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Modder Support

This is the support section for those modding with Forge. Help with modding goes in here, however, please keep in mind that this is not a Java school. You are expected to have basic knowledge of Java before posting here.


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    Help and support setting up your IDE and building mods with Gradle.

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  • Posts

    • Could you send a screenshot of your weapon code? Here is the one I made (for a dagger): protected static final double DAGGER_REACH_MOD = -1.5D; protected final Multimap<Attribute, AttributeModifier> defaultModifiers;     public DaggerItem(Tier pTier, int pAttackDamageModifier, float pAttackSpeedModifier, Properties pProperties) {         super(pTier, pAttackDamageModifier, pAttackSpeedModifier, pProperties);         this.attackDamage = (float) pAttackDamageModifier + pTier.getAttackDamageBonus();         ImmutableMultimap.Builder<Attribute, AttributeModifier> builder = ImmutableMultimap.builder();         builder.put(Attributes.ATTACK_DAMAGE, new AttributeModifier(BASE_ATTACK_DAMAGE_UUID, "Weapon modifier", this.attackDamage, AttributeModifier.Operation.ADDITION));         builder.put(Attributes.ATTACK_SPEED, new AttributeModifier(BASE_ATTACK_SPEED_UUID, "Weapon modifier", pAttackSpeedModifier, AttributeModifier.Operation.ADDITION));         builder.put(ForgeMod.ENTITY_REACH.get(), new AttributeModifier(ToolUtils.BASE_ATTACK_REACH_UUID, "Weapon modifier", DAGGER_REACH_MOD, AttributeModifier.Operation.ADDITION));         this.defaultModifiers = builder.build(); } @Override     public Multimap<Attribute, AttributeModifier> getDefaultAttributeModifiers(EquipmentSlot pEquipmentSlot) {         return pEquipmentSlot == EquipmentSlot.MAINHAND ? this.defaultModifiers : super.getDefaultAttributeModifiers(pEquipmentSlot);     }
    • https://images.app.goo.gl/1PxFKdxByTgkxvSu6
    • That's what we'll try out. I could never figure out how to recreate the crash, so I'll just have to wait and see.
    • Ok, I updated to the latest version and now the models are visible, the problem now is that the glowing eyes are not rendered nor any texture I render there when using shaders, even using the default Minecraft eyes RenderType, I use entityTranslucent and entityCutout, but it still won't render. Something I noticed when using shaders is that a texture, instead of appearing at the world position, would appear somewhere on the screen, following a curved path, it was strange, I haven't been able to reproduce it again. I thought it could be that since I render the texture in the AFTER ENTITIES stage which is posted after the batches used for entity rendering are finished, maybe that was the reason why the render types were not being drawn correctly, so I tried injecting code before finishing the batches but it still didn't work, plus the model was invisible when using shaders, there was a bug where if I look at the model from above it is visible but if I look at it from below it is invisible. So in summary, models are now visible but glowing eyes and textures are not rendered, that hasn't changed.
    • https://pastebin.com/99FA0zvK Attempting to run genIntellijRuns, this task fails with pasted error. IntelliJ IDEA 2024.3 (Community Edition) eclipse_adoptium-21-x86_64-os_x.2/jdk-21.0.6+7 Steps followed: Step 1: Open your command-line and browse to the folder where you extracted the zip file. Step 2: You're left with a choice. If you prefer to use Eclipse: 1. Run the following command: `./gradlew genEclipseRuns` 2. Open Eclipse, Import > Existing Gradle Project > Select Folder    or run `gradlew eclipse` to generate the project. If you prefer to use IntelliJ: 1. Open IDEA, and import project. 2. Select your build.gradle file and have it import. 3. Run the following command: `./gradlew genIntellijRuns` 4. Refresh the Gradle Project in IDEA if required.
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