#⚙️︱authors-help
1 messages · Page 17 of 1
So you got 0 knowledge on programming?
no
not true
i know how to code
Which language?
but how do i like upload a mod
lua and python
You need Java for mods.
Did you make the mod already?
shit
Then there is nothing to upload, learn java, come back
okay ive done a speedrun and i have learnt java what do i do now
Yeah, not believing that
Read tutorials and use an IDE that allows you to code java, and decide if you want to use Forge or Fabric as a mod loader.
Can't rush this stuff, the amount of errors you find is insane
Read the pinned post in this room.
Choose one
Did you google anything at all for this?
Then what IDE's did you find?
Vixen thinks you should make mods for Fabric, because it's the easiest.
wtf is an IDE
See, there you are done
okay done settled thx
"I know lua and python"
"what is ide"

You didn't google anything, you never wrote a single line of java.
Now come back when you can actually write java programs
yes
like ur choosing
for players (fabric)
for api (forge)
Fabric crashes are so annoying to deal with tho, the error is in either the crash report or the log and 9/10 times its a mixin error
Forge is better if you want integration with other mods
Fabric if its more standalone
for forge its too, 9/10 is just mixin, and people need learn there are mods to unmarshal those crashes like NotEnoughCrashes
and fabric is more vanilla than forge, like mods are more consistent with vanilla than forge mods + forge is heavy 👀
The reason forge is heavy is the integration stuff, if you ported all thatto fabric it would be similar loading times
would u like read logs from example Rift?
yeah bbut there are mods for fabric that can make it faster + yeah fabric is more optimased than forge ._.
becuz forge has so much of old api stuff
and fabric is new
so there is less of useless code and its more optimased for their versions
becuz things like rift or fabric is learning on forge problems
fabric i think works on same rules like it was on beta or alpha versions The Mods button
._.
They are different, there is no better.
Lets not do that stuff here
Gah, I keep getting "Cause: invalid stored block lengths", when I try to init the example mod for Fabric. >:(
Solved by deleting the library it had issues to read, so it could redownload it.
*scratches head* Following the tutorials on FabricMC, trying to add another activity to villagers, but the api for modifying the registry/adding activities, is set to private, so I can't access the methods/constructors for it. :|
Try reflection
Yeah, I could do that, thanks.
Yup, seemed to work, thanks. A bit ugly code, but, eh. :D
Nope, can't figure out a way to change the villager schedule, to add my tasks to the list. It doesn't like that I try to change it from my code. And FabricMC links to a repo that has example code for 1.16, and I'm using 1.18. :P
Mixins is likely the option you have here in fabric.
The 1.16 code example should be relatively the same as 1.18
Yeah, tried with mixins to access something I don't remember the name of right now (in bed). And it was that accessor, that got borked because it wasn't the same method as initialized it, or something like that
If you used forge this is just something you can do in an event. 🤣
I had to try, since it was supposedly so easy to do stuff. :P
Fabric really isnt know for easy to make. Easy to maintain perhaps, but without the reliance on a monolithic api like forge uses you rely on others or do it yourself.
I guess I could read more of the source, and see if I could inject my schedule earlier somehow, but I think I'll "convert"/rewrite with Forge instead
I can at least help you with forge too
Awesome, thanks. Then we can make the best Timtower mod ever!
I am an admin though, so how are you gonna deal with that?
Can anyone help me? Im working on my addon pack and nbt does not register/work in my .json file Anyone know a fix?
Hello there I'm creating a modpack but I want to use custom mods that are available only on github and mods available only in 1.18 for the moment and I didn't know how to do (All fabric mods in 1.18 are compatible 1.18.1)
Can anyone help me ?
try if they work if they dont than you cant use them
Nop that isn't my question 😅
I know they are compatible but how can I add them to my modpack ?
Ok thanks, I just wanted to propose a modpack easy to install for other players but we will do otherwise
you can export the profil and than use mediafire curseforge site just dont accept custom mods
ok good to know
writing a book?
!mc-thirdparty if they are not on this list they will not be allowed. You will have to instruct users to manually install them, or ask the mod authors to contact cf about getting put on this list
Arr. Wrong command. Lemme find it
!mc-3rdparty
Mods not on CurseForge must be on the 3rd-party list to be included in modpacks uploaded to CurseForge. If a mod is not on this list it can't be included in the export of a modpack and must be removed before uploading. If you upload with a mod that isn't on this list the file will be rejected.
List of approved 3rd party mods:
https://docs.google.com/spreadsheets/d/176Wv-PZUo9hFxy6oC6N8tWdquBLPRtSuLbNK-r0_byM
!mcp
Wrong discord silly
Oh
Can you give me the invite to the right one ?
!mc-forge
Thank you
Hello, anyone knows how loot tables from CrT work? my plan is to add bones as a secondary drop with low chance when breakng stone, sand and dirt but i cant figure out how to do it properly yet :c
Hey im trying to work on a modpack in 1.16.5, im using visual studio code and winrar to edit mod jar files, and im looking to add a mob drop loot table to a mob that doesnt have a default drop table. I am able to change the drop table of mobs that already have drop tables. How would i go about adding a mob drop loot table?
Do not edit mod jars. They will most definitely not be accepted on curseforge.
Instead use a datapack, loottweaker or kubejs.
Good to know, loottweaker is not available for 1.16.5 that i know of, but i will look into kubejs
you just haven't asked how it's done in 1.16.5
datapacks, crafttweaker, kubejs
for mob loot drops you can also use the mod "in control"
ok cool, thank you
datapacks worked fine for changing existing drop tables, but i didnt have any luck with adding new ones
in control can do even better than that - loot drops by special conditions if you want
i appreciate the help :D
Ooh, i had forgotten about IC
can IC change modded mob loot?
doesn't matter where the mob comes from
creating rules to use with it is tricky, but very powerful tool. one thing to keep in mind is that unless you use a rule to blank something out by default, everything that comes from outside what the mod rules are still applies
i understand, thank you v much
but yeah - if you're used to loot tweaker - crafttweaker is the modern version
https://docs.blamejared.com/1.16/en/vanilla/api/loot/LootContext
i do have crafttweaker, i didnt know it changed loot tables too
it has tons of functinoality besides recipes, even this is just scratching the surface
good to know
._.
is there any guide how to create plugins in kotlin at least? (for latest versions)
how do i export my mod in intellij?
if it's the same as eclipse 1.12, (which it probably isn't), open cmd prompt, type cd then drag and drop the project folder into cmd, this should auto-fill the directory, then hit enter, afterwards, type gradlew build, this should make the mod jar, which can be found in (projectdirt)\build\libs
Can't remember much about versions beyond 1.12, it's been a very long time since I've worked on them
i do know that this process works for any ide on 1.12
when i try to download this https://dev.bukkit.org/projects/skquery plugin its almost like it wont work togetter with my skript plugin cuz when i put this on the server, every skript command dont work and all my skripts are turned off
Post your server log
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.
every message it sends
java.lang.NoSuchMethodError: ch.njol.skript.lang.SyntaxElementInfo.<init>([Ljava/lang/String;Ljava/lang/Class;)V
Broken plugin, would not be surprised if it is the minecraft version
so what should i do? cuz i need it (sry if dump question i aint that clever)
the version that person is giving is in 1.9+ and i need in 1.8
the 1.8 version is aboned (ded) so its like 0.0001% chance that anyone will be interested to repair it
Long live ViaVersion, the nasty thing that allows 1.8 - 1.18 to join on the same server because people are too lazy to change their version
yeah
like literally rn people still play on 1.8 if minecraft has rn a version that is 10 versions aboxe 1.8
if u dont like 1.9+ pvp, just install plugins/mods for old pvp
so if i add viaversion i can just add the 1.9 version of skquery? and what happends to the pvp?
You already have that plugin 🤦
Don't you know what is installed?
nah aint my server im just a tek on there ahaha
but so u are saying i can just install the skquery to 1.9 and it will still work perfectly fine?
No idea, just get the server to a higher version or ask the dev for a fix
can someone say why i get error like this? ._.
//code
package com.justfoxxo.owomod
import net.fabricmc.api.ModInitializer
@Suppress("UNUSED")
object Owomod: ModInitializer {
private const val MOD_ID = "owomod"
override fun onInitialize() {
println("OwO what's this?")
}
}```
Do not use com.justfoxxo unless you own that domain. A good alternative is com.github.mygithubusername or just myusername
Otherwise the error is its missing a class file at com/justfoxxo/owomod
Hey I've been beating my head against this for a couple hours now, and every time I think I have a solution it gives me a new error. Do anya'll know why this predicate json wouldn't work? I hope this is the right channel for this.
{ "condition": "minecraft:entity_properties", "entity": "this", "predicate": { "type": "minecraft:player", "nbt": "{Inventory:[{id:"minecraft:clock",tag:{Enchantments:[{id:"minecraft:infinity",lvl:1s}]}}]}" } }
ok so - I have a datapack that i've been using on my Forge 1.16.5 based modpack (loaded with open loader). It's set up to create a portal that links up to a custom dimension. It's functions etc are taken from an example datapack and I adapted it for use and streamlined it a little. It works correctly on 1.16.5.
Adding it to a test Forge 1.18.1 instance it mostly works, however the portal refuses to link up on the custom dimension side. I get this in the logs and it's driving me bonkers lol. Anyone with more knowledge about this care to comment?
[11:27:40] [Server thread/INFO]: Not storing return portal because it's from ResourceKey[minecraft:dimension / minecraft:overworld] to ResourceKey[minecraft:dimension / minecraft:underworld]
anyone know whats wrong with my summary?
It essentially says "lightweight modpack for anyone"
That's not informative to what it really is.
What's the goal?
How is it "lightweight"?
What kind of pack is it even? Rpg? Hardcore?
Tech, magic?
it also says all around (aka everything) lightweight (small) for anyone (for anyone aka magic tech food building exploring)
too generic. says nothing about what type of modpack (sandbox / skyblock / quest based / whatever), or what the theme is.
aint that what tags are for xD
The description should make your pack appeal to players
It’s one of the first things they see of your modpack
If all packs just put “small/large pack for everyone” as their description, it wouldn’t help anyone searching for packs to play at all
Hello, has anyone tried to set up the adoptium jdk for Visual Code Studio? I'm trying to locate where it installed. Internet says it would be in c:\Program Files\Temurin<package>, but that folder doesn't exist. I know I have it on my computer because trying to install again opens a window to modify the installation
In addition, it would be helpful to include something about the aesthetic. Is is super techy? Organic? And this point may be a bit dumb, but I find it gets missed a lot, Fabric loader or pure Forge?
In addition to what democat said, the tags aren't that specfic. a lot of mods have managed to fit into several tags
And answered my own question, had to trust that VSCode actually did the thing and make it work. No idea how it did it, but it works so I'll live
is it possible to have a list of seeds that are currently in the minecraft world? Similar to how there's an "Accepts any minecraft:stone" system for recipes? In addition, is it possible to compile a list of those seeds and parse them out into a configuration file for use?
Isn't that "oreDictionary"
Like this? I'd have to actually make the tag group then? https://mcforge.readthedocs.io/en/1.18.x/utilities/tags/
So where would that list be in my modded instance? And will it also list the modded seeds that are added by mods like Farmer's Delight? Because the stone list will actually have modded stone included in it in the modded instance.
IE: Is there a command to test this list in-game?
<or all the objects in the tag queried with tag.getValues()>
Might help, and not sure if it will list all modded seeds, only if the dev is working with it I think
Another discord said I should just add a new modName:seeds_dropped_by_grass tag, and have it by default point to minecraft:seeds and forge:seeds. Guess we could just parse it after that.
Hello I'm looking for a way to start my hosted mc server by just making a command into discord pz.
Where is the server hosted?
on my second computer
Is it always on? And that ping was not needed
sorry , yes it always on but I dont want to make it run the server when nobody is playing it
Why not though? As the machine is on anyways
because it's a friendly server not a public so he has no needed to be always on but there is moment where I can't launch it by myself and also i don't want to give vnc acces to they to
Again that ping? I can see that you are talking to me without the reply as well.
And that is not a reason to stop it every time
very sorry , ok too bad then
Not exactly a mod, but I was wondering if the CurseForge API is able to download specific versions of mods?
Yes
How can that be done?
No idea, just know it is possible
I've looked and haven't found a way
You fetch the files, and then grab the download url for the version of the mod you want.
Basically.
There's a better Discord for discussing the CF API questions
Could I get the invite please
Thanks!
Do you have any ideas on how I can make a mod that runs on a specific map created by the mod ? For a skyblock mod
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So, I've got a weird question
Is it possible to use a mod or resource pack to override/overlay a seperate skin over a player's arms and legs?
Im making a modpack, and I wanna show the player that they're a weird funny sugarcane plant person by overriding their arms and legs with sugarcaney models
hack the players and change their skins
everything genius is simple
Still looking for a way to do this, if yall don't mind me askin again
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There are definitely mods that do custom player models, although I'm not sure how configgurable they are
there is one for fabric
Huh, interesting
u can make own models etc i think its in beta or alpha
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Uhh... the environment hasnt changed? Set up a modloader MDK and start modding.
Don't, you dont need a lib mod and they are pointless spam. Make an empty template mod to start with instead.
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Most people use eclipse or intellij, and from what ive heard vscode is less than ideal for java
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Yeah, 99% of people use eclipse or intellij
*opens toolbox* Yup IntelliJ, since JetBrains is awesome
Library mods really dont add any value unless you are designing your own tech.
Minecraft and forge is the library already. You dont need to wrap the api with another api. The vast majority of the "lib" mods that exist are useless wrappers that people just use for handling registry or similar and it's used for more points rather than a useful lib as in 90% of cases nobody else is using it but them.
You can just copy paste this stuff to every mod you make.
What I did for my plugins is having a library that I just compiled into my final export.
Could do that.
I keep telling myself that I need to make an empty blank project but yet I never do it lol
Just do it, don't let your kitchensinks be kitchensinks!
I added a button to eclipse to generate a blank plugin for me, including all build path stuff and that library I mentioned
But, if I make a blank project then I won't make content!
Like me then. Or.. I start a lot of things, but I never finish anyth
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It gets worse as time goes on lol
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Then just pick one?
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Just about all of the major 1.16.5 mods are rapidly porting to 1.18.x and seems like that is going to be the thing for awhile.
hey all i got a crash log on pastebin and no clue how to read it can anyone help out? https://pastebin.com/RNp0bhXL
the pack loads but crashes on world creation
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.
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Is anyone familiar with how the heck worldgen in 1.18.x works? I've been bashing my head against the table trying to figure out how to make a custom biome (in a custom dimension) that uses blocks I want for the surface layer.
configured_surface_feature seems to be no longer a thing, and it doesn't seem to be a setting in noise_settings ? Or is it?
i thought I was catching on to what i was supposed to do and wound up with a stone based nether dimension.... it was supposed to be an overworld with sand on top. xD
idk if this is the chat for it, I'm not a developer but I have some cool ideas for some stuff
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ok thats fine it was just an idea
this isn't a requests channel.
ok
how do i put this code in a mod
If you don't know java then that would be the first step. See the pinned message in this channel as to where you could learn that. (Its a lot of work tho)
If you do know, then just get a mod development kit and add that as one of the many other code files. You would also likely need the other java files mentioned in the imports. (or the digitaladventures library they come from).
am i able to get a super sword mod and replace one of the swords code with the code i put in chat?
No. When you download a mod it comes in a different code language than when it was written, the process of converting a file to that language is called compiling and doing it properly requires a full mod coding setup. (Also that would be stealing someone elses code, not very nice)
If you really want to you may want to look into MCreator, it allows doing simple mods without knowing much code, however it is not sufficent to code anything more complex
how to make a mod that runs a command when a keybind is used
for example when i press ctrl + shift it runs the command /time set day
if u want just make it for urself, there is mcreator, and u just use events and using those events u run command
https://mcreator.net/forum/65577/how-can-i-add-command-keybing
but in reality u should learn java/kotlin and make mods using them...
So i'm trying to make a client side mod that will do specific commands upon a key pressed (For Example, /spawn upon down pressed) I already have a keybind, but how would i add a procedure for sending the command?
is this allowed on hypixel keybining?
yes but if u dont have permissions to those commands, it will just dont work
oki
do u know a mod that i can send custom invisible messages to just the person using a mod
there is /msg command bruhhhh
no for example every 100 seconds a invisibly msg that only i can see is sent like an annoucement about updates about my mod
anyone?
If i wanted to added potion effects to modded minecraft food, could I do that with a datapack, or would it have to be a mod in itself?
You could likely somehow use the vanilla systems to do it but it would be cleaner with a mod or crafttweaker/cubejs
How would I do it with either of those?
Any tutorial on how to open a source code provided on github of a mod? never did it before so I need a starting point
what do you mean by "open"
It's already open right on the github site?
ugh sorry I meant, I wanna edit the code in the IDE, for example using Eclipse or any other ide
I dont use java that often so I'm not really familiar with the process
Should be as simple as forking the mod, getting a local copy, open the IDE you pick and import the build.gradle
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looks around at all his own projects
....uhhh.... yeah...
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No, you will look again tomorrow, then say that again.
Repeat forever
I've been trying to cleanup all my projects. I have more done than I think I've ever had done. But theres also a ton of work lol
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Theres the FE API that's handled via capabilities iirc, but it would likely be best to ask there.
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Yo guys how do the rewards work? I just discovered the website and I'm really interested in it especially since it rewards its devs
!rewards
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?
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Can someone dm me some of their projects on curseforge I just discovered the site and wanna learn more about it
and how the projects work
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by projects I just mean the mods
Just starting out- what settings would you guys recommend for 1.16.5 forge modding?
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Ok, thanks!
yo is there a place where I can find other mc devs to work with?
Might want to say what you need first
Heyo!
I've been trying to figure out how to add the product of an item to have a specific NBT, in this instance changing the armor and armor toughness of Diamond boots in 1.16.5.
In game, this just removes the Armor and armor toughness entirely. Ive tried figuring out how to fix this issue to no avail, and so far the wide range of the internet has no answers to give. I think it can be done with just the base of Forge but im not 100% sure. Anyhow here's my code:
{
"type": "minecraft:crafting_shaped",
"pattern": [
"X X",
"X X"
],
"key": {
"X": {
"item": "minecraft:diamond"
}
},
"result": {
"item": "minecraft:diamond_boots",
"nbt": "{AttributeModifiers:[{AttributeName:\"generic.armor\",Name:\"generic.armor\",Amount:2,Operation:0},{AttributeName:\"generic.armor_toughness\",Name:\"generic.armor_toughness\",Amount:1,Operation:0}]}"
}
}```
thanks to anyone who can help 🙂
How do I make an add-on for an existing Minecraft mod? I want to make an ore for Avaritia infinite ingots
Hey, I'm making a modpack right now and I am trying to construct a server file for my modpack. When I run the server I get an error. The debug.log is attached.
crazy issue - java 8 v321 that just got released is incompatible with modded mc because java moved a file in the release. i'm not joking. xD you need older java 8 64-bit (or 11 could possibly work shh)
https://adoptium.net/?variant=openjdk8&jvmVariant=hotspot
openJDK java versions (their latest 8 is 312, which is older)
Thank you!
Im getting another error when starting up my modded server. The logs say it's Create: Steam Powered. If anyone could help, I could really need it. debug.log is attached. I'm going to sleep, so please provide as much info as possible and @ me, thank you!
can you post the crash-report.txt?
(This should be in #🧱︱mc-other-help not here)
https://i.imgur.com/9XkXNWh.png
Is there any way to change keybinds in Forge for MC 1.8.9
11:35:38 a.m.: Executing ':classes'...
FAILURE: Build failed with an exception.
-
Where:
Initialization script 'C:\Users\User\AppData\Local\Temp\ijresolvers.gradle' line: 339 -
What went wrong:
A problem occurred evaluating initialization script.
No signature of method: org.gradle.execution.taskgraph.DefaultTaskGraphExecuter.whenReady() is applicable for argument types: (SetupUtpTestResultListenerAction) values: [SetupUtpTestResultListenerAction@75921a4b]
Possible solutions: whenReady(groovy.lang.Closure)
- Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
BUILD FAILED
Total time: 0.089 secs
11:35:39 a.m.: Execution finished ':classes'.
Tried running Forge 1.8.9-11.15.1.2318-1.8.9-mdk in IntelliJ Idea Community 2021.3.1, but it instantly failed
(If this is in the wrong channel, lmk and i'll move it)
Does anyone have any good tutorials for making mods in 1.18 from scratch? I took a java course a while ago, but i don't know enough to go in blind without help, and everything online is for 1.17
(Please ping me if you have something, I am incredibly stupid and probably won't see a response lmao)
Can someone help me with block generation in 1.18? I made a custom berry bush and I am lost on how to get it to generate. I couldn't find any useful help in the docs.
Hey does anyone know where I can find date of the 1.18.1 mapping?:
mappings channel: 'snapshot', version: '???-1.18.1'
Oh . _ .
Use either Official or Parchment (Official + param names)
K thx
hello can i get help from you i added a chair to my mod but i don't know how to sit when player right click can you help me ( i am using mcreator )
hey, how could i disable the nether and end, making it impossible to just create a world with them (so you dont have to use the settings before creating a world)
What version of minecraft do you want to do it for?
You could look at how this mod does it: https://www.curseforge.com/minecraft/mc-mods/restricted-portals
How i can change a minecraft mod version 1.8.9 too 1.16.5 or any other?
by rewriting the mod to work on that version
Hey! short question: Does somebody know how i can make the player moving his hand in 1.16.5 Forge when i use an Item? (like when u use a spyglass in 1.18)
Hi, I have a question, how to make compatibility in my mod so that e.g. copper ingot could be used in e.g. Mekanism?
Forge Version 1.16.5
forge should give u tag called copper ingot that give ability to be multiple copper ingots
u dont create new tag
u need use tag called ingots/copper
This page contains the list of most commonly used Minecraft Tag Names by different mods. Tags can be used to introduce compatibility with other mods with recipes or ore drops, for example.
Quick question: Is there a way to create new chest blocks, like you can create a new tool? (Like, for example, if you write PickaxeItem before initialising the tool).
how can i tell if (EntityFallingBlock.isAnvil) { my task }
i couldnt make the .isAnvil part any falling block detects the task
hi, i want to create a custom bow (forge 1.18.1), but idk how to add a zoom effect when i pull it (maybe change the fov for a moment or zoom slightly like in vanilla bow?). Do you guys know how to add this?
ok, but what does the default arc have and how to add it? (i am new to java and forge so it will be easier to explain it to me on DM if you want ofc) bc i dont know how to add effect when i click etc
how would i make a better version of this?
its mcreator fyi
and be able to work
1.16.5 forge
What is the goal?
what is the method used to raycast in 1.18.1?
to tag my dirts as forge:dirt in a automated way sense i am unable to see another place to do so and the wiki shows this but it doesnt work anymore
refers to the
While
Do
That is just a check though
theres this that happens too but not sure what causes it
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 'D:\lots_of_dimensions\build\extractSrg\output.srg' which doesn't exist
Considered asking mccreator?
dont belive they have a discord but i can check
fix: ditch mccreator
What are you trying to trace? a block?
IBlockReader has clip(RayTraceContext) that you can use.
mcreator have server
if you want i have send you the discord link in dm
i created a custom armor, but when i wear it, the game crashes. i think its a problem with the renderer (i added custom_armor_layer_1 and 2, lang etc, also im working in intellij forge 1.18.1) here is the link with errors from "Run" in Intellij and crash-report:
https://paste.ee/p/3TGrp.
Error running 'Minecraft Client': '1.18' is misconfigured
How would I configure it properly in IntelliJ
hi, i made custom arrow according to this tutorial (https://www.youtube.com/watch?v=5WpTlaOCXTc) but the skin of already shot arrows (arrow entity) doesnt work, what did i do wrong or what did i not do?
In this video, I show you how to add custom arrows to Minecraft 1.17.1 using Forge.
Leave a like and subscribe to give me support!
Check out my mods on CurseForge!
Gems and Crystals Mod: https://www.curseforge.com/minecraft/mc-mods/gems-and-crystals
Ores and Metals Mod: https://www.curseforge.com/minecraft/mc-mods/ores-and-metals
Chapters:
0...
what doesn't work exactly? code? how can we possibly know what you did wrong if we don't have anything to look at?
if you look at the error you will see why it crashed
how do i fix this?
FAILURE: Build failed with an exception.
* What went wrong:
A problem was found with the configuration of task ':deobfCompileDummyTask' (type 'TaskDepDummy').
- In plugin 'net.minecraftforge.gradle.forge' type 'net.minecraftforge.gradle.user.TaskDepDummy' property 'outputFile' is missing an input or output annotation.```
its while im trying to compile btw
i was going to send a link to the code but i forgot,
the entity arrow skin isnt working so it is possible that you know what part of the code isnt working. i have no error* probably, only my arrow entity has no texture
DarkAmethystArrowRenderer: https://paste.ofcode.org/zfiZVWyDdqrc3y3YPd3i6h
ClientModEventSubscriber: https://paste.ofcode.org/yJKGPPkycmLDT2rJ6DjBY7
DarkAmethystArrowItem: https://paste.ofcode.org/gH5LiF4h3Wn57AkfQnhifn
ModEntityType: https://paste.ofcode.org/b9BkV9DEuEiXY5LVxP8Sj2
DarkAmethystArrow: https://paste.ofcode.org/HxHUejjpw6a4FsNKA4nBKt
dark_amethyst_arrow.json (in muffamod/models/item/): https://paste.ofcode.org/kEG8vCRj6MZxT4qf2y33E7
in ModItems i added:
public static final RegistryObject<Item> DARK_AMETHYST_ARROW = ITEMS.register("dark_amethyst_arrow",
() -> new DarkAmethystArrowItem(new Item.Properties().tab(ModCreativeModeTab.MUFFA_MOD_TAB), 1.5F));
in MuffaMod i added:
ModEntityType.register(evenBus); to public MuffaMod()
and i added arrow texture to (after shooting) entity/projectiles/
and i added arrow texture to item (this is probably all)
Hello, I want to learn how to make mods in Minecraft but I don't know where to start? I have already experienced programming in Java and making some Minecraft plugins using the SpigotMC and PaperMC API. I have already seen some tutorials on Youtube but they seem to be outdated.
Start with deciding if you want forge or fabric
Forge cause I think it's good for beginners
So I'm trying to update a 1.12.2 mod to 1.18.1 for forge, however as you may have guessed there are a lot of calls to import packages that either don't exist anymore or have a different name, example; import net.minecraft.entity.Entity; Is there any way that I can know what to update them to? I've looked at the docs and either I'm not looking in the right place or it just doesn't have that info
(note that the mod was not made by me the original author hasn't updated it since 2018)
I hope you are following the mod's license then.
I had no plans to post the mod or such I just wanted to try and update it as a personal project, Its open source on github so I imagined it was fine to do so
After looking just to check there doesn't appear to be any license for the mod nor a proper readme file, I'm trying to update the monk mod which was made by rwtema for the 2018 Modjam
Im not a mod dev myself, but from what I've heard and seen from mod devs is that going from 1.12 to 1.16+ requires pretty much a full rewrite, instead of just a normal port.
As for finding those class names, there are bots like Linkie that you can find in most dev servers to tell you what names changed to what in different mappings (i think that is what you want)
I'll be sure to check it out thanks
I see I see. Welp I'm still gonna try because It seems like there are only a few files that are showing errors and I'm stubborn, thanks for the help its much appreciated!
also fwiw, no license is default All Rights Reserved
Yes.
it has a license
but he didnt look hard enough
it's under the LGPL 2.1
well it's the basic forge one, in the github
Theres no point. The whole game has changed internally from 1.12 to 1.18 essentially.
You throw it out and start over is the only viable option for that large of a jump.
That doesnt apply. It's only from the forge MDK.
yea, so it's ARR, as stated in curseforge
Ah I see, well I'll contact the author and see if I can get permission to port, if not then oh well I suppose its off to another project
As mentioned above, it's not even going to be "just port" it's going to be total rewrite. if you make the mod yourself then you dont need permission
Oh, but what if said rewrite of the mod contained features that were in the original?
ideas are not protected by license, only code.
Ohhhhh, sorry I'm not really familiar with the legal side of that stuff xd
Anybody who knows crafting tweaks and want to help me with developing my modpack
Don't they have their own discord?
how do I find the cfg file in a mod?
as in in the mod jar itself? OR for a mod in a modpack?
you don't.
I want to create a mod with strucutres how i can do it?
Do you know java?
yes
Did you make a mod before?
no
Did you decide between forge or fabric?
forge
What is the mod supposed to be doing?
Then you want to start with some forge tutorials for custom bosses and worldgen
worldgen have structures?
How else are they gonna put them down?
idk
Yo, do 1.18.1 mods work with 1.18.2 yet?
Only the ones that have been updated
gotcha
I tried to add a entity model to the game but for some reason when in game it doesn’t show all the 3D parts but instead it shows regular classic Biped model
(I made the model with block bench)
I'm working on a modpack, but for some reason all tools become unusable and says it's only for crafting. What can I do to remove that?
You haven't given us a clue about what mod the tools are from or what mod might be adding custom tools that it forces you to use
I don't know how to send the list of mods, but it's literally all axes, spades, picks and so on
you likely have a tinkers forcing mod
Any good mods for progression wise for v.1.12.2 and mods that allow me to make it where you have access to only an selected few items depending on what age u are in
https://www.curseforge.com/minecraft/mc-mods/game-stages
game stages can do that - crafttweaker also has some integration with using it
yes I think you're right, that's the only thing I found when searching online, but it was from 2015 so I'm not sure what my issue is
yo people
need help
how to cause hand punch animation?
I have player object like this: ```java
PlayerEntity player = ...;
I want him to hit thin air
not really hit but play animation of hit
how
found it
player.swing(Hand);```
how can i make a block that has the same blockstates data as the amethyst cluster block
Extend it or register another version of it.
I'm trying to play better Minecraft with a friend and cant get Hamachi to work, any suggestions on how to play multiplayer?
ok ty and I have no clue how to do port forward
Google it
holy shit your in for a ride
Can't see which file it's having an issue with, but it looks like either your mods.toml is invalid, or a config file is
How to store dimension in buffer?
like
...
sorry
and what do you mean by storing the dimension... like storing the dimension itself or its identifier?
Can't recall exactly but I think it might be as simple as storing its ResourceLocation
What? What method in PacketBuffer are you using?
IDK, this is my question. Do I have to use 2 .writeResourceLocations?
What modloader are you using?
Forge, 1.16.5, Official Mappings
So what's the context for this?
lemme send some short code for example
It sounds to me like you're not using Forge's packet system
Oh... or I've just forgotten how it works, derp
World world = /*...*/;
RegistryKey<World> dimensionToSave = world.dimension()
PacketBuffer buffer = /*...*/;
buffer.write/*What*/(/*what*/);
RegistryKey<World> recoveredDimension = buffer.read/*What*/();
how to make all the what stuff?
Uhh where are you setting buffer?
I don't need to initialize PacketBuffer buffer;
Yes you do... unless you want buffer.anything to crash with an NPE
or if you're getting buffer from somewhere else
Oh right, I forgot the packet system isn't in a dictionary format like writing to an nbt compound
You just read and write and make sure you do the same things in the same order on both sides
but how do I write RegistryKey<World> in buffer?
there's no PacketBuffer.writeRegistryKey<T> function
Write the ResourceLocation instead, PacketBuffer.writeResourceLocation(key.getRegistryName())
then how to recover World from PacketBuffer.readResourceLocation() later?
Oh wait is it getLocation or getRegistryName...
Oh it'll be getLocation actually
getRegistryName is minecraft:dimension, location is minecraft:overworld
so the location yeah
alright then. I'll try to write location of dimension into buffer and then, to recover, walk through every world on server comparing world.dimension().location() with buffer.readResourceLocation()
Well you should be able to look it up from the registry
Oh, but Forge doesn't wrap the Dimension registry so that'll be gross
can i get help with sounds
every time a load a sound I can't hear it in survival but i can in creative
Post the code you are using where the sound is being played
hey i figured out the issue with that but not I have a new one I'm trying to give an entity an action but when I use it, it happens over and over on repeat and not once.
package com.example.examplemod.action;
import com.github.standobyte.jojo.action.actions.StandEntityAction;
import com.github.standobyte.jojo.init.ModEffects;
import com.example.examplemod.init.AddonSounds;
import com.github.standobyte.jojo.action.ActionTarget;
import com.github.standobyte.jojo.power.IPower;
import net.minecraft.entity.LivingEntity;
import net.minecraft.potion.EffectInstance;
import net.minecraft.potion.Effects;
import net.minecraft.world.World;
public class KingTimeErase extends StandEntityAction {
public KingTimeErase(Builder builder) {
super(builder);
this.doNotAutoSummonStand = true;}
public void perform(World world, LivingEntity user, IPower<?> power, ActionTarget target) {
user.addEffect(new EffectInstance(ModEffects.TIME_STOP.get(), 10, 0, false, false, true));
user.addEffect(new EffectInstance(Effects.INVISIBILITY, 10, 0, false, false, true));
user.addEffect(new EffectInstance(Effects.LEVITATION, 10, 1, false, false, true));
user.playSound(AddonSounds.KING_CRIMSON_TS.get(), 5.0F, 1.0F);
}
}
@stoic turret
hey, why isn't optifine in the mod choose list?
dev doesnt allow it to be
?mc-optifine
If you have issues with Optifine, remove it. If you want further support try the discord found on their website.
https://www.optifine.net/home
Installing Optifine with modpacks on Curseforge:
- Right click the modpack icon, select
Open Folder. - Put the
Optifine.jarinto themodsfolder. - Now start the modpack.
?mc-3rdparty
Mods not on CurseForge must be on the 3rd-party list to be included in modpacks uploaded to CurseForge. If a mod is not on this list it can't be included in the export of a modpack and must be removed before uploading. If you upload with a mod that isn't on this list the file will be rejected.
List of approved 3rd party mods:
https://docs.google.com/spreadsheets/d/176Wv-PZUo9hFxy6oC6N8tWdquBLPRtSuLbNK-r0_byM
anyone that uses or knows anything about mcreator knows how to fix this?
That's not even an MCreator issue, it's a download issue
well its on mcreator sooo?
Can i make it so if you look up you get levitation but if you look down you get slow falling
is there a thing i can do with head movement?
use the players pitch & yaw
how would that look tho
i don't understand what you are asking
like would a make it
if player.pitch(1<0-90){
If you don't know how to handle a variable I'm not sure if you really know what you are doing.
thanks for the help
really appreciate it
Mate, I'm not writing the mod for you.
You should know how to check a variable for the values you want if you are going to mod...
Not to mention your little bit of sudo code isn't remotely close to valid java.
but it works tho?
Uh.. No, it does not.
i just tested it in Minecraft and yes it does
I sure bet you did...
lol you funny
I suggest learning Java so you can make a mod properly
how can i import ftb quests into a server
yea was planing on doing that but seems hard
you copy paste the config like any other mod
Unless ftb quests is a special snowflake and puts its quests elsewhere
do you know where the folder is then?
Please remember to turn of pings in replies
It used multiple files in the config folder
What's the best way to give a modded spawn egg a custom texture? Should I create a new class that extends Item?
what are some good mods that help with boosting fps?
There is a list maintained here: https://github.com/NordicGamerFE/usefulmods/tree/main/Performance
depends what MC version ^ some are more helpful than others
Not using a gpu, ram gc, too many entities, too high a render distance, shaders
is the gpu off, default
how would you turn it on?
?mc-videocard
man i got a mod or addon not sure but i aint able to find it to delete it what are other places a mod could be?
In the mods folder
trying to get rid of this it mit be a addon to lucky blocks but i dont see it in there
also dont see the mod in the mod folder
how do i uncap my fps?
It may not be called that then. This isnt really dev tho, maybe we should move to #🧱︱mc-other-help
aaa ok
It looks like one of saphir's lucky blocks.
can a 1.16.2 mod work for a 1.16.5 modpack?
Maybe, best way is to try it.
Of course not, you can't search for other versions than your profile, you'd need to download them manually from the webpage for that.
And this is not a #⚙️︱authors-help question, so I'd kindly ask you to either move to #🧱︱minecraft-chat or #768311610674380800
Or even #🧱︱mc-other-help.
so what is ?
Developer related questions, like how to mod, and things like that. Like the topic says.
Yes, why else would there be a different version?
just small fixes that dont always relate to the code
How else would it fix things?
#🧱︱mc-other-help please
does anyone know what this means and how to fix it
zombie is listed in the watchdog - but not very conclusive why
this isn't a dev issue by the way, general crashes anywhere else pretty much
if i wanted to start learning scripting for java and stuff anyone know a good way to start?
https://docs.oracle.com/javase/tutorial/ i was recommend this from a friend that has been coding for over 10 years i think
but for me it was hard to understand cause i couldnt remember it and i am more of a visual learner
and hands on
trust me it is hard when you start off
so it wont be easy
yea, i figured but ive wanted to learn
||sounds like arma zeusing XD||
See the pinned message
oh didnt see that
ohh! ty
uhh ill explain in #🥑-off-topic-chat
ok i like this site more
Pretty sure it doesnt cause its actually a finnish university
Oh didn't know that
i'm a dev minecraft and i would like make a french devlopper team. i want help svp!!!
Why do you need a team?
Just made a new mod, hope its accepted
Hello. I am making my first mod in 1.18.1 and I struggle on getting a block by coordinates. Can someone help me with it? I think first I have to get the world and then the block, but I don't know how to do this too.
What modloader?
Forge 1.18.1 Intellij IDEA ?
I have experimented for a few hours now, read through countless pages of what came up on google searches and still cannot figure out how to solve this very basic issue: I need to be able to get an object of the world with all its dimensions and chunks. There is the class net.minecraft.world.World...
How long does it normally take for a project to get reviewed?
!status
Project/File moderation is done on these days unless otherwise mentioned:
Sunday, Monday, Tuesday, Wednesday, Thursday: <t:1631170800:t> - <t:1631199600:t> (Your time)
Friday, Saturday: No Moderation!
Projects are moderated First in, First out. If you submit late in the work day, it will likely get left until the next day!
New Projects or anything flagged for manual review: 1-3 Working Days
Updates to approved projects not needing manual approval: 1 Hour
-If your file has been "Under Review" for more than an hour, then it is at manual review!
Changes will only show in the app if the project meets the requirements in the ?sync command and up to 24 hours has passed from when it was accepted.
ok thanks @wicked harness
head is slowly overheating as I learn this stuff
Hey I'm looking at this 1.12.2 mod: https://github.com/infiniteblock/MatterOverdrive-Community-Edition
and download the source. When I open cmd and try gradlew runClient a few errors happen. ever since reporting it yesterday, the dev fixed it by including the gradle folder in the source.
the second one can be bypassed by opening the build.gradle file and uncommenting a dependency url. which I think is fixed in newer versions of 1.12.2 forge.
So i wanna ask, how would i go about updating MO's forge files?
can i just, copy and paste some files and call it done?
it uses forge 14.23.5.2847
Do you know Java?
Not really, but I know some c# so it's not all new to me.
Man, forge documentation...the 1.12 online documentation is wrong and outdated, and the 1.18 version might be more right, but it tells you to get java17 which i'm fairly sure isn't going to help my 1.12 needs. frustrating.
i know i need java8, but it's things like this that i feel like need work
Forge only explicitly supports developing with Eclipse, but there are additional run tasks for IntelliJ So it'll be easier to find and get help if I put ItelliJ on the side and use Eclipse is what this is saying?
i'll give it a go, i don't see a "java 8" or anything below "java 11" option on the install screen of Eclipse so here's hoping.
trying to follow the instructions, not working. maybe i'm suppose to run setupEclipse before importing it, but it doesn't explain that
guess i'm consufed between the written instructions that came with the mdk, and the ones online
ya think i'll read the ones that came with the mdk
no i don't think there's suppose to be a red x on the folder after i follow the instructions and nothing can be done with it, none of the documentation is working as described. gahhhhh
did a couple of things so not sure what got me progress. might have been me installing java jdk 17 even though this is for 1.12.2, mighta been that i installed a plugin on eclipse, or mighta been that i did gradlew --refresh-dependencies
anyway, finally moving forward
i think it was the java plugin, because I removed it and deleted the mod folder to start over. doesn't work now
gah actually nothing is working wth
i typed in gradlew build in my command prompt and now it replaced my old mod file
how do i get it to make it JustEnoughWeapons-1.1.jar
Rename the file?
how can i make an item that when shift right clicked opens a gui( not a container)
ok so i got further along when I used gradle 7 instead of the supplied wrapper of 4.9, but will that cause problems for me?
also it came with this error
The supplied phased action failed with an exception.
A problem occurred configuring root project 'SegMod'.
A problem occurred evaluating root project 'SegMod'.
Failed to apply plugin 'net.minecraftforge.gradle'.
Found Gradle version Gradle 7.4.1. Versions Gradle 6.0.0 and newer are not supported in FG3, FG4 however supports Versions 6.8.1 and newer. Consider upgrading.
it seems i couldn't get the supplied wrapper in the 4.9 mdl to work because it couldn't reach the website ithink
org.gradle.tooling.GradleConnectionException: Could not fetch model of type 'GradleBuild' using connection to Gradle distribution 'https://services.gradle.org/distributions/gradle-4.9-bin.zip'.
``` is what I get if I don't override and tell it to use v7 instead of v4.9
That link works fine in my browser
Ok so I'm trying to follow along the with the instructions on the 1.12.2 forge readme that came with the MDK. So I install JDK8, Unzip the latest 1.12.2 version of forge, and install Eclipse.
The problems already begin here though, because Eclipse wants me to select a JDk that's 11 or higher. So I also install JDK17.
The instructions say to extract the forge contents, and put these 4 gradle things into their own folder - and says this folder is where my mod will live. I do that.
Then it says to run gradlew genEclipseRuns, so I do.
Another problem shows up, it says to import that folder into eclipse. I do, (image1). Neither this documentation, nor the 1.18 online or 1.12 online doc says if I should click "next" or "finish" though(2). So when I click next, i see a bunch of options and just leave them at default3 - resulting in this screen4 and 5.
I end up with this. not sure if this is a problem.
but this is further than what I was getting. I don't know why it's better than before, but before it wouldn't even expand the folder like you see it expanded on the left
it would just show the red x
or sometimes not even show the root folder, as if i never clicked on import
Are you able to download the zip from the URL that is reported by the error?
Yes, seems so.
Is the exception any more detailed?
Could not run build action using connection to Gradle distribution 'https://services.gradle.org/distributions/gradle-4.9-bin.zip'.
Unable to start the daemon process.
This problem might be caused by incorrect configuration of the daemon.
For example, an unrecognized jvm option is used.
Please refer to the user guide chapter on the daemon at https://docs.gradle.org/4.9/userguide/gradle_daemon.html
Please read the following process output to find out more:
-----------------------
FAILURE: Build failed with an exception.
* What went wrong:
java.lang.ExceptionInInitializerError (no error message)
* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
* Get more help at https://help.gradle.org
is what i get when i right-click and copy the description of that error. when I double click that first link in notepad++ I get
This XML file does not appear to have any style information associated with it. The document tree is shown below.
<Error>
<Code>NoSuchKey</Code>
<Message>The specified key does not exist.</Message>
<Key>distributions/gradle-4.9-bin.zip'</Key>
<RequestId>2NDDFJK3DJ82Y3Q8</RequestId>
<HostId>PY/AoZVJnMv5cVSTTSeTb1lypk0cGKajdatOG2TRVC1vHTgeeKQx0k6l3Zr6EDgmg0MUUYJ3Emo=</HostId>
</Error>
but if i copy and paste it into my browser the "where to save this" window pops up for the 4.9 download.
notepad++ seems to be including the ` at the end as part of the hyperlink, is why it's messing up.
so doubt eclipse is making the same mistake
I don't think that's it
Try opening a terminal outside of eclipse and running gradlew build in the project's directory
successful
Ok that should have downloaded and installed the wrapper... so maybe it was Eclipse...
oh, if i go to "properties" it shows a stacktrace
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.
Ah, you're probably being bit by older Gradle being incompatible with a newer JDK
Make sure to set JAVA_HOME to a Java 8 JDK
both the path and home were already set to C:\Program Files\Eclipse Adoptium\jdk-8.0.322.6-hotspot\, but i should check what eclipse is using. soon as i figure out how
well path is set to the bin of that
what, that's strange. somehow the entire java 8 folder is just gone
well install it again i suppose, no idea how that happened.
ok so i think i finally got it, when importing, do click on next, and set the advanced options "java home" to 8. without that, doesn't seem to work without errors, even if the IDE is set to use jdk8
can i submit the troubles I faced to forge, that I faced with their one and only "explicitly supported" IDE? so that it might include that useful information for 1.12.2
Could not resolve all dependencies for configuration ':deobfCompile'.
> Could not find mcp.mobius.waila:Hwyla:1.8.26-B41_1.12.2
part of someone elses mod, i tried telling them this is fixed in later minor version of forge but they seemed unconcerned. annoying.
there's a // comment in the build.gradle that if i uncomment, this issue goes away. is there any unforeseen side effects of doing that i wonder
repositories {
mavenCentral()
maven {
name "tterrag"
url "http://maven.tterrag.com"
}
// maven {url "http://maven.tehnut.info"}
maven {url "http://modmaven.k-4u.nl"}
maven {
name "progwml6"
url "http://dvs1.progwml6.com/files/maven"
}
}
but i also don't like the idea of fixing something that the author doesn't see as a problem because it works on their machine
Ok so, this 1.12.2 mod uses forge 14.23.5.2847, and I want to update it to 1.12.2-14.23.5.2860. I found a forum that said "just update the number in build.gradle and redo the command steps you find in the 'getting started' documention". So It's really that easy?
I just change that number, do something like gradlew clean then gradlew genEclipseRuns and badabing, bada boom it's done?
nah just scrolling through all the things done in the build.gradle file, i don't think it's that easy.
lol, oh the forge documentation certainly changes it's stance as time goes. I am very thankful that each minor version comes with it's own help doc because online sources and even the same "patch" minor revisions of forge don't tell you about setupDecompWorkspace which is needed in this mods version of forge to get working with eclipse.
is there any library to talk to the curseforge API in python so i could make a lightweight minecraft launcher for a terminal instead of a normal GUI interface? (idk if i should ask here or #🔥︱curseforge-support)
It is a REST api
Any command system/ datapack gurus?
I have a datapack to make a portal from 1.16.5 I'm trying to make work the same on 1.18.1. It mostly works except that in the freshly teleported-to-dimension it won't create the portal correctly. What it does is summon invisible armor stand and then do a tp on it to align it with the players rotation - but it doesn't rotate it on 1.18.1. - it's always north/south oriented. Any knowledge of something that changed with syntax or something? Google sweep gets nothing for me.
I'm not sure how this is related to Minecraft
This is more for helping people with the intricacies and idiosyncrasies of Minecraft mod development rather than basic java instruction
okay
I'm gonna make my first real mod, which will add more throwable weapons in the form of knives, tomahawks, and spears.
Any advice?
no idea
Anyway, here's a peak at what I have so far: The wooden and stone knives.
thats so cool bro
why do they fly out of your hand xd
Because in the image I have the knife raised to throw
I don't know how to find @instance in the online documentation.
Guys I need help from someone who's confident with MCreator. I'm trying to develop a support mod for my new modpack, but I'm stack at a point: One of my machines only work when opened (trigger gui "WhenGUIIsOpened") but not while it's open (trigger gui "WhileGUIIsOpen") even if the procedure they call it's the same... that's the first problem, the second one is something like a vanilla crafting table, but when I right click it, the game crashes... If someone wants to cooperate building this mod and building my modpack let me know (tag or dm)
got a question how do i publish a mod-pack that i have created
!mc-packshare
- Click the Icon for the modpack.
- Click the
button next to play. - Click

Export. - Select the files that should be included.
- Send the zip to the people that want it! They can follow the instructions in
!mc-installpackto install the pack!
This options will make your pack public to EVERYONE, it comes with extra requirements and will take some effort to set up.
- Go to here: https://www.curseforge.com/project/432/4471/create
- Fill out the information with a proper description of the pack. This should allow anyone to understand what the pack is.
- Click the Icon for the modpack in the CurseForge app.
- Click the
button next to play. - Click

Export. - Select the files that should be included.
- Open your Project you made on the CurseForge site and Upload the file you just made.
- Wait for Moderation & Sync so it can show up in the client! (See
!syncfor limitations)
thanks
Hi, i'm going through a 1.12.2 forge mod, and i see @VERSION@ in the gradle.build
minecraft {
version = "1.12.2-14.23.5.2847"
runDir = "run"
mappings = "stable_39"
replaceIn "Reference.java"
replace "@VERSION@", mod_version
}
and i did a search through the entire workspace in eclipse, and I can't find a place...wait a minute. maybe i should search for the VERSION constant instead of the @VERSION@ string. then maybe i can find out what this is about.
i idk that that's helping much actually. see i'm assuming that something must be combing through the file and being told to replace @VERSION@ with something else, but I can't find anything that says it's replacing that.
so i don't what this is doing, nor if it's doing anything, or how it's doing it.
is this a forge feature?
if it was something a third party package was handling that is part of the github download, would a search show that it's being referenced there?
Ok I'm losing my mind. I'm still trying to figure out why the datapack I made for custom portals is derping in 1.18.1 specifically. It mostly uses functions. I think i've pinned it down to some things not behaving the same in functions anymore? Here's a link to the main teleport.mcfunction. The function is run from another function and the @s executor is the player who is the target of the initial tp (first line).
For some infuriating reason it outright refuses to run lines 21 and 22. And I have no idea why... they don't seem like anything special. Running those lines in-game as player does their things. 😑
https://paste.gg/p/anonymous/1e56f90db7d44a68bddf4310a7f825e6
Line 21 tp's the armor stand tagged with 'forced' to the player with an offset.
execute run tp @e[tag=forced,distance=0..20] ^1 ^ ^ ~ ~
Line 22 removes the forced tag from entities tagged with portal1
execute run tag @e[tag=portal1,distance=0..20] remove forced
do the lines after it run fine?
it runs the sounds below yeah
Is the execute run ... needed? Couldnt it just be tag ...
in-game only doing 'execute tag ...' shows as invalid
oh nvm just 'tag...' - i believe i've already tried that permutation but will check again
nope - still refuses to do lines 21 and 22
Also you should make that middle section a seperate function so its not checking the same thing so many times
fair enough
i'll try that out after i've had some dinner finally and count to 10 a few times xD
the origin side of the portal works beautifully - it does a raycast and aligns the portal cloud with the frame
1.12.2
no border on the bottom or right side. mod dev says the alternative is the bottom image. They said "not worth making it a rotatable block" and I guess that's means that's how to fix the issue. is that the only way?
Isnt that just an issue with textures?
Cause you cant make it have borders on all sides without the insides being not square
(Like it isnt physically possible)
Making it so it can be rotated is like dead simple...
Hello so I have been playing modpack for years and years and am finally trying to setup a custom skyblock-ish modpack with a custom starting map. I have no experience with building a modpack though I have previously added to modpacks before. So basically what I am looking for is some sort of guide for how to set up your own minecraft modpack as I know there is a lot that goes on thats more than just add mod and click play.
I dont think theres much of a guide, as different modpacks require different setup.
I can give a few tips on stuff tho:
Always test after adding a mod, instead of throwing them all in at once. Makes it a lot easier to debug crashes.
Make sure to report problems you find with mods to the mod devs, depending on the dev they sometimes fix it very quickly.
Use a proper editor, like visual studio code, for config files and such. (And dont use notepad++ at all, it doesnt work well with configs for an odd reason to do with text encoding)
Read through mods config files, some stuff is a lot more configurable than you think.
Any specific questions feel free to ask tho.
Thanks! Mentioning reading through config files is something that I didn't think of that will be very helpful
theres a reason purpur blocks dont have borders
So I'm having pretty good success building my modpack but there is one thing I can't seem to figure out is I have this custom giant tree island that I want the player to start out in but I don't know how to include that custom tree in the mod pack especially in a server situation where each player has their own tree island. Any already existing mods that do this? I have Void Island Control but I can't seem to figure out how to make that work for this.
if this is on a server ive seen it done in mutliple servers where its a hub with multiple teleports to different locations on the map, maybe you could have one for each player with a bed inside
if youre trying to get them to spawn inside seperate structures i dont know
yeah void island control has where when a new player joins it makes a new island according to some sort of settings and it says that it supports custom island creation but idk how that works and havent had much luck with tutorials
does it have a discord or anything you can ask them on?
yeah i just found that they have a discord and am asking about it there. im just worried that it isnt going to work for my purposes since its a such a large structure i want as a starting island. well i will just have to wait and see what they say
Can an item's durability be altered through custom tool items?
Using what?
The answer is probably yes, but you need to give more context
where do i find sba or sbe
I have a problem to make my 3d sword addon for minecraft bendrock, I use 3 programs first cubik studio to make the 3d design, then blockbench to make the file type model.geo.json and finally the minecraft addon Maker mobile application, which It helps me to make the package and integrate it into the minecraft game, my problem is that when I equip the sword it appears in the correct position but when he makes the attack movement the sword does not move with his hand, I also realized that when I change the file type in blockbench so I can extract it to the type. geo. Json doesn't let me see the view mode to see what it would look like in game.
Here is a video of the problem
Another durability question. How can I make a tool lose durability through a recipe?
You need to be specific about what you are using, datapacks, recipe mods, making your own mod
My bad. I'm create a mod with Forge for 1.18.2
MC 1.12.2, how do I run MC in debug mode with forge? I'm using eclipse.
I already have it run MC when i click the eclipse play button, but I want debug mode if possible so I can use breakpoints.
You can debug-run the runClient task or use the genEclipseRuns task and refresh the file explorer to load Eclipse run config files
To simplify the learning process I downloaded the latest forge version for MC 1.18 so that any problems I run into I know aren't because it's an old 1.12 forge version...
and I followed the instructions. I did gradlew genEclipseRuns, then i opened eclipse and imported the project.
runClient does work from within eclipse with the green play button. I can see it in the GradleTask tab at the bottom.
I went to the Package Explorer on the left and hit Ctrl+A to select all, then I hit f5 to refresh.
I don't see an option to runClient in the debug button, nor do i see a debug option i think, in the gradle task.
For Eclipse, run the genEclipseRuns gradle task (gradlew genEclipseRuns). This will generate the Launch Configurations and download any required assets for the game to run. After this has finished, refresh your project.
I've done this, step 6, and I don't see the debug run option.
as well as refreshed it
well i found a way, but it was nothing like as described.
Then talk to the ones who made the tutorial
i don't remember how i got there but i eventually found my way inside a bunch of options i could turn off or on in eclipse, and in there i found an option to show the runClient in the debug favorites bar. i did a little breakpoint test at the example mods contructor and it paused there. so i got it working.
Do you know any mod that simply makes the overworld empty? Or any other way to achieve this?
Eclipse is annoying and only lists recently used runConfigs, you need to click the one with "..." on the end to see the full list
Ya I figured it out. I'm new to java (i've used visual studio and Unity to learn c#) and when i open the run configurations for runClient I couldn't find a way to make the GradleTask appear in the debug button area. I seen a javaApplication runClient though, and when i went into that, i could see a debug option.
i don't really know what the difference between the JavaApplications and the GradleTask are, but breakpoints work now so i guess it's the same
Please make sure to disable the @ when replying to people.... Also is a reply really needed when you are replying to the thing directly above you?
is a reply really needed when you are replying to the thing directly above you? i would agree with you if say, i knew the person was still in the room, but there was nearly 2 hours difference between when I responded. it's just my policy to do things that way.
Except for the fact that we specifically request people not do that by having a set of #📛︱rules, which includes guidance on ping replies.
ah sorry
If on 1.16+ you can use a datapack to do that
how do I convert MCP mappings to Mojang mappings? Is there any easy way to do it?
There are bots that do it
None in this server
K9 from the EnderIO server can do it tho (there are other bots but I see you're in the EIO server)
!mcp -c moj <name> <version>
You can dm the bot to run commands
So while learning Java, Gradle, and modding with forge, i've been using Eclipse for about a week.
I decided to try IntelliJ now that I had something to compare it to, and wow...i think i like IntelliJ so much more.
On eclipse you need add-ons to get some cool stuff like syntax highlighting. On IntelliJ not only is that already built-in, but it does more! Plus it looks better.
Yeah, JetBrains makes really good things.
but with gradle i also gotta learn some Groovy it seems. at least, if I wanna understand what it's doing.
I was able to make it so that a capability would be set to true on the pressing of the comma key, but I can't toggle it off
https://github.com/loopenami/HB/tree/main/src/main/java/com/loopenami/hbmod/hb
How it's supposed to work is that the pressing of the comma button sends a packet to the server that makes the sender (if they have the HB_IS_TRAVERSING capability attached) have the invisibility effect constantly added to them (via a PlayerTick event), if true, but otherwise to not have that added to them and not be constantly applied to them
Does anyone know what the issue was and how I can fix it?
Greetings! Im trying to use the forge_bot for the obfuscation/deobfuscation of the Mojang class/function names to be used with the AccessTransformer. Can someone tell me how does it work?
Sorry yes I just checked someone asked pretty much the same question before.
Void island control can make the overworld into a single bedrock block so basically empty.
Do they aim to allow datapacks to replace forge entirely? or will that never happen?
So I tried helping someone who's only ever done MC mod work with notepad++ and just some colored syntax, to get on Eclipse. They've done a lot of work for this mod (it's not my mod, nor theirs) and they were excited to get features like code completion, error checking and compile time, and so on...
but it took like two hours of us just running in circles as we tried to figure out why Eclipse couldn't seem to detect the gradle file correctly.
in the end, it worked when he re-installed eclipse again. during that process he also did some other things like went from java8 233 or something, to java8 latest open source from eclipse, and had eclipse download and install java 17 (instead of the 15 version he had).
it correctly picked up on the gradle 4 MC 1.12 version gradle wrapper after that. not sure what fixed it, but man that was annoying. it didn't work when he tried IntelliJ either - so i don't think it was eclipse.
we had already checked path and home before reinstalling
but it was just frustrating
Just curious, whos mod is it? Do you have permission to do stuff to it?
Also whats going wrong, you havent mentioned that (unless its the gradle file not being detected)
well it's working now, but what was wrong was, Eclipse and IntelliJ seemed ot be having trouble with the gradle wrapper or something. Got fixed when he reinstalled Eclipse and he let Eclipse install java17 and he got a different package for java8
but don't really know what the problem was
Guy is going around adding "supress warning" to all these warnings in a mod that he's working on for things like unused code and deprecated things.
is this a bad idea?
there's like, 600 warnings, so it all gets lost in the haze anyway...but now you have to look for them
Depends on the warning
I think a method is being called twice. I'm on MC 1.12.2
Is that normal?
I set a breakpoint at the closing bracket of onBlockPlacedBy and placed a block. IntelliJ then seems to be paused at that point. I press resume program, and it pauses there again.
Check the thread name... is it running once for server and once for client?
Yes, that's a terrible idea. You will have a fair few warnings by default due to how the code base works but you should never suppress unused code for example. Either remove it or comment it out, removing preferred.
Events can fire multiple times, some fire up to like 4 times.
You need to look at how it's written. The documentation should say how it works.
I think I found a line of code that's actually doing nothing, but maybe I'm too noob to understand.
If a method returns void, is abstract, and never get's a implementation outside of that abstractoin - then it really does nothing? right?
1 protected abstract void onAwake(Side side);
2
3 public void update() {
4 if (!awoken) {
5 onAwake(world.isRemote ? Side.CLIENT : Side.SERVER);
6 awoken = true;
7 }
8 }
Both of those are in the same class. onAwake doesn't have a return, and since it's not defined, it's not changing any variables on the side nor running any other methods.
am I correct in thinking Line5 is doing nothing?
If it's not awoken, it will tell the event if it's serverside or clientside
But only once
That is an Abstract class and aiui needs to be extended to be used
when you extend an abstract class you must implement abstract methods
like onAwake(Side side) is here
Yeah, that code alone won't do anything.
i'm confused though, this is not a sub-class that made it's own implementation of onAwake. So there is no hidden side effects, and it returns void...so my question is, how is it telling the event? as far as I can tell, all the info/work it did dies at the end of line3.
What is it doing anyway?
This doesn't look like valid handling of client<->server communications anyway.
tbh that's what i'm trying to figure out lol. i'm working backwards through a bug.
this is some sort of extension of TileEntity and iTickable
You can't run this code as it is.
It is a form of 'template', and you need to make another class that extends this one to be able to use the code at all. In that new class that extends this it would require you to implement onAwake, so it does something (i assume it would throw a compile error if you dont)
line32 and line95
like my thinking, is that one line at 32, the ternary operator, is just spending cycles for no reason?
Nevermind. I see what it's doing.
It looks to be used for firing events when the machine is doing something
At this point it would be best to say what the problem is and then break point it from there.
ah ok, i see.
well the problem itself is another story that's longer, and i'm still in the dark about it. a sound and a GUI update isn't working when it should and i just started from the method call of when it does work.
i'm thinking, i'm going to find that the method call for the sound and visual update just got left out somewhere
buuut basically, when power machine turns on, power meter is suppose to update and show it draining. it does when you close and open the blocks GUI, but it's suppose to work without having to close and re-open
works correctly on a differen't block. i'm still studying how the mod works. that's how i ran into that ternary operator.
couldn't the same thing be accomplished with just onAwake(); and leave out the ternary stuff? because without a return, things that are listening for the method only are looking to tell if it fired?
The terenary stuff is to tell the onAwake if it was server or clientside.
No because for whatever reason everything is handled in the same block of code for client and server side.
alright ty for your time
public class BlockDecomposer extends MOMatterEnergyStorageBlock<TileEntityMachineDecomposer>
Ok so I get that I'm looking at inheritance and generics here, but I need to make sure I get this right. This is saying that BlockDecomposer is a StorageBlock and a MachineDecomposer right? Like in my head, would it lead me astray to just think of it as, BlockDecomposer is both of these things?
Block decomposers extends the base storage block but specifically one using the te for the decomposer instead of baseStogeBlock<T>
This prevents code that is of another type from being used as it would need to be cast to the correct type.
It's the same thing as if you made an ArrayList<Integer> for example.
Is there any way to detect if the user is using MultiMC, and get the instance name for the session?
That sounds like it might be a good question to ask MultiMC
but you could have a look at mulitmcs file structure and detect that
Ok, thank you!
how would I check which thread is active? I want my breakpoints to stop firing twice, so I want to put a condition on them in IntelliJ
has cursegradle been acting up for anyone else or just me
oh nevermind just gradle being gradle
Class MOBlockMachine
@Nonnull
@Override
protected BlockStateContainer createBlockState() {
return super.createBlockState();
}
Ok so this method is being overridden, and it's only task is to call the method it overrode. This override's existence doesn't make sense, right?
Depends, Some methods are required to exist in classes that are extended regardless of if you are using them or not.
I really don't understand gradle that much so should the exclude look like as I'm trying to update buycraft to 1.18.2 and I'm not sure if this will make my error of Exception in thread "main" java.lang.module.ResolutionException: Modules com.google.common and buycraftx export package com.google.common.math to module forge. go away or not
exclude group: "com.google.common", module: "*"
}```
is there a way to change which minecraft version a mod can run on, i wanna test if my 1.17.1 mod works on 1.18.2
Will not run
?
Mods are version specific, code needs to change per minecraft version last time I checked.
Especially those versions, as the java version changed between them
Minecraft mods connect directly to the internals of Minecraft, it's not a stable API
Working on 1.12.2 mod, and I want to update the forgeGradle and forge version. From 2847 to 2860. Eclipse says the wrapper the mod uses is gradle 4.1, I want it to at least be 4.9
dependencies {
classpath 'net.minecraftforge.gradle:ForgeGradle:2.3-SNAPSHOT'
minecraft {
version = "1.12.2-14.23.5.2847"
Is it as simple as changing the above lines?
processResources {
inputs.property "version", project.version
inputs.property "mcversion", project.minecraft.version
I'm just following instructions found here: https://forums.minecraftforge.net/topic/13860-tutorial-getting-started-with-forgegradle/, and I'm wondering if this is still the way to do things. Given the age of the post.
Ok so probably the first task is to update gradle. I'm not sure how high I can go, but i figure 4.9 is safe since forge 2860 uses that.
To do that, I think i'll not grab the build.gradle file from 2860, but instead grab the gradle folder from 2860 and just paste it over...checking that the .properties file doesn't have anything custom in it first.
which i don't think it does
Hello! I am currently looking for someone to port the Progressive Bosses mod from Forge to Fabric, I have spoken with the mod creator and gotten confirmation that it is okay to do so, I am willing to pay however much you think your time is worth please dm me if you are interested!
WARNING: You are using an unsupported version of ForgeGradle.
Please consider upgrading to ForgeGradle 5 and helping in the efforts to get old versions working on the modern toolchain.
See https://gist.github.com/TheCurle/fe7ad3ede188cbdd15c235cc75d52d4a for more info on contributing.
ah, i think i will read through that. is this still current guidance?
Hey, I was wondering if it was possible to make a player place a block client-sided on forge?
Im attempting to make a mod in which players have wands. These wands can then be used to place stuff like blocks (such as wool, water, or lava source blocks)
You do not want to have a player place blocks client side
That would cause way too much desync
No, like I am attempting to physically make the player place a block from their own inventory.
I know that 1.12 forge had PlayerControllerMP. I am wondering if there is anything like that for 1.18 Forge, or not
About clienside, what's smaller?
The list of things you should do clientside, or the list of things that should be done on both? wondering if there's a resource that explains that well.
Ah, ive just seen what you are trying to do in another server.
You are not going to get help with stuff thats against the eula here either.
Its pretty logical, anything that needs displaying to the player, rendering or direct input is client side. Anything that deals with logic, movement or odifying the world is server side.
A lot of stuff requires both sides tho, like breaking a block (client recieves click –> server breaks block in world –> client shows change in world and particles), or opening an inventory (client presses key –> server opens container to handle item movement –> client opens container and renders gui –> client moves items about –> server moves items about)
Use a server-sided component
idk if this is the right channel but can someone tell me how to add datapacks to my modpack
Use this https://www.curseforge.com/minecraft/mc-mods/paxi-fabric and put any datapacks into the folder it will create inside your modpack
Ok so i have been working on a Datapack to Reduce the spawn rates of Strongholds and Fortresses, and i assumed the best way to test wether it worked would be to. 1.Create a world and test the coordinates of the nearest Strongholds and Fortresses then 2. Create the world again utilizing the same seed and test the coordinates again, i would have assumed the coordinates would be different but they are the same everytime. Perhaps this is not the correct way to test it or, if it IS the correct way would someone mind taking a look at my pack to see what errors i have made?
Hi! I hope this is the right channel to ask my question. I am making a modpack and I am a bit confused about licenses and permissions. I understand CurseForge makes a manifest file on exporting, but the server pack needs the jars directly in the zip file. My question is: do I need to ask mod owners for permission to include the mods as long as the pack stays on CurseForge? Because looking at the licenses I assume I should but when asking some people say I don't have to ask because it stays on CurseForge. I'm just checking because I don't want problems and I respect mod developers and the effort they put in the mods!
I have got the same question
no you dont need permission as long as its on curseforge
Alright, thank you!
I need to make an item glint by default, what i need to do??
Mc version: 1.18.1
Java ofc
Pls help me!!!!
Just need to be patient
wait for someone who has an answer
or seek an answer elsewhere, as you may not even get one
Okok
Question, is there an outline, flowchart, or some other high level explanation of how MC and Forge work while in use?
I mean, basically where are the points that MC interacts with forge?
!!=
Forge = Minecraft Forge, This is a modloader often just called "Forge".
Fabric = Fabric MC, this is another modloader, just called "Fabric".
CurseForge = A Website/App that has content for games.
Mods = Individual mod files.
Modpacks = Multiple mods put into the mods folder or downloaded from CurseForge.
These are not Interchangeable! Please use the correct terms as it allows us to help you faster!
Your question doesnt really make sense...
Theres the modifications (patches) that forge makes to minecrafts code, if thats what you are meaning
I need
A piece of code that make a texture in a mod like enchanted, without actually enchant it..
For a mod for minecraft 1.18.1
Is it your mod? Or someone elses
Mine
Check how the nether star does it
Thx, im so stupid, btw where is all the file of the netherstar
Pls
Im new tu moddind
Modding*
Are you using intellij?
Yep
Double tap shift
Where
You can search for anything there
Okok
Im using a different method of add item in mc, im using the kaupenjoe tutorial
But i dont saw anything different in the code for the glowing effect
Im pretty sure that the nether star item doesnt use the regular Item class but rather a different one that overrides the hasGlint(ItemStack) method to always return true.
Instead of returning the regular item class you return a different one, like with the sword item
(The class would either be your own one where you override the method mentioned above or the class the nether star uses)
import net.minecraft.world.item.CreativeModeTab;
import net.minecraft.world.item.Item;
import net.minecraftforge.eventbus.api.IEventBus;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;
import net.minecraftforge.registries.RegistryObject;
public class ModItems {
public static final DeferredRegister<Item> ITEMS =
DeferredRegister.create(ForgeRegistries.ITEMS, hsbm.MOD_ID);
public static final RegistryObject<Item> NULLOVOID = ITEMS.register("nullovoid",
() -> new Item(new Item.Properties().tab(CreativeModeTab.TAB_MISC)));
public static void register(IEventBus eventBus) {
ITEMS.register(eventBus);
}
}```
this is my code
Btw put ``` around code to format it niceley
wait
Wrong character, its the one to the left of the 1
btw
You want to change the return value of the lambda (so the () –> new Item bit) to a class that extends Item and overrides the hasGlint method.
The nether star has one that you could use, or you could make your own
could u rewrite the code so i can copy it?
pls
only the part of the item
pls
public static final RegistryObject<Item> NULLOVOID = ITEMS.register("nullovoid",
() -> new Item(new Item.Properties().tab(CreativeModeTab.TAB_MISC)));
only this part
I dont have access to an ide atm, so cant help that much
hmm
But according to a search in a different discord the nether star uses the SimpleFoiledItem class
so what to do?
Instead of the lambda returning a new Item you want it to return a new SimpleFoiledItem.
It probably has the same constructor, but it mag be different (if it is Intellij will tell you about it)
so
public static final RegistryObject<Item> NULLOVOID = ITEMS.register("nullovoid",
() -> new SimpleFoiledItem(new Item.Properties().tab(CreativeModeTab.TAB_MISC)));
That was what I was thinking, yes
With the limited information I have at the moment, yes that could work.
i try
🥳
Idk why my texture pack doesnt show
Its bugged
Hzjr
Pls help
Want the github link?
Pls
Why
Help .e
Me
No need for the spamming lines, its possible to write more than 4 words in a message
@autumn sundialDon't DM staff per rules 6
Not spamming single word messages should be common sense, not a rule.
If you send a DM to one off the staff members you will be banned without pardon.
Hey guys i was working on a datapack and had a cool idea to make illusioners spawn within woodland mansions would you guys have any idea how i would do this? or is it probably not possible?
I want make an item glint like netherstar, but i want it not be placeable. Could u help me?
It prolly possible, but difficult. Maybe is better make a mod, i think it would much easy. What version is the project?
Bc from version to version change
Btw 1.18 2 its more easy for make a mod, ill link u a tutorial if u want
im good i think ill wait here and see if anyone else has anything to say about it
i tried making a cobblestone zombie, as im tryna make resource mobs for a skyblock based on...resource mobs
tryna get some opinions on it
mob
Looks rocky
It is rock solid
so i started a sequel to a hardcore modpack i made a little over a year ago, and i havent really done any coding yet. im considering backporting the whole thing from 1.18.1 to 1.16.5. would that be a worthwhile move? do people still play 1.16.5 packs?
Yes, given 1.18 is still getting on its feet. (Expert packs for 1.16 have only just started to really come out, all the packs on 1.18 rn are kitchen sink ones)
yeah that makes sense, idk im a little rusty on developing. i went PC-less for like 9 months after an accident, and now im trying to get back into it
what about 1.12.2?
i have 2 other 1.12.2 packs, im pretty experienced with the version
Good luck finding a mod author that has mods on a newer version and still supports 1.12
i mean just starting fresh
backporting might be out of the question at that stage
i meant to ask, is it a good version to develop for and will see some light of success?
Even then, if you find an issue with a mod you would have two options: remove it or find a workaround. There will be very few people who will actually fix any issues on that version.
People would still play it, people still play 1.7.10 packs (tho rarely). Maybe not as many as 1.16+, but there would still be some.
hm, maybe it can be some "legacy" port of a pack. idk
thanks for your input, its much appreciated
im just running into a lot of issues with 1.18 and im somewhat fed up with it
especially since 1.19 is around the corner, might just have to play the waiting game for using newer versions
thank you
Hey, i need to make a block unplaceable, what i need to do??
There may be an onPlace override
Hey, Can someone help
Exception in thread "main" java.lang.ClassCastException: class jdk.internal.loader.ClassLoaders$AppClassLoader cannot be cast to class java.net.URLClassLoader (jdk.internal.loader.ClassLoaders$AppClassLoader and java.net.URLClassLoader are in module java.base of loader 'bootstrap')
at net.minecraftforge.gradle.GradleForgeHacks.searchCoremods(GradleForgeHacks.java:87)
at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:86)
at GradleStart.main(GradleStart.java:26)
Make sure Gradle is using Java 8 (I can see your project is but Gradle might be using something else and I can't remember how to check)
Hello, does anyone have an idea of how to make a custom generation of ore for modding 1.18.1 if they have a tutorial or forum
Does anyone know how to make new package in intellij, mine doesnt have the option to?
right click on another one and make one?
it doesnt have the option im a bit confused myself
Hey Fabric Community,
I'm a relativ new Fabric Programmer. I Currently try to build my own GUI for minecraft 1.18.2 and I'm searching for some references/documentaries.
What are the #minecraft:trapdoors #minecraft:planks #forge:barrels called? Block Tag?
They are just tags. Context is what makes the block or item.
Hey ^^
Someone know a updated list of common forge tags for dif mods atm ?
Like forge:ingots/osmium for example 😛
forge:ingots/x, forge:storage_blocks/x, forge:dusts/x, forge:raw_materials/x, forge:gems/x, forge:workbenches, forge:wrenches, forge:coals, forge:gears/x, forge:nuggets/x are the ones i can think of off the top of my head
ok thx for the list ^^
Forge Tags helping me alot to make my Mods compatible with each other 😛
i started to learn modding and created and item, right clicking it takes it durability, it works as expected but one small issue
You arent correctly handling the durability.
I would guess you are somehow manually editing when you shouldn't be. Look at how flint and steel works.