#⚙️︱authors-help

1 messages · Page 17 of 1

hearty cradle
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But do I have to download something?

wicked harness
#

So you got 0 knowledge on programming?

hearty cradle
#

not true

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i know how to code

wicked harness
#

Which language?

hearty cradle
#

but how do i like upload a mod

hearty cradle
rough salmon
#

You need Java for mods.

wicked harness
#

Did you make the mod already?

hearty cradle
#

shit

hearty cradle
#

just looking to get started

wicked harness
#

Then there is nothing to upload, learn java, come back

hearty cradle
wicked harness
#

Yeah, not believing that

rough salmon
#

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.

wicked harness
#

Can't rush this stuff, the amount of errors you find is insane

rough salmon
#

Read the pinned post in this room.

hearty cradle
#

i understand that

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but then what platform do i make the mods on

wicked harness
#

Choose one

hearty cradle
#

uhh

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any recommendations?

wicked harness
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Did you google anything at all for this?

hearty cradle
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yes

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ofc i did

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nothing came up

wicked harness
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Then what IDE's did you find?

rough salmon
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Vixen thinks you should make mods for Fabric, because it's the easiest.

hearty cradle
#

wtf is an IDE

wicked harness
#

See, there you are done

hearty cradle
rough salmon
#

And as for IDE, it's the developer tool

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IntelliJ is one for instance

winter cipher
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"I know lua and python"
"what is ide"
concern

wicked harness
#

You didn't google anything, you never wrote a single line of java.
Now come back when you can actually write java programs

median meteor
#

like ur choosing
for players (fabric)
for api (forge)

real wasp
#

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

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Forge is better if you want integration with other mods

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Fabric if its more standalone

median meteor
#

and fabric is more vanilla than forge, like mods are more consistent with vanilla than forge mods + forge is heavy 👀

real wasp
#

The reason forge is heavy is the integration stuff, if you ported all thatto fabric it would be similar loading times

median meteor
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would u like read logs from example Rift?

median meteor
#

and fabric is new

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so there is less of useless code and its more optimased for their versions

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becuz things like rift or fabric is learning on forge problems

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fabric i think works on same rules like it was on beta or alpha versions The Mods button

real wasp
#

Wat

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That sentence makes no sense

median meteor
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._.

wicked harness
#

They are different, there is no better.
Lets not do that stuff here

rough salmon
#

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.

rough salmon
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*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. :|

wicked harness
#

Try reflection

rough salmon
#

Yeah, I could do that, thanks.

rough salmon
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Yup, seemed to work, thanks. A bit ugly code, but, eh. :D

rough salmon
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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

winter cipher
rough salmon
#

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

winter cipher
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If you used forge this is just something you can do in an event. 🤣

rough salmon
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I had to try, since it was supposedly so easy to do stuff. :P

winter cipher
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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.

rough salmon
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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

winter cipher
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I can at least help you with forge too

rough salmon
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Awesome, thanks. Then we can make the best Timtower mod ever!

wicked harness
rough salmon
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Timtower-admin mod?

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Enables and whitelists you as admin on all clients

solid portal
#

Can anyone help me? Im working on my addon pack and nbt does not register/work in my .json file Anyone know a fix?

slow wave
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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 ?

magic cairn
#

try if they work if they dont than you cant use them

slow wave
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Nop that isn't my question 😅

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I know they are compatible but how can I add them to my modpack ?

magic cairn
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curseforge wont accept them

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but open the mod folder and done

slow wave
magic cairn
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you can export the profil and than use mediafire curseforge site just dont accept custom mods

slow wave
#

ok good to know

magic cairn
#

writing a book?

real wasp
#

!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

magic cairn
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!mc-thirdparty

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nothing happends

real wasp
#

Arr. Wrong command. Lemme find it

slow wave
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  • cicada noises *
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thanks lol

real wasp
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!mc-3rdparty

vale pulsarBOT
#
Minecraft Modpack 3rd party

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

median meteor
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!mcp

wicked harness
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Wrong discord silly

median meteor
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Can you give me the invite to the right one ?

wicked harness
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!mc-forge

vale pulsarBOT
median meteor
#

Thank you

tough wave
#

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

jagged basin
#

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?

real wasp
#

Do not edit mod jars. They will most definitely not be accepted on curseforge.
Instead use a datapack, loottweaker or kubejs.

jagged basin
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Good to know, loottweaker is not available for 1.16.5 that i know of, but i will look into kubejs

turbid void
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you just haven't asked how it's done in 1.16.5

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datapacks, crafttweaker, kubejs

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for mob loot drops you can also use the mod "in control"

jagged basin
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ok cool, thank you

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datapacks worked fine for changing existing drop tables, but i didnt have any luck with adding new ones

turbid void
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in control can do even better than that - loot drops by special conditions if you want

jagged basin
#

i appreciate the help :D

real wasp
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Ooh, i had forgotten about IC

jagged basin
#

can IC change modded mob loot?

turbid void
#

doesn't matter where the mob comes from

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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

jagged basin
#

i understand, thank you v much

turbid void
jagged basin
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i do have crafttweaker, i didnt know it changed loot tables too

turbid void
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it has tons of functinoality besides recipes, even this is just scratching the surface

jagged basin
#

good to know

median meteor
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is there any example of plugin for 1.18.1 on kotlin?

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(spigot or other like this)

median meteor
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._.

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is there any guide how to create plugins in kotlin at least? (for latest versions)

hearty jetty
#

how do i export my mod in intellij?

narrow geode
# hearty jetty 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

true hemlock
viral knoll
#

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

wicked harness
#

Post your server log

viral knoll
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every message it sends

wicked harness
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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

viral knoll
#

so what should i do? cuz i need it (sry if dump question i aint that clever)

median meteor
#

report to developers

viral knoll
# median meteor

the version that person is giving is in 1.9+ and i need in 1.8

median meteor
#

the 1.8 version is aboned (ded) so its like 0.0001% chance that anyone will be interested to repair it

wicked harness
median meteor
#

yeah

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like literally rn people still play on 1.8 if minecraft has rn a version that is 10 versions aboxe 1.8

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if u dont like 1.9+ pvp, just install plugins/mods for old pvp

median meteor
#

is there any guide how to make own mod for fabric in minecraft? ._.

#

(in koltin)

viral knoll
wicked harness
#

You already have that plugin 🤦
Don't you know what is installed?

viral knoll
#

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?

wicked harness
#

No idea, just get the server to a higher version or ask the dev for a fix

median meteor
#

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?")
    }
}```
real wasp
#

Do not use com.justfoxxo unless you own that domain. A good alternative is com.github.mygithubusername or just myusername

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Otherwise the error is its missing a class file at com/justfoxxo/owomod

median meteor
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i repaired it ._.

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like 3 hours ago

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by just doing com.justfoxxo.owomod.Owomod

astral flame
#

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}]}}]}" } }

turbid void
#

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]

lapis plinth
#

anyone know whats wrong with my summary?

winter cipher
wicked harness
#

Tech, magic?

lapis plinth
#

it also says all around (aka everything) lightweight (small) for anyone (for anyone aka magic tech food building exploring)

turbid void
#

too generic. says nothing about what type of modpack (sandbox / skyblock / quest based / whatever), or what the theme is.

lapis plinth
#

aint that what tags are for xD

true hemlock
#

The description should make your pack appeal to players

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It’s one of the first things they see of your modpack

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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

rich ferry
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Im looking for a ex nhilo type mod but for 1.18

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Anyone know any such mod?

timber sequoia
#

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

timber sequoia
timber sequoia
timber sequoia
#

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

cedar fulcrum
#

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?

wicked harness
#

Isn't that "oreDictionary"

cedar fulcrum
cedar fulcrum
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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?

wicked harness
#

<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

cedar fulcrum
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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.

candid topaz
#

Hello I'm looking for a way to start my hosted mc server by just making a command into discord pz.

wicked harness
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Where is the server hosted?

candid topaz
wicked harness
#

Is it always on? And that ping was not needed

candid topaz
wicked harness
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Why not though? As the machine is on anyways

candid topaz
wicked harness
#

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

candid topaz
#

very sorry , ok too bad then

arctic spruce
#

Not exactly a mod, but I was wondering if the CurseForge API is able to download specific versions of mods?

wicked harness
#

Yes

arctic spruce
wicked harness
#

No idea, just know it is possible

arctic spruce
#

I've looked and haven't found a way

rough salmon
#

You fetch the files, and then grab the download url for the version of the mod you want.

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Basically.

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There's a better Discord for discussing the CF API questions

arctic spruce
rough salmon
arctic spruce
#

Thanks!

low pumice
#

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

light niche
#

One message removed from a suspended account.

finite topaz
#

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?

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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

median meteor
#

everything genius is simple

finite topaz
#

True but also immoral

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Sadly

finite topaz
light niche
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One message removed from a suspended account.

real wasp
#

There are definitely mods that do custom player models, although I'm not sure how configgurable they are

median meteor
#

there is one for fabric

finite topaz
#

Huh, interesting

median meteor
#

u can make own models etc i think its in beta or alpha

light niche
#

One message removed from a suspended account.

winter cipher
light niche
#

One message removed from a suspended account.

real wasp
#

Most people use eclipse or intellij, and from what ive heard vscode is less than ideal for java

light niche
#

One message removed from a suspended account.

winter cipher
#

Yeah, 99% of people use eclipse or intellij

rough salmon
#

*opens toolbox* Yup IntelliJ, since JetBrains is awesome

winter cipher
#

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.

wicked harness
#

What I did for my plugins is having a library that I just compiled into my final export.

winter cipher
#

Could do that.

#

I keep telling myself that I need to make an empty blank project but yet I never do it lol

rough salmon
#

Just do it, don't let your kitchensinks be kitchensinks!

wicked harness
#

I added a button to eclipse to generate a blank plugin for me, including all build path stuff and that library I mentioned

winter cipher
#

But, if I make a blank project then I won't make content!

rough salmon
#

Like me then. Or.. I start a lot of things, but I never finish anyth

winter cipher
#

Yep

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I'm trying to get better at finishing projects.

light niche
#

One message removed from a suspended account.

winter cipher
#

It gets worse as time goes on lol

light niche
#

One message removed from a suspended account.

wicked harness
#

Then just pick one?

light niche
#

One message removed from a suspended account.

turbid void
#

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.

opal crater
light niche
#

One message removed from a suspended account.

turbid void
#

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?

real wasp
#

I think its inline now

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Or per dimension

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Actually i have no idea

turbid void
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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

open thicket
#

idk if this is the chat for it, I'm not a developer but I have some cool ideas for some stuff

light niche
#

One message removed from a suspended account.

open thicket
#

its an origin addon

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idk what its based off of i just had the idea

light niche
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One message removed from a suspended account.

open thicket
#

ok thats fine it was just an idea

winter cipher
#

this isn't a requests channel.

open thicket
median meteor
real wasp
#

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).

median meteor
real wasp
#

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

prisma harbor
#

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

median meteor
#

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...

prisma harbor
median meteor
#

yes but if u dont have permissions to those commands, it will just dont work

prisma harbor
#

oki

prisma harbor
median meteor
#

there is /msg command bruhhhh

prisma harbor
prisma harbor
#

anyone?

timber sequoia
#

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?

winter cipher
timber sequoia
#

How would I do it with either of those?

inner tinsel
#

And Triggers

willow sable
#

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

winter cipher
willow sable
#

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

winter cipher
#

Should be as simple as forking the mod, getting a local copy, open the IDE you pick and import the build.gradle

willow sable
#

Oh, I did it

#

thanks ^^

light niche
#

One message removed from a suspended account.

winter cipher
#

looks around at all his own projects

....uhhh.... yeah...

light niche
#

One message removed from a suspended account.

wicked harness
#

No, you will look again tomorrow, then say that again.
Repeat forever

winter cipher
#

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

light niche
#

One message removed from a suspended account.

winter cipher
#

Theres the FE API that's handled via capabilities iirc, but it would likely be best to ask there.

light niche
#

One message removed from a suspended account.

winged frost
#

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

turbid void
#

!rewards

light niche
#

One message removed from a suspended account.

#

One message removed from a suspended account.

turbid void
#

?

light niche
#

One message removed from a suspended account.

turbid void
#

Oh my. xD

#

On it

winged frost
#

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

light niche
#

One message removed from a suspended account.

winged frost
#

by projects I just mean the mods

lilac notch
#

Just starting out- what settings would you guys recommend for 1.16.5 forge modding?

light niche
#

One message removed from a suspended account.

lilac notch
#

Ok, thanks!

winged frost
#

yo is there a place where I can find other mc devs to work with?

wicked harness
#

Might want to say what you need first

stray vault
#

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 🙂
stoic ferry
#

How do I make an add-on for an existing Minecraft mod? I want to make an ore for Avaritia infinite ingots

turbid stag
#

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.

turbid void
turbid stag
#

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!

turbid void
#

can you post the crash-report.txt?

turbid stag
normal elk
faint epoch
#

Is there any way to change keybinds in Forge for MC 1.8.9

faint epoch
#

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

gentle iron
#

(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)

real wasp
#

Check the pinned message here

#

Mcjtys tutorials are linked and he has a 1.18 one

gentle iron
#

....y'know i always forget discord has that

#

thanks!

toxic jolt
#

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.

tiny glacier
#

Hey does anyone know where I can find date of the 1.18.1 mapping?:
mappings channel: 'snapshot', version: '???-1.18.1'

barren anvil
#

Nowhere

#

MCP mappings are dead

tiny glacier
#

Oh . _ .

barren anvil
#

Use either Official or Parchment (Official + param names)

tiny glacier
#

K thx

dim jetty
#

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 )

dim jetty
#

pls help me

#

answer me i'm helpless

bold sphinx
#

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)

timber sequoia
#

What version of minecraft do you want to do it for?

summer epoch
#

How i can change a minecraft mod version 1.8.9 too 1.16.5 or any other?

normal elk
#

by rewriting the mod to work on that version

slow root
#

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)

ruby forum
#

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

median meteor
#

forge should give u tag called copper ingot that give ability to be multiple copper ingots

ruby forum
#

I have this:

#

and it doesn't work with the mekanism mod

median meteor
#

u dont create new tag

#

u need use tag called ingots/copper

ruby forum
median meteor
#

why r u creating tag?

#

idk never used forge so

slow root
#

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).

visual wolf
#

how can i tell if (EntityFallingBlock.isAnvil) { my task }
i couldnt make the .isAnvil part any falling block detects the task

finite storm
#

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?

winter cipher
#

Can copy what slowness does to the FOV.

#

Or the spyglass.

finite storm
#

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

polar pond
#

how would i make a better version of this?

#

its mcreator fyi

#

and be able to work

#

1.16.5 forge

wicked harness
#

What is the goal?

limber marsh
#

what is the method used to raycast in 1.18.1?

polar pond
#

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

wicked harness
#

That is just a check though

polar pond
#

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

wicked harness
#

Considered asking mccreator?

polar pond
#

dont belive they have a discord but i can check

limber marsh
#

fix: ditch mccreator

winter cipher
hearty jetty
#

if you want i have send you the discord link in dm

finite storm
#

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.

median meteor
#

Error running 'Minecraft Client': '1.18' is misconfigured

#

How would I configure it properly in IntelliJ

finite storm
#

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...

▶ Play video
limber marsh
limber marsh
light lance
#

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

finite storm
finite storm
# limber marsh what doesn't work exactly? code? how can we possibly know what you did wrong if ...

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)

median meteor
#

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.

wicked harness
#

Start with deciding if you want forge or fabric

median meteor
#

Forge cause I think it's good for beginners

wicked harness
deep quarry
#

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)

normal elk
#

I hope you are following the mod's license then.

deep quarry
#

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

real wasp
#

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)

deep quarry
cold spindle
#

basically yes, pretty much everything was changed in the "flattening"

deep quarry
#

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!

normal elk
#

also fwiw, no license is default All Rights Reserved

winter cipher
#

Yes.

cold spindle
#

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

winter cipher
winter cipher
cold spindle
#

yea, so it's ARR, as stated in curseforge

deep quarry
normal elk
#

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

deep quarry
normal elk
#

ideas are not protected by license, only code.

deep quarry
#

Ohhhhh, sorry I'm not really familiar with the legal side of that stuff xd

tame oasis
#

Anybody who knows crafting tweaks and want to help me with developing my modpack

wicked harness
#

Don't they have their own discord?

uncut orchid
#

how do I find the cfg file in a mod?

kindred dock
#

as in in the mod jar itself? OR for a mod in a modpack?

uncut orchid
#

mod jar

#

so like if I wanna remove an item

winter cipher
#

you don't.

sharp marsh
#

I want to create a mod with strucutres how i can do it?

wicked harness
#

Do you know java?

sharp marsh
#

yes

wicked harness
#

Did you make a mod before?

sharp marsh
#

no

wicked harness
#

Did you decide between forge or fabric?

sharp marsh
#

forge

wicked harness
#

What is the mod supposed to be doing?

sharp marsh
#

generate structures and bosses

#

+achivments

wicked harness
#

Then you want to start with some forge tutorials for custom bosses and worldgen

sharp marsh
#

worldgen have structures?

wicked harness
#

How else are they gonna put them down?

sharp marsh
#

idk

finite topaz
#

Yo, do 1.18.1 mods work with 1.18.2 yet?

wicked harness
#

Only the ones that have been updated

finite topaz
#

gotcha

stoic turret
#

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)

upbeat tundra
#

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?

restive thunder
#

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

upbeat tundra
#

I don't know how to send the list of mods, but it's literally all axes, spades, picks and so on

winter cipher
#

you likely have a tinkers forcing mod

woeful vapor
#

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

turbid void
upbeat tundra
safe canopy
#

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);```
oblique ingot
#

how can i make a block that has the same blockstates data as the amethyst cluster block

winter cipher
daring anchor
#

I'm trying to play better Minecraft with a friend and cant get Hamachi to work, any suggestions on how to play multiplayer?

wicked harness
#

Port forward instead

daring anchor
#

ok ty and I have no clue how to do port forward

wicked harness
#

Google it

inner tendon
#

why doesnt this work

#

also what do i do with the damn error

inner tendon
restive thunder
inner tendon
#

I think its having an issue with the file im viewing

#

but thanks

#

ill try it

safe canopy
#

like

restive thunder
#

...

safe canopy
#

RegistryKey<World> in PacketBuffer

#

and then get it out

restive thunder
safe canopy
#

sorry

restive thunder
#

and what do you mean by storing the dimension... like storing the dimension itself or its identifier?

safe canopy
#

identifier

#

unique id of dimension

#

id of level

#

id of server world

restive thunder
#

Can't recall exactly but I think it might be as simple as storing its ResourceLocation

safe canopy
#

you mean pair of it?

#

2 ResourceLocations?

restive thunder
#

What? What method in PacketBuffer are you using?

safe canopy
#

IDK, this is my question. Do I have to use 2 .writeResourceLocations?

restive thunder
#

What modloader are you using?

safe canopy
#

Forge, 1.16.5, Official Mappings

restive thunder
#

So what's the context for this?

safe canopy
#

lemme send some short code for example

restive thunder
#

It sounds to me like you're not using Forge's packet system

#

Oh... or I've just forgotten how it works, derp

safe canopy
#
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?

restive thunder
#

Uhh where are you setting buffer?

safe canopy
#

I don't need to initialize PacketBuffer buffer;

restive thunder
#

Yes you do... unless you want buffer.anything to crash with an NPE

#

or if you're getting buffer from somewhere else

safe canopy
#

exactly

#

sorry for that, i edited the code

restive thunder
#

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

safe canopy
#

but how do I write RegistryKey<World> in buffer?

#

there's no PacketBuffer.writeRegistryKey<T> function

restive thunder
#

Write the ResourceLocation instead, PacketBuffer.writeResourceLocation(key.getRegistryName())

safe canopy
#

then how to recover World from PacketBuffer.readResourceLocation() later?

restive thunder
#

Oh wait is it getLocation or getRegistryName...

#

Oh it'll be getLocation actually

safe canopy
#

getRegistryName is minecraft:dimension, location is minecraft:overworld

restive thunder
#

so the location yeah

safe canopy
#

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()

restive thunder
#

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

stoic turret
#

can i get help with sounds

#

every time a load a sound I can't hear it in survival but i can in creative

winter cipher
stoic turret
#

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);

}
}

safe canopy
#

@stoic turret

hazy saddle
#

hey, why isn't optifine in the mod choose list?

normal elk
#

dev doesnt allow it to be

restive thunder
#

?mc-optifine

vale pulsarBOT
#
We do not offer support for 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:

  1. Right click the modpack icon, select Open Folder.
  2. Put the Optifine.jar into the mods folder.
  3. Now start the modpack.
restive thunder
#

?mc-3rdparty

vale pulsarBOT
#
Minecraft Modpack 3rd party

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

median meteor
#

anyone that uses or knows anything about mcreator knows how to fix this?

restive thunder
#

That's not even an MCreator issue, it's a download issue

median meteor
stoic turret
#

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?

winter cipher
#

use the players pitch & yaw

stoic turret
#

how would that look tho

winter cipher
#

i don't understand what you are asking

stoic turret
#

like would a make it
if player.pitch(1<0-90){

winter cipher
#

If you don't know how to handle a variable I'm not sure if you really know what you are doing.

stoic turret
#

really appreciate it

winter cipher
#

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.

winter cipher
#

Uh.. No, it does not.

stoic turret
#

i just tested it in Minecraft and yes it does

winter cipher
#

I sure bet you did...

stoic turret
restive thunder
median meteor
#

how can i import ftb quests into a server

median meteor
winter cipher
#

you copy paste the config like any other mod

restive thunder
#

Unless ftb quests is a special snowflake and puts its quests elsewhere

median meteor
restive thunder
#

Please remember to turn of pings in replies

real wasp
#

It used multiple files in the config folder

junior cave
#

What's the best way to give a modded spawn egg a custom texture? Should I create a new class that extends Item?

median meteor
#

what are some good mods that help with boosting fps?

real wasp
turbid void
#

depends what MC version ^ some are more helpful than others

median meteor
#

its 1.16.5

#

what is the main cause of fps lag?

real wasp
#

Not using a gpu, ram gc, too many entities, too high a render distance, shaders

median meteor
#

is the gpu off, default

real wasp
#

On most laptops, yes

#

You can check in the f3 menu

median meteor
real wasp
#

?mc-videocard

vale pulsarBOT
median meteor
#

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?

real wasp
#

In the mods folder

median meteor
#

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?

real wasp
median meteor
#

aaa ok

tulip pewter
median meteor
#

can a 1.16.2 mod work for a 1.16.5 modpack?

rough salmon
#

Maybe, best way is to try it.

median meteor
#

true true

#

nvm it doesnt pop up in the curse forge app

rough salmon
#

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.

median meteor
#

so what is ?

rough salmon
#

Developer related questions, like how to mod, and things like that. Like the topic says.

median meteor
#

aaa ok

#

is the code diffrenet between 1.16.5 vs 1.16.2?

wicked harness
#

Yes, why else would there be a different version?

median meteor
#

just small fixes that dont always relate to the code

wicked harness
#

How else would it fix things?

median meteor
#

honestly dont really know about that

#

didnt see it was fabic

real wasp
median meteor
turbid void
#

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

unkempt swift
#

if i wanted to start learning scripting for java and stuff anyone know a good way to start?

median meteor
#

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

unkempt swift
#

yea, i figured but ive wanted to learn

median meteor
#

well go for it

#

just know you probably will want to quit

#

sometimes

unkempt swift
#

||sounds like arma zeusing XD||

median meteor
#

huh?

#

what does that mean

median meteor
#

oh didnt see that

unkempt swift
unkempt swift
median meteor
#

ok i like this site more

median meteor
#

does this the mooc.fi progamming site have a discord?

real wasp
#

Pretty sure it doesnt cause its actually a finnish university

median meteor
#

Oh didn't know that

cinder kindle
#

i'm a dev minecraft and i would like make a french devlopper team. i want help svp!!!

wicked harness
#

Why do you need a team?

zealous stirrup
#

Just made a new mod, hope its accepted

meager moth
#

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.

wicked harness
#

What modloader?

meager moth
#

Forge 1.18.1 Intellij IDEA ?

wicked harness
zealous stirrup
#

How long does it normally take for a project to get reviewed?

wicked harness
#

!status

vale pulsarBOT
#
Project Moderation Time

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.

zealous stirrup
#

ok thanks @wicked harness

lament basin
#

head is slowly overheating as I learn this stuff

lament basin
#

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?

GitHub

Sci-Fi minecraft mod. Contribute to infiniteblock/MatterOverdrive-Community-Edition development by creating an account on GitHub.

#

can i just, copy and paste some files and call it done?

#

it uses forge 14.23.5.2847

restive thunder
#

Do you know Java?

lament basin
lament basin
#

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.

lament basin
#

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

lament basin
#

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

lament basin
#

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

lament basin
#

i think it was the java plugin, because I removed it and deleted the mod folder to start over. doesn't work now

lament basin
#

gah actually nothing is working wth

tough patio
#

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

wicked harness
#

Rename the file?

tough patio
#

yeah but i wanted to keep the old file too...

#

its fine nvm ill rename it

oblique ingot
#

how can i make an item that when shift right clicked opens a gui( not a container)

lament basin
#

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
restive thunder
#

That link works fine in my browser

lament basin
#

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

restive thunder
#

Are you able to download the zip from the URL that is reported by the error?

lament basin
#

Yes, seems so.

restive thunder
#

Is the exception any more detailed?

lament basin
#
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

restive thunder
#

I don't think that's it

#

Try opening a terminal outside of eclipse and running gradlew build in the project's directory

lament basin
#

successful

restive thunder
#

Ok that should have downloaded and installed the wrapper... so maybe it was Eclipse...

lament basin
#

oh, if i go to "properties" it shows a stacktrace

restive thunder
#

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

lament basin
#

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.

lament basin
#

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

lament basin
#
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

lament basin
#

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.

lament basin
#

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.

median meteor
#

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)

wicked harness
#

It is a REST api

turbid void
#

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.

restive thunder
#

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

median meteor
#

okay

merry moat
#

I'm gonna make my first real mod, which will add more throwable weapons in the form of knives, tomahawks, and spears.

#

Any advice?

median meteor
#

no idea

merry moat
#

Anyway, here's a peak at what I have so far: The wooden and stone knives.

median meteor
#

thats so cool bro

median meteor
merry moat
lament basin
#

I don't know how to find @instance in the online documentation.

dense egret
#

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)

upper juniper
#

got a question how do i publish a mod-pack that i have created

wicked harness
#

!mc-packshare

vale pulsarBOT
#
There are two ways to share a modpack you've made with others...
Export and Share - For Friends to Small Groups.
  1. Click the Icon for the modpack.
  2. Click the CFmenu button next to play.
  3. Click CFexportExport.
  4. Select the files that should be included.
  5. Send the zip to the people that want it! They can follow the instructions in !mc-installpack to install the pack!
Upload to Curseforge - For Public Release to Everyone.

This options will make your pack public to EVERYONE, it comes with extra requirements and will take some effort to set up.

  1. Go to here: https://www.curseforge.com/project/432/4471/create
  2. Fill out the information with a proper description of the pack. This should allow anyone to understand what the pack is.
  3. Click the Icon for the modpack in the CurseForge app.
  4. Click the CFmenu button next to play.
  5. Click CFexportExport.
  6. Select the files that should be included.
  7. Open your Project you made on the CurseForge site and Upload the file you just made.
  8. Wait for Moderation & Sync so it can show up in the client! (See !sync for limitations)
upper juniper
lament basin
#

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.

lament basin
#

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?

turbid void
#

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

real wasp
#

do the lines after it run fine?

turbid void
#

it runs the sounds below yeah

real wasp
#

Is the execute run ... needed? Couldnt it just be tag ...

turbid void
#

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

real wasp
#

Also you should make that middle section a seperate function so its not checking the same thing so many times

turbid void
#

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

lament basin
#

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?

real wasp
#

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)

winter cipher
#

Making it so it can be rotated is like dead simple...

shrewd shoal
#

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.

real wasp
#

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.

shrewd shoal
#

Thanks! Mentioning reading through config files is something that I didn't think of that will be very helpful

marsh berry
shrewd shoal
#

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.

marsh berry
#

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

shrewd shoal
#

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

marsh berry
#

does it have a discord or anything you can ask them on?

shrewd shoal
#

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

frosty plover
#

Can an item's durability be altered through custom tool items?

real wasp
#

Using what?
The answer is probably yes, but you need to give more context

abstract burrow
#

where do i find sba or sbe

upbeat pollen
#

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

frosty plover
#

Another durability question. How can I make a tool lose durability through a recipe?

real wasp
#

You need to be specific about what you are using, datapacks, recipe mods, making your own mod

frosty plover
lament basin
#

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.

restive thunder
#

You can debug-run the runClient task or use the genEclipseRuns task and refresh the file explorer to load Eclipse run config files

lament basin
#

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.

rough salmon
#

Look in that list. Look closely.

lament basin
#
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

lament basin
#

well i found a way, but it was nothing like as described.

wicked harness
#

Then talk to the ones who made the tutorial

lament basin
#

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.

woeful aurora
#

Do you know any mod that simply makes the overworld empty? Or any other way to achieve this?

restive thunder
# lament basin

Eclipse is annoying and only lists recently used runConfigs, you need to click the one with "..." on the end to see the full list

lament basin
#

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

winter cipher
lament basin
#

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.

normal elk
#

Except for the fact that we specifically request people not do that by having a set of #📛︱rules, which includes guidance on ping replies.

lament basin
#

ah sorry

real wasp
thin crypt
#

how do I convert MCP mappings to Mojang mappings? Is there any easy way to do it?

real wasp
#

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

lament basin
#

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.

rough salmon
#

Yeah, JetBrains makes really good things.

lament basin
#

but with gradle i also gotta learn some Groovy it seems. at least, if I wanna understand what it's doing.

dusty jackal
#

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

GitHub

Contribute to loopenami/HB development by creating an account on GitHub.

#

Does anyone know what the issue was and how I can fix it?

mental breach
#

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.

shrewd shoal
lament basin
#

Do they aim to allow datapacks to replace forge entirely? or will that never happen?

real wasp
#

They will never be able to

#

Data can be put in jsons, but behaviour cannot

lament basin
#

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

real wasp
#

Just curious, whos mod is it? Do you have permission to do stuff to it?

lament basin
#

ya

#

he does anyway, and he's letting me do some things

real wasp
#

Also whats going wrong, you havent mentioned that (unless its the gradle file not being detected)

lament basin
#

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

lament basin
#

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

wicked harness
#

Depends on the warning

lament basin
#

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.

restive thunder
#

Check the thread name... is it running once for server and once for client?

winter cipher
winter cipher
lament basin
#

ok

#

and Yes, it is running once for server and once for client.

lament basin
#

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?

rough salmon
#

If it's not awoken, it will tell the event if it's serverside or clientside

#

But only once

real wasp
#

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

rough salmon
#

Yeah, that code alone won't do anything.

lament basin
winter cipher
#

What is it doing anyway?
This doesn't look like valid handling of client<->server communications anyway.

lament basin
#

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

real wasp
#

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)

lament basin
#

line32 and line95

#

like my thinking, is that one line at 32, the ternary operator, is just spending cycles for no reason?

winter cipher
#

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.

lament basin
#

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.

lament basin
rough salmon
#

The terenary stuff is to tell the onAwake if it was server or clientside.

winter cipher
#

No because for whatever reason everything is handled in the same block of code for client and server side.

lament basin
#

alright ty for your time

lament basin
#
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?

winter cipher
#

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.

faint epoch
#

Is there any way to detect if the user is using MultiMC, and get the instance name for the session?

real wasp
#

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

faint epoch
#

Ok, thank you!

lament basin
#

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

shy charm
#

has cursegradle been acting up for anyone else or just me

#

oh nevermind just gradle being gradle

lament basin
#
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?

winter cipher
#

Depends, Some methods are required to exist in classes that are extended regardless of if you are using them or not.

left salmon
#

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: "*"
}```
marsh berry
#

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

wicked harness
#

Will not run

marsh berry
#

?

wicked harness
#

Mods are version specific, code needs to change per minecraft version last time I checked.

real wasp
#

Especially those versions, as the java version changed between them

restive thunder
lament basin
#

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

https://github.com/Matter-Overdrive-Community-Edition/MatterOverdrive-Community-Edition-1.12.2/blob/main/build.gradle

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.

lament basin
#

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

sudden stream
#

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!

lament basin
#
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?

median meteor
#

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)

real wasp
#

You do not want to have a player place blocks client side

#

That would cause way too much desync

median meteor
#

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

lament basin
#

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.

real wasp
real wasp
# lament basin About clienside, what's smaller? The list of things you should do clientside, ...

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)

restive thunder
loud holly
#

idk if this is the right channel but can someone tell me how to add datapacks to my modpack

sudden stream
#

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?

lethal gull
#

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!

pseudo nova
#

I have got the same question

normal elk
#

no you dont need permission as long as its on curseforge

lethal gull
#

Alright, thank you!

autumn sundial
#

I need to make an item glint by default, what i need to do??

#

Mc version: 1.18.1

#

Java ofc

autumn sundial
#

Pls help me!!!!

kindred dock
#

Just need to be patient

autumn sundial
#

Wdym

#

What i need to do

#

Just what

normal elk
#

wait for someone who has an answer

#

or seek an answer elsewhere, as you may not even get one

autumn sundial
#

Okok

lament basin
#

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?

restive thunder
#

!!=

vale pulsarBOT
#
Wording is important!

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!

real wasp
#

Your question doesnt really make sense...
Theres the modifications (patches) that forge makes to minecrafts code, if thats what you are meaning

autumn sundial
#

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

real wasp
#

Is it your mod? Or someone elses

autumn sundial
#

Mine

real wasp
#

Check how the nether star does it

autumn sundial
#

Thx, im so stupid, btw where is all the file of the netherstar

#

Pls

#

Im new tu moddind

#

Modding*

real wasp
#

Are you using intellij?

autumn sundial
#

Yep

real wasp
#

Double tap shift

autumn sundial
#

Where

real wasp
#

You can search for anything there

autumn sundial
#

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

real wasp
#

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.

autumn sundial
#

How i add it??

#

Pls

#

Help

real wasp
#

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)

autumn sundial
#

Ill let u see the code

#

Wait a moment

autumn sundial
#

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

real wasp
#

Btw put ``` around code to format it niceley

autumn sundial
#

wait

real wasp
#

Wrong character, its the one to the left of the 1

autumn sundial
#

btw

real wasp
#

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

autumn sundial
#

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

real wasp
#

I dont have access to an ide atm, so cant help that much

autumn sundial
#

hmm

real wasp
#

But according to a search in a different discord the nether star uses the SimpleFoiledItem class

autumn sundial
#

so what to do?

real wasp
#

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)

autumn sundial
#

so

#

public static final RegistryObject<Item> NULLOVOID = ITEMS.register("nullovoid",
() -> new SimpleFoiledItem(new Item.Properties().tab(CreativeModeTab.TAB_MISC)));

real wasp
#

That was what I was thinking, yes

autumn sundial
#

only?

#

that could work?

real wasp
#

With the limited information I have at the moment, yes that could work.

autumn sundial
#

i try

autumn sundial
#

It works, thx

#

Btw

real wasp
#

🥳

autumn sundial
#

Idk why my texture pack doesnt show

#

Its bugged

#

Hzjr

#

Pls help

#

Want the github link?

#

Pls

#

Why

#

Help .e

#

Me

real wasp
#

No need for the spamming lines, its possible to write more than 4 words in a message

autumn sundial
#

Ok

#

Sorry

#

Btw want the github link??

#

Yes? No?

wicked harness
#

Have an hour to learn how to type in a single line.
And observe #📛︱rules 4

wicked harness
#

@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.

sudden stream
#

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?

autumn sundial
#

I want make an item glint like netherstar, but i want it not be placeable. Could u help me?

autumn sundial
sudden stream
#

1.18.2

#

why do you ask?

autumn sundial
#

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

sudden stream
#

im good i think ill wait here and see if anyone else has anything to say about it

delicate acorn
#

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

winter cipher
#

Looks rocky

wicked harness
#

It is rock solid

median meteor
#

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?

real wasp
#

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)

median meteor
#

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

real wasp
#

Good luck finding a mod author that has mods on a newer version and still supports 1.12

median meteor
#

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?

real wasp
#

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.

median meteor
#

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

delicate acorn
delicate acorn
#

👍

autumn sundial
#

Hey, i need to make a block unplaceable, what i need to do??

true hemlock
#

There may be an onPlace override

green bane
#

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)

restive thunder
#

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)

upper bane
#

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

rustic root
#

Does anyone know how to make new package in intellij, mine doesnt have the option to?

winter cipher
#

right click on another one and make one?

rustic root
#

it doesnt have the option im a bit confused myself

lyric thorn
#

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.

fiery steeple
#

What are the #minecraft:trapdoors #minecraft:planks #forge:barrels called? Block Tag?

winter cipher
#

They are just tags. Context is what makes the block or item.

ruby mirage
#

Hey ^^
Someone know a updated list of common forge tags for dif mods atm ?
Like forge:ingots/osmium for example 😛

real wasp
#

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

ruby mirage
elfin canopy
#

i started to learn modding and created and item, right clicking it takes it durability, it works as expected but one small issue

winter cipher
#

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.