt been reviewed and i'm wondering if thats normal?
!status
It is 11:58AM on Wednesday for CurseForge my dudes.
Temporary moderation changes! See #announcements for more info
- 20th & 21st No Moderation
- 22nd & 23rd Moderation will be done!
- 24th & 25th No Moderation (Normal weekend)
- Normal Moderation hours and days resume after this!
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.
oh ok thanks i didnt know 😄
So when trying to upload a new version of my modpack, the website keeps timing out. My pack is about 1 gig so it takes a while to upload, which I assume it what's causing me to time out. I tried constantly interacting with the page to keep it active but that didn't work, is there a way around this issue?
Why is your pack a whole gig?
The max size of file on CF is like 500-800mb.
Music
That's an insane amount of music.
Do you even have the rights to be distributing it?
Also, why dont you just make a project that has adds the music and then add it to the pack?
It's all Kevin MacLeod and Myuu music, creative commons. It's less music and smaller overall than another pack I play though which is why I'm confused it works for them
But explain to me putting it in a different project. I can upload all the music separately and then tell CF to download it with the pack separately?
make a resource pack for it?
Cool, didn't know I could do that
i mean those must have a size limit also heh
Yeah but splitting it into two probably works. That must be what the modpack I was referring to did
Their music folder is even bigger than mine lol
you can download their modpack zip folder and look inside to see how it's organized
So after uploading the music as a resource pack, I just do add project at the bottom of uploading my modpack?
I need the files to go to a specific folder I think, would a resource pack be able to put them there though? Would it not just put them in the resourcepacks folder?
Then whatever mod you are using is made poorly.
That's literally the point of resource packs is to hold sounds and textures...
You will need to find another way to handle it if that's the case.
I mean its got 350,000 downloads but okay
Obviously there is an easy workaround I just don't know what it is
there's tons of mods that are made poorly with hundreds of thousands of downloads.
If that's the only option people have then thats what they use, doesn't change the fact it's made poorly.
Fair enough, but people wouldn't use it if it was impossible to put into a pack correctly. And I've seen it in a pack correctly so there must be a way
Would my upload speed being slow cause the timeout? I thought interacting with the page would negate that though
As for what to do instead 🤷
That's on you to figure out. I only know the restrictions of uploading files.
It won't be accepted anyway.
It will get autorejected for size
ok im way too stupid to make a mod lol
pog new mod 0 downloads
already 3 comments with 2 negative and 1 positive
whats it called
uh… Fixed Glow Squids
Mod Development question: if I wanted to make a "dead grass" block but dynamically build it for each person's texturepack by mux'ing a podzol block and a grass block for each respective biome, is there a way to do this? or will I need to have a static texture.
my thoughts are to potentially just save a file dynamically or keep it in RAM, but I'm not sure what limitations forge has for this type of os/system changes (i.e. writing a file)
You don't need to use podzol, you can dynamically make the a "dead grass" block work with any texturepack by making your block model the same as Vanilla Minecraft's grass block with a different biome tint (to make it look dead)
Oh my gosh. I didn't realize forge has tint support (boy I feel goofy now)
Any idea what mod might be making the time reset? The sun reaches the other hemisphere, and then immeaditly resets to the beginning of the day. Night time doesn't occur. (Edit: Simply switching to technic fixed it)
How would i add custom structures to my modpack? Ive saved a couple with structure blocks but i want to know how to actually make them appear ingame
We cover how to locate new chunks and choose where to load custom structures in any world.
▶️ Datapack Tutorial: https://www.youtube.com/watch?v=1KPSfx3xSkY
▶️ Biome Detector: https://www.youtube.com/watch?v=3dPuGjJRI6w
▶️ RNG: https://www.youtube.com/watch?v=fzZASMieGn0
📦 Starter Pack: https://www.dropbox.com/s/l8vqplyw2d21fet/starter_pack.zi...
I haven't watched this particular tutorial, but tons show up with the simple google search.
ive found a mod called pillar that seems promising
ill see what works, thanks plenty.
Alright so support has not gotten back to me so I’m just gonna ask here. When I export my pack without checking the mod folder off, it doesn’t actually export and of my mods. If I do check the box to export, I get rejected because of “duplicate file ids”
Not checking the mods folder box won't link the mods in your pack. Sounds like something bugged out having two of the same file. Open your profile folder and look in file browser, it could be the wonderful launcher apps mod logging system though
There don't appear to be any duplicate files...
But thank you about whether to check the mod box or not. I keep getting conflicting answers on if I need to do that
Any idea how I can figure out what mods these fileIDs belong to?
Can you post the whole reject message instead of just part of it?
Duplicate fileID references: fileID 2919737, fileID 3432142, fileID 3453908, fileID 3408077, fileID 2950248, fileID 2539562, fileID 2804795, fileID 3017891, fileID 2951840, fileID 2643976, fileID 3065926, fileID 2557662, fileID 3405071, fileID 2863771, fileID 2696766, fileID 2943808.```
How did you make the pack? As in did you just download mods via the app?
Yeah
They're all from CF app, the others are with mod director and uninstalled before I export so it can't be those (plus there are more IDs there than extra mods I add)
mod director still not sure how that's still on the platform but anyway...
Duplicate the profile in the app and try exporting it again.
I did and it still didn't work
Ok, then the only option I can think of is to delete those files and install them again. Why the reject is missing this info is beyond me but I can help you look them up here in a bit.
Yeah the main problem is I have no idea what mods those IDs are. And typing them into the website's search feature does not work
They arent project ids so they are harder to search. Only google searches will sometimes find them.
If I delete the manifest and then re-export would it create a new one? And maybe that one would work?
JEID, toroquest, ???, Wizardry Golems, better questing, quest book, bloody quests, bq multiblocks, game stages, dimension stages, bq gamestages, mob stages, ???, bq standard, item stages, ???
can somebody please link me to a good guide on starting out with forge 1.8.9 modding, everything ive read and watched is outdated...
outdated? Like...too new?
MC 1.8.9 was released in 2015...and Forge for that version left LTS probably a good 5 years ago.
(Also, most people playing old/unsupported versions for modded choose 1.7.10 or 1.12.2, so you'll find more resources on them)
But 1.8.9 is the last version that had the "good"™️(autoclicker) combat system
Hi! I'm trying to make a forge mod for 1.16.5 and I want to have a bit of data assigned to all players that join the server or in the world. (A number from 1-3, although a string would work as well) It needs to save across the server/world being closed and reopened, like say, the inventory, or a player's health.
How can I save this data?
Hey Guys, it's me! :^)
Today I will try to teach you on how to start coding chat based mods.
Disclaimer: I am not an professional coder! I learned this all by myself from watching tutorials on YouTube.
Disclaimer: I will be using Eclipse for this tutorial.
Experience with C# or Java is nice...
Uses eclipse but most people throw a hissyfit when they see somebody trying to developed for 1.8
Despite servers like Hypixel
I've seen people get banned from the official forge server for offering to help with 1.8... not asking, offering.
That's how bad the problem is rip, so just cause of that probably don't develop for 1.8
Add a capability to the player and save your data to it would likely be the best option.
Appreciate it
No it’s like all sources say different stuff and nothing works as it does in the guide, thus considering it outdated. I don’t think it’s on me what went wrong
I'm trying to figure out how to decompile and recompile mod jars so i can possibly start modding on my own, but whenever I try to recompile the .java files using javac it gives me a frick ton of errors saying things along the lines of: "package net.minecraft.inventory does not exist". Looking at it now i realize its the folder pathway to other .java files but idk how to fix it.
By the way, im decompiling using javadecompilers.com and its using procyon
This is not how you mod at all. I advise you learn how java works first.
Seems a variable
This is basic Java...
How can I check what item and item actually is (eg. Block of Gold, Block of Iron etc.)
Items have an id, you check it
We talking mods or plugins?
Wait wait
I found how to get it
But like
Is the item id for example the gold block 0041
or just 41
What are you trying to do and in what version
Plugin or mod?
Ok so I'm coding my own mc client, and when ever I open the controls menu the game just crashes. Any ideas?
We don't deal with clients here
Well
Where do I deal with clients 😂
This is literally mc-dev
Not mc-mod-dev
Idc if you don't deal if clients but mc-dev is quite a broad subject that it does pretty much cover all types of mc dev
Almost every community other than shady ones are going to tell you off.
Especially as whatever you are doing is almost gaurenteed against mojang and discors tos.
I mean
I'm making a client for playing wynncraft 😂
With like the same features of wynntills (a mod), with some nice utility features I feel better suited for it
Mod can do the same things probably
Yes, it probably can
But I wanted to make a client
Ive made enough small mods it's kinda niche I wanted to make a client 😂
But why?
Cause I want to
Why do you make mods?
Cause you want to
It's as simple as that
Client vs mod is a big difference
And the only reason to make a client is to either cheat or steal.
Both go against all the rules.
I don't know why I can't make a client to like, be different?
You can, but not here
You know how much of a hassle it is to develop a good mod for minecraft, with actually useful configuration
Basically no client mods have good configuration which isnt just a wall of text etc.
All development is a hassle.
With a client you can have all that in a way better UI aspect, along with some things mods probably arent able to do (havent done ridiculous amounts of modding but yeah)
Some people make clients, cause they wanna have a fun experience doing it.
Not everyone is in it to steal or hack
Then you need to find a new place to get support for it
Change the channel name to #mc-mod-dev or I aint going
See the description
no one reads channel descriptions 😂
I've never had issues making useful configuration?
You can make your own ui in a mod too...
Theres plenty of mods that already do this.
Idk why ya all are so against a client
A mod can steal information too
And probably can also be used to develop hacks 😂
Ending it here.
Stop talking about the client or you will be removed
Hi :) I'm brand new to modding and looking for some guides or help for that, does anyone know of any good ones? I've been trying to set everything up for a while and have tried following multiple guides, but I'm struggling and getting a lot of errors, especially on Eclipse
Forge or fabric?
Forge :)
Their tutorial is pretty decent
The "Getting started with Forge" tutorial?
That one
I've looked through that one and it didn't do much for me, but I'm going to try again and see what I can do with it
Thank you for the help!!
Anyone know of an easy way to override standard generation for my modpack, I dont want to change the generation itself but want to make it so when the world is first generated the world border is immediately overridden and set to 16 blocks centring where the player spawns, is this possible to do this
Is anyone bored anough to get in a call and help me learn how to use craft tweaker
please
Have you looked at the wiki for crafttweaker? Its well documented on how to use it
I feel like it'd be asier for someone to guide me through
but if no-one replies I will go check that out
Should be youtube vids on it as well
Error: java.lang.IllegalArgumentException: Multiple entries with same key: novatos_wynn=FMLMod:novatos_wynn{1.0} and novatos_wynn=FMLMod:novatos_wynn{1.0}. To index multiple values under a key, use Multimaps.index.
Exit Code: -1```
What is the context?
When I try to run my mod this happens
idk why 😂
Seems like you have a config entry twice
What config entry?
entries with same key: novatos_wynn=FMLMod:novatos_wynn{1.0} and
No need to ping every time
I did not make the mod, how would I know?
anyone know of a good forge mod to increase fps for my modpack
Hi!
I am blockbench artist and I am looking for a (or some) java devs to help me create a mod for an SMP which needs mostly mobs with special behavior, custom spawning conditions, structure spawning, items with special effects (like wearing it gives blindness and strengths). It would be a serious project but I would not want anyone to burn out doing it.
As for version and forge or fabric, I would prefer if the dev would be able update it as the new version comes out but I would be happy with 1.17.1 and I would prefer fabric, but only because I do not know alternatives for replay mod to work on forge.
Is this the right place to look for such person? If not where should I?
For details on what the mod would be, budget and any other questions contact me in DM and I'll send you details and concepts.
Hello I need help in a project that I have, it is a modpack specifically.
I have days looking for a mod that generates structures in the lost cities style but with decoration and certain things inside the buildings ... I did not find anything and ended up considering creating a mod myself, but I do not have much knowledge of programming in Java, I only know how to program in c ++.
If there is someone who is interested in helping me, I would be very grateful, I would be in charge of creating the structures and this person to help me in the generation.
I'm trying to make an all disk achievement, how can I do that? I'm more stumped on how to detect when a player first picks up a disk and then how to store a value associated with them first picking them, rather than the logic of the code itself
Hello! I want to start mod development, what should I do?
If you have any tutorials, videos, guides, I would love to take a look at them.
Please ping me when you reply
Knowing Java is a very helpful start
Okie, where did you learn from?
Started at school, normal java tutorials will work
I've learned (and forgotten) various languages over the last 20-25+ years of fooling around in my home...the concepts are still there, so when it came to modding MC, 1) learn how the Java language works (from various online tutorials googled), then follow that with 2) using a 'your first mc mod' tutorial (usually involves making a block or a command or something simple and not really helpful, but will get the basic Forge/Spigot/Fabric framework built for a mod...Then it's a mix of looking at other (open source and license applicable) mods to see how they do things, figure out WHY they did them that way, and looking into the frameworks (Forge/Fabric/Spigot/etc) to see what hooks/calls there are for interacting with the thing I want to mess with...and then I throw it all into a mental blender to try to make it my own code that actually works.
There's usually multiple ways to go about making "a thing" happen...but sometimes, one way is preferred...or one way is vastly more performant/efficient. Usually/hopefully those two (preferred and performant) are the same way...
Hello Everyone!
My team is looking for a developer who can help us create some custom Minecraft mods for use in YouTube videos on our channels. These would be primarily Forge Mods, made for either 1.16.5 or 1.12.2. Though, we can be flexible if you need to use another version, datapacks, etc.
Our current project we are working on is a video about Custom TNT. I added a link at the end of this post with an outline for a few of the Custom TNT we were looking to have made.
If you think you could tackle one or some of them, shoot me a message. We would like to get these made by early next week if possible.
https://docs.google.com/document/d/1JRLQeGm5YSD0gr1yhEIO4UhMcPGVeBF8fd7PHtolLO8/edit?usp=sharing
Thanks!
-Matt
msalois@newscapestudios.com
BoonDog TNT Reference Sheet - 01 TNT REMOTE DRONE 2 Items: TNT Drone Remote control A Drivable TNT Drone. Acts like a remote controlled car that can detonate and explode. How it functions: Place the little TNT Drone down as a block. It should essentially be a minecart that can drive anywhe...
hello, im currently trying to make a projectile entity.
i realized the smoke particle is always above the hitbox
is there a way to move the smoke particle to inside the hitbox?
Move the spawn location down?
thing is i dont even know how to
the particles came with the entity, i didnt add it
Well, you had to do something to get it.
Going to assume you are extending the TNT entity class as that's the only thing I can think of right now that uses it.
You would need to look at whatever class you are extending and override the method that's adding the effects, replace it with your own or if possible call the super with a modified location.
im extending damagingprojectileentitity and i see it now, thanks!
Ok so I have barely any experience atm in modding/code and i am trying to make a metal gear solid mod for Minecraft, i am working on intelliJ as i watched tutorials and it was suggested.
If anyone who is into/likes the mgs franchise and want to help/work with me on it send my profile a message, i likely won't respond right away, but will as soon as i can!
hey im wanting to start learning how to code in minecraft, and I was wondering if its better to use eclipse or visual studio code with its java extensions
IntelliJ with the MC plugin would be the best option.
But it doesn't really matter otherwise.
thank you
Can I ask questions about modpacks here? If not, where can they be asked?
one channel up, probably? depends on what the question is. cant really say what it is related to without knowing what it is.
I rather wanted to ask something like "I need a mod that has something"
Thx, this cookie is for you 🍪)
how do you make people start with a quest book as soon as joining a world in ftb quests
it+s for a modpack im working on
Use a starter inventory mod.
is anyone here experienced with using bridge? im hoping to mod all 3 of the mob vote mobs into bedrock
hey i have a question:
what is the best way to learn how to make mods in forge? i dont find any useful tutorials on youtube
you learn java, then start playing around
okay thanks i guess
another option (after you've started to learn java) is to start looking into some simple mods (that don't add a lot of features) and see how they do it
oi thanks just needed that
What is the goal?
ah nvm it's for game developers, not modpacks
i am trying to use the curseforge api to fetch some data on modpacks
used that support site: https://support.curseforge.com/en/support/solutions/articles/9000197321-curseforge-api
ohhh i get it, thanks!
Does that work for normal games that are already on CF?
Such as MC?
Should
Nice
Working on a modpack for 1.16 and what mod can you use to change how biomes generate i.e. A world with only desert and badland biomes
I have a question for a mod dev as I have a mod but want to know how to add some stuff to it
Did you make the mod?
Yes
Then you can just add the stuff right?
Well what I’m trying to do is figure out how to add modded mats to it
So like tinkers mats ect…
hi! where can i get these wigets for my modpack?
Can you link the project?
No, the one with those buttons
So, the user is using custom images, probably generated once a day or something
https://shields.io/ for discord and twitter, probably patreon and youtube too
We serve fast and scalable informational images as badges
for GitHub, Travis CI, Jenkins, WordPress and many more services. Use them to
track the state of your projects, or for promotional purposes.
thank you!
Hey how i can get all bukkit plugins from curseforge api?
What api?
Why do you need it?
for list all bukkit plugins on pterodactyl panel
Probably best to start at the games, then find the game if it is not under minecraft.
What do you have already?
What language does it needs to be?
php
its work for everythings
i get all modspacks
all mods
but plugins
i got [] i don t know why
for exemple
that not work
but that work
and here
Why are you even accessing that?
What you are using there is not for public use.
Use the first link you posted. Find out where the plugins are.
I have no idea about that, as far as I know that thing is not fully released yet
okey
i can't find how to determine the additional file info when uploading server pack through the api
it's not even mentioned on the api support page
I'm not sure who currently is working on making mods for 1.12.2 mc mods, but I cant figure out where to start... I am wanting to learn, if anyone can point me to any videos or are able to show me just how to start, I'd appreciate it very much!
Know any java coding?
A bit. I took a high school coding class and know the basics. sorry just saw this.
will need to know java to make mods
Yeah not javascript just regular java?
Yes
No hes agreeing, that I use Java, not Javascript
What do you prefer? Purple or green.
https://imgur.com/chQbrpO
https://imgur.com/Bxkfms4
Speeds aren't final.
Purple
The purple animation is much better, though imo the green looks better as a colour (maybe a bit more variation like the purple)
Well, I can't show the real speeds as BB doesn't seem to provide control over that. It's default is 1 frame/second while in game the lowest resolution is 1 frame/tick (20x faster)
The green is supposed to be like a sheen zipping across, not a snail 😛
Let me get them exported and implemented. then I'll provide new gifs
Might be a while though as I got a few other things to work on first.
Purple
I can also recolor them to anything
Like the animation for purple, looks like it’s a pulsing flare
I thought the shine would be nice myself thinking like it's a tube containing it.
but I'd use both of em if I could.
To bad you couldn’t alternate
I mean, I could change the textures with some fancy rendering magic I'd imagine.
Tho not sure how many will actually look at the flare. Specially if it’s launcher down a hole
🤷 I can't make stuff bad, even if its something almost nobody will bother looking at. Not in my blood.
Fair enough
Want me to do it for you then? I have no trouble making bad stuff 😛
Too bad you couldn’t change the colour of the outline it leaves on mobs. Lol whoops my friend is now purple 😜
What do you think of this draconic evolution addon? Included: Enhanced Generator, Player Grinder, Chunk Loader, Compact energy Core, Sun Dial (Port), Crafting Injector Item Router, Draconic Furnace.
Dumb question (I'm just starting mods) does different versions of a version (for example 1.16.2 and 1.16.5) make a big difference in the development of a mod or is it just versions, because I want to make a 1.16.5 mod but the tutorial is on 1.16.2
Should be fine
Yes and no
1.16.2 to 1.16.5 should be similar enough
the big thing was worldgen can't remember if that got refactored in 1.16.2 or 1.16.3
but most everything else is the same
however try to find a 1.16.5 tutorial if you can
Depends on what he wants to make 🤷♂️
Ah, I think I will go for 1.16.2 then and try later
I have the project to make a demons mod that adds demons and structures, but I don't have the level now so just try doing it and make a better mod when I will understand all the API
There was the mobs unable to spawn on Nether too in 1.16.4, idk if this is important too
hey guys i want to ask how do i make a mod
guys hello
someone told me i can start here
if i wanted to make mods
Just be patient, when someone can answer they will
ok
Like yoyok said earlier, learning java is the place to start. I do not know it, however I am a member of various modding discords and these are some links they reccomend for learning java:
JetBrains Academy (free online course): https://www.jetbrains.com/academy/
Codeacademy (free online course): https://www.codecademy.com/learn/learn-java
University of Helsinki (free online course): https://java-programming.mooc.fi/
Basic Java Tutorials: https://docs.oracle.com/javase/tutorial/
Intorduction to Programming using Java by David J. Eck (free online textbook): http://math.hws.edu/javanotes/
Ok so I am a beginner to coding, and I have been trying to set up my coding environment in eclipse for 1.12.2 for like 3 days, but there is too many tutorials all saying different things, and they are so outdated. I can not for the life of me figure out why the gradlew won't download. Does anyone know how to get the gradlew to ACTUALLY download so I can start learning this stuff?
is there a reason you want to do 1.12 vs 1.16 or 1.17?
The latter two have a lot more up to date tutorials
strictly and 100 percent pixelmon, however they are updating to 1.16+ rather soon from what I have heard
Would It be better to just start on 1.16, learn there, and wait for that to update?
? wdym
stole the entire concept of Pokémon without paying any royalties or whatever
and without permission
I thought they did now? Since it is under new management?
well, there are two mods
That I did not know of
generation and reforged
yeah, the old pixelmon went down, there are two new ones that have been up for a few years i believe
I'm upgrading my mod from 1.15.2 to 1.17.1, that sounds like a horrible idea now that I say it
Looks really good, is it for 1.16.5?
Is the Player Grinder a mod slayer that make them drop player only drops?
yes, it's for 1.16.5 and yes it also accepts mobs
this is overpowered
I have an incredibly particular issue with a mod. It works perfectly in singleplayer, but when I add it to my server, only half of the mod functions. Anyone have ideas?
!projectissue
Please visit the project page for the content you posted about and look for a way to contact the developer.
Somewhere on the page there is usually a method of contact. Look for one of the following things:
Issuestab like the image below.- Discord link.
- Twitter link.
- Comments section below the project.
If no contact method exists you will either have to remove the project or find a solution on your own.
Link the mod please
I believe there’s another mod that does the same thing, I’m gonna try that one out tomorrow. Doubt it will yield the same result
This mod is no longer being developed and there is no support being offered. Its newest version is for 1.12.2 only and is known to be incompatible with VanillaFix, Surge, ChiseledMe and LagGoggles.
Did anyone ever touched WorldSavedData in 1.16 (forge) ?
It's been hours and I still got no answers about how to do it
When using mine, the load method is never called, do I have to register it somewhere so it automatically call the load method ?
(the save one is called tho)
(since I got a file in my world data folder)
Got my problem fixed now
but now I got a problem with packets
(I'll try to fix it and if I can't I'll share the error)
So
I do this : java KirosStargates.CHANNEL.sendTo(new DHDLinkToClientPacket(pos, closestPos), ((ServerPlayerEntity) player).connection.getConnection(), NetworkDirection.PLAY_TO_CLIENT);
and the handle method of my packet is : java public static void handlePacket(final DHDLinkToClientPacket message, final Supplier<NetworkEvent.Context> contextSupplier) { NetworkEvent.Context context = contextSupplier.get(); if (context.getDirection().getReceptionSide() == LogicalSide.CLIENT) { context.enqueueWork(() -> { TileEntity te = context.getSender().level.getBlockEntity(message.getPos()); if (te instanceof DHDTileEntity) { ((DHDTileEntity) te).setStargateCore(message.getDest()); } }); } context.setPacketHandled(true); }
on the 5th line (that sets the TileEntity var to something), it says context.getSender() is null
why ?
Why are you using packets to set TE/BE data on the client side...?
Because I use WorldSavedData, which is Server only
so I need to send to values to client
so the client is synced
some know what is a CRDF??
Sender is only not null on the server
Since you're on the client you want Minecraft.getInstance().player
Well yeah got told that on another server
I need help, I have a class that overrides Button (The widget for GUIs)
I need to change the position detection of the cursor to this : java public boolean isMouseIn(double mouseX, double mouseY) { Minecraft minecraft = Minecraft.getInstance(); MainWindow window = minecraft.getWindow(); double mouseXcentered = mouseX - window.getGuiScaledWidth()/2; double mouseYcentered = mouseY - window.getGuiScaledHeight()/2; double endAngle = offsetAngle + widthAngle; double mouseAngle = Math.toDegrees(Math.atan2(mouseYcentered, mouseXcentered))+90; double distanceSquared = mouseXcentered * mouseXcentered + mouseYcentered * mouseYcentered; return (distanceSquared >= distance * distance && distanceSquared <= (distance + height) * (distance + height) && mouseAngle >= offsetAngle && mouseAngle <= endAngle); }
My problem is that, even after changing that, the onPress used in the constructor is still never called
(my detection algorithm works perfectly fine since I tried hovering the button)
"detection algorithm"?
That's just my way to call the calculations I use to detect if mouse cursor is in or out of the button
Well I found out that, in my block's screen, the mouseClicked event listener is strictly never called, anyone could know why ?
Fixed
Now I have world/chunk load sync problem (server/client)
I have TileEntity that has different values
one of its values is wrong client-side when world/chunk loaded
the code : https://hatebin.com/qijyqhbbju
The value that is loaded wrong client-side is isLinked
as you can see, in the isLinked() method, there is a print, it says : client = false : BlockPos{x=79, y=65, z=61} server = true : BlockPos{x=79, y=65, z=61}but when I break and place the block again, it says : ```
client = true : BlockPos{x=79, y=65, z=61}
server = true : BlockPos{x=79, y=65, z=61}
tho I don't get why it is not working when loading the world/chunk
The block it is from uses some WorldSavedData, could it come from it being only server-sided ?
hello, im just getting started to making mods in mc soo is it really hard making like a item in a mod???
Depends on what the item has to do
like a single item that you can place and break?
That is a block, not an item
any tips when making a mod cause im just getting started
yes i make spigot and paper plugins
Well, that is a great start already
The plugin stuff is enough for this, assuming you made things with events and commands.
Which modloader and minecraft version do you want to use?
yes i made a lot with events and commands
Well maybe forge cause i think it will be a good start for me, and 1.17.1
In this Minecraft Modding Tutorial for Forge 1.17.1, we are adding CUSTOM BLOCKS to Minecraft!
== ASSETS & DOWNLOAD LINKS ==
GitHub Repo: https://github.com/Tutorials-By-Kaupenjoe/Forge-Tutorial-1.17.1/tree/4-blocks
Gist: https://url.kaupenjoe.net/yt75/gist
Textures Zipped: https://url.kaupenjoe.net/yt75/textures
== TIMESTAMPS ==
0:00 Intro
...
I should get into modding...
How about making a weapon??? is that hard??? like when you hold right click it will charge the weapon and when you let go it will release all of that
No idea personally, I am from Bukkit myself
Compact Draconic Evolution [Machinery] Energy Core
I feel like that ruins the ethos of DE a bit
Looks like the energy storage ball thing?
I have a rendering problem with my TER
I try rendering blocks in a TER, but I have a lighting problem
hi are there any technical blogs I can read about regarding why modpacks take as long to load as they do (im playing better-mc 1.16.5- has a 4m30 client startup time, 203 mods), and also any blogs or most common ingame fps optimization mods? I've dont know anything about the minecraft internals or forge/sponge pipelines so I'm curious. thanks
Thats quite a good startup time for such a large pack
i7 8700k @4.3ghz 16gb ram
error when running gradlew eclipse, full debug with error:
Etag download for http://export.mcpbot.bspk.rs/versions.json failed with code 522
FAILURE: Build failed with an exception.
* Where:
Build file 'C:\Users\kries\Documents\1.8.9 modding\Cursor Freeze\build.gradle' line: 36
* What went wrong:
A problem occurred evaluating root project 'Cursor Freeze'.
> java.lang.NullPointerException (no error message)```
anyone think they can help?
A vital website went down and it means you can't mod on old versions with old forgegradle at the moment. I will be fixing it soon
For the time being you should be able to add maven { url 'https://sizableshrimp.me/maven' } above the forge maven near the very top
mm
fixed btw on mainstream. Try running it now or doing gradlew --refresh-dependencies if it still doesn't work
i already fixed it
Ok nice. How did you fix it might I ask? my first solution or something else?
@worldly basin
i used a forgetemplate on a hypixel forum

Anyone want 3D items for your mod but don't have the time to make them, just dm me a 2D item (picture of the item in 2D and what it is and does) of what you want, because I have too much freetime and u might want my help 🙂 (I use blockbench to make them)
Ok apparently i'm an idiot - I've created a item/block with contenttweaker and want to add an item tooltip to help discover it in JEI keyword searches. Nothing i've tried so far seems to work correctly. (1.16.5 Forge)
This is what I've tried adding to the en_us.json file:
{ "tooltip.contenttweaker.honey_latex_bricks.description": "How Now Brown Cow" }
Have you enabled jei's tooltip searching?
yes. the tooltip should show when you're viewing the item in JEI - nothing i've tried so far has accomplished that. I've looked at the code of several mods that add tooltips to their items but none of those seem to do it either. 🤔
well ok... Got something working via crafttweaker at least. basic and more advanced style / color version:
<item:contenttweaker:honey_upgrade>.addTooltip("BP Thermal Augment");
`import crafttweaker.api.item.tooltip.ITooltipFunction;
import crafttweaker.api.util.text.MCTextComponent;
import crafttweaker.api.util.text.MCStyle;
item:contenttweaker:honey_upgrade.modifyTooltip((stack, tooltip, advanced) => {
tooltip.insert(1, ("BP Thermal Augment" as MCTextComponent).setStyle(new MCStyle().setColor(0xFF44FF)));
});`
hello
i am making a mod in 1.12.2
and my item name and texture are not showing
plus these errors keep appearing when loading the game
java.lang.IllegalArgumentException
java.io.FileNotFoundException: novacoins:models/item/nova_riyal.json
net.minecraft.client.renderer.block.model.ModelBlockDefinition$MissingVariantException```
Hey, I'm looking for a way to craft items like cake in bulk (that are crafted with buckets). Basically my issue is that I cant shift click due to milk buckets not stacking. Is there any mod out there that does this? It needs to be client side. Also if not, how hard is it to create something like this? I'm decent when it comes to programming in java but I have no idea how fabric/forge works. Thanks in advance!
In newer Minecraft versions recipes can easily be added or changed via datapack with no mod necessary. It cannot be client side added
The server tells clients what the truth is, not the other way around
You want #🧱︱mc-other-help
Hello!
I have a question, how should i begin programing forge mod?
And what is better forge or fabric?
Do you know any java programming?
forge is like windows
forge is very heavy becuz of api
and has big community
fabric is like linux
fabric is smoll
and it doesnt has big community
but i would choose fabric becuz its new and community looks better of fabric ._.
and u should learn languages like kotlin or java or any jvm language
so do u think fabric is better?
yes
i knew java
and if u knew any jvm programming language u can start making apps
i did
ok thank you
thanks
so have fun
Anyone here experienced with Pterodactyl?
Not really, but what are you trying to do? I use it a bit.
does anone know how to change basic drawer recipe in storage drawers?
Use something like crafttweaker?
👍
Trying to set it up; failing at it
I'm making a mod that has lots of custom recipes. What is a good way for me to keep track of & manage the custom recipes & items that I have created, eg. an online recipe book?
todo list, or make those craftings items using json so u can easily check if u create those things in json file
Hi, just started modding recently and i want to make a item that has an inventory but i can't really find that much documentation on how to do that. So if any of you could give me a place to start, that would be great.
Is there a place to hire mod developers here?
No, but you can try here: https://discord.com/invite/moddedmc
(I think you want https://discord.mcmoddev.com/ instead)
@analog moss
Hey, can some one suggest me an License to use in my mods.toml file
cuz if i leave it blank it crashes
and idk anything of licenses yet
If you don't want to hassle about liscenses then default is All Rights Reserved. This means no one is allowed to do anything with your code at all.
I reccomend against that. Theres a great site https://choosealicense.com/ that has the three most common open source licenses.
I personally use MIT (tho i dont do mods, working on a modpack rn).
Non-judgmental guidance on choosing a license for your open source project
thx
pls help
your java version the IDE is using isn't valid for the game version you are using.
is what java I need to install (google translate xd)
Depends on the game version you are modding. below 1.17 you should use java 8. 1.17 uses java 16 and 1.18 uses java 17
but I'm writing mod on 1.11.2 and I have java 8 (SE)
ok thanks but I have a other problem :
I don't use eclipse and don't recognize the error.
😦
ok so pls tell me how to make ad-dons for mods to mc java
Do you know java?
so-so
Then find a guide for 1.11 and follow it. I don't recall what ones are good anymore as 1.11 is very old.
can you send link pls ?
If you can't find how to get started I'm unsure how you plan to make a mod.
- u should use IDe like intellij
- and learn java
- Eclipse is an IDE
that's the most useless comment ever.
eclipse is very poor IDE
In your opinion*
smh
Both provide many features to make development easier. IntelliJ is recommended for beginner programmers. Eclipse, on the other hand, is suitable for experienced programmers working on complex and larger projects. However, it is all a matter of preference and either resource is viable for Java development.
so they should use Intellij ._.
Then can use whatever they choose, both work, heck, even possible with notepad.
Just try to help with the issue or stay silent
More stuff as in more complete? Forge last time I checked.
i mean open source?
both
forge has more built-in stuff, fabric has less. what's better depends on your needs
So, what do you want to do?
definitely i am going to download fabric api
i mean if there is somethings limited
ok, i think i am going to choose forge...?
so how should i get started?
Do you know Java?
Not a lot, but not something I care about.
Which minecraft version?
i don't know?
You need to pick one 🤷♂️
should i begin with the latest or for example 1.16?
Differences are small, but you need to pick one and stick to it
1.16.5
This page gives access to instructions for installing the JDK and JRE on Oracle Solaris, Windows, Linux, and OS X computers.
oh u dont need register
so how?
i am downloading here : https://www.oracle.com/java/technologies/javase/javase8u211-later-archive-downloads.html
and if i click download it register me to the login site
this?
yes
for me x64 version is normally downloading
i can't
yes it works thanks
becuz for me it didnt showed
what name is it 🙂 ?
Universal Bypass
i think it's useful
its bypassing advertise websites (like bitly) etc
latest would be the best i think ¯_(ツ)_/¯
ok
and more bug fixes than recommended one
i could crate own mods etc, but
- im not creative
- everything that i think was created
- and if i think about something that wasnt create, it just feel too hard and i get automatically unmotivated ._.
why this can be happening?
i cloned a repo from a 1.12 forge mod
and this happens
I need some help. How do I update my 1.16 mod to 1.18? I know that some method and file names change from update to update, is there a list of what’s changed? Is there anything else I need to do? (I do know I need to update the build.grade file)
you update the build.gradle file to the 1.18 stuff (typically best to grab a MDK and compare.)
Then start renaming things, unless you used Mojmap in 1.16 you will be renaming nearly everything. I've heard there was a tool to do that conversion for you but never saw or used it. IMO unless you have a massive mod learning the new names by looking them up is a good way to get familiar with changes.
ok
Hello, I'm looking on how to make a mod, not make a modpack, I want to MAKE a mod...how would I do this? Thanks.
Did you read the pinned messages?

