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Showing content with the highest reputation since 05/23/21 in Posts

  1. The Forge Git repository only contains patches to the decompiled Minecraft source code. In very simplified terms this means "remove this line from this file" or "add this code here". It does not contain the decompiled game source code. When the Forge installer is built, these patch files are converted to binary patches to the compiled code, these binary patch files are then shipped with the installer. As such the installer again does not contain any Minecraft code. When you then run the installer it takes the vanilla Minecraft jar (or downloads it from Mojang's servers if you don't have i
    2 points
  2. From what I can tell there is over 2 megabytes of advancement data being sent to the client. So far Forge only splits overly large recipe and tag packets, it seems the advancement packet needs to be added to this list as well. I will make a pull request to add it.
    2 points
  3. Try 1.16.5-36.1.25 and provide us with the logs from both sides. I added some extra logging to make it easier to figure out what packet is being bad.
    2 points
  4. Use https://gist.github.com/for large text files.
    2 points
  5. Post the updated debug.log from the server as well as the client that cannot join.
    2 points
  6. It looks like this may be an issue with Waila, since it is the last thing in the log mentioning networking ("syncing config"). Check with the Waila authors.
    2 points
  7. They are the same function. isRemote is MCP mappings, isClientSide is Official mappings, which are now the default shipped with the mdk.
    2 points
  8. Hi all, I'm working hard to create the best server in the Minecraft community. I have a server hosted in Apex and I'm looking for players that are interested in building and playing with me. I'm willing to give OP and will install useful plugins to enhancer game experience. Here are my server details: IP: 158.69.125.169 Port: 25595
    1 point
  9. Your code still using spawnInfo.getEntityTypes() which for enderman is only going to match 2 biomes. It looks like your mob extends an AnimalEntity, which wants to spawn on grass blocks (probably none are in the end), since you use stuff from MonsterEntity, then you could copy their code (adjust as necessary) into your mob: @Override public float getWalkTargetValue(BlockPos pos, IWorldReader world) { return 0.5F - world.getBrightness(pos); }
    1 point
  10. Set<EntityType<?>> entityTypes = spawns.getEntityTypes(); is returning entities with spawn costs, which only 2 nether biomes have them for enderman. Try something like this: List<Spawners> list = spawns.getSpawner(EntityType.ENDERMAN.getCategory()); for (Spawners entry : list) { if (entry.type == EntityType.ENDERMAN) { int weight = 10; if (event.getCategory() == Biome.Category.NETHER) { weight = 1; } spawns.addSpawn(EntityClassification.CREATURE, new Mob
    1 point
  11. Finally cracked it. In case useful to anyone else, in the client you have to manually clear the headless state: MyClassConstructor() { // .... DistExecutor.runWhenOn(Dist.CLIENT, () -> () -> { initRobot(); }); } void initRobot() { System.setProperty("java.awt.headless", "false"); try { this.robot = new Robot(); } catch (AWTException e){ e.printStackTrace(); } PointerInfo pointerInfo = MouseInfo.getPointerInfo(); // you can now use all the usual Robot class methods }
    1 point
  12. @vemerion has already told you what you have to do
    1 point
  13. Well, you should definitely add the NearestAttackableTargetGoal to the targetSelector and not the goalSelector, but I am not sure that will fix problem.
    1 point
  14. Try using Java 15 or lower, I don't believe forge will work with Java 16 until after 1.17 comes out.
    1 point
  15. I have a client requesting that I change the max stack size of items above 64/127. I was wondering how I would go about making the items stack count with a data type like long, or BigInt.
    1 point
  16. ohh, my bad then, I'm sorry I edited the source in. the problem the OP had was possibly a different one, I can't really tell tho
    1 point
  17. No problem, glad I could be of help!
    1 point
  18. I wasn't thinking of it! cool idea, it could be like lucky blocks
    1 point
  19. Luis I cannot thank you enough, I have been struggling with ore generation for like two weeks now just going through tutorial's and everything where I swear I had the same code. It really takes someone who is familiar with what they are looking at. I appreciate you and hope you have a great day. My ore has successfully generated. So excited for the future of modding!
    1 point
  20. your code looks okay this will set the max height to 64, im not 100% sure but it can be that this overwrite your TopSolidRangeConfig if(!(event.getCategory().equals(Biome.Category.NETHER) || !(event.getCategory().equals(Biome.Category.THEEND)))) { This line is completely wrong, if you want to generate your ore in the overworld, because here it is checked whether it is not the end or not the nether, so minecraft will try to generate the ore in all dimensions replace || with && (is not absolutely necessary) you also need to register your ConfigureFeature
    1 point
  21. No problem, glad I could help Interesting mod idea, adding dice to Minecraft! Do you have any plans to add functionality/some effect when the dice lands on different numbers?
    1 point
  22. You have to remove the "the" in "thestoreofneedfulthings", since that is not part of the modid.
    1 point
  23. I'm currently trying to add a new entity, which looks like a smaller version of the player. It all works fine and dandy, except I want the mini-player to fetch the skin of its username. Using the MojangAPI, I fetch the skin url and then use the following code: ResourceLocation resourceLocation = new ResourceLocation("skin/" + uuid); File file = new File("cacheXXX"); Texture texture = new DownloadingTexture(file, skinURL, resourceLocation, true, () -> { System.out.println("test"); }); texture.loadTexture(Minecraft.getInstance().getResourceManager()); Minecraft.getInstance().get
    1 point
  24. So I created a forge server for 1.12.2, most of the mods won't load and annoyingly? Inventory won't open, tried everything to open it. Idk what I'm doing wrong here. Single player works like a dream. I installed the server perfectly as per instructions. I tried Uninstalling all mods and tried adding them one at a time? Same thing; no inventory load no matter what mods where on there, even without mods. Tested for lag and to see if there was a conflict ie another server install messing with it? Nothing. Has anyone encountered this on 1.12.2? BTW yes I remapped the key, it also
    1 point
  25. To us, this reads like "I'm not asking for support, but I'm asking for support"
    1 point
  26. Draco isn't correct here since you are spawning a new thread. However it is still terrible advice. Spawning a new thread just to sleep is an absolute waste of system resources. Threads are huge beasts. You cannot interact with the game from a separate thread as most of Minecraft's code is not threadsafe. This is the correct solution.
    1 point
  27. That's not at all true. AttributeModifiers modify the attribute, they don't set it.
    1 point
  28. Hi all, First of all I know the topic doesn't sound like it is related to modding but hear me out. I plan on making a mod so I set up the workspace like one does. After I had the workspace set up I had no idea were to go from there so I made another post here looking for decent tutorials. It was then I realized if I needed further help it would be easier if my code was easily accessible. So I started to look into uploading the project to GitHub. I did this using Eclipse's git integration which worked well enough. however upon importing the git version into the workspace I immediate
    1 point
  29. Try a Java version lower than 16
    1 point
  30. @EventBusSubscriber registers the Class to the event bus, which checks static methods only. Why is this not just an attack damage attribute modifier on your item? Then you don't need the event handler at all. This is exactly what attribute modifiers are for...
    1 point
  31. I'm super super sorry for posting a non-supported version of forge on here but I've been researching this for 5 days to no avail! I'm really really desperate and any help is needed. It also took my 7 hours to set up this Forge thing on my computer, and I really don't want to deal with another 7 hours of errors which is why I I'm trying to avoid updating. When I finally got it to work with 1.8.9 I was really happy but I don't want to repeat that hell again. Thanks for the help! ALSO! IT WORKED!!! THANK YOU SO MUCH!!!!! I'VE BEEN TRYING TO DO THIS FOR DAYS NOW. And if you think I'm exaggerating
    1 point
  32. The way you make config files is the same between all config types. Simply choose the ModConfig.Type that is appropriate for you.
    1 point
  33. if I see that correctly you are trying to overwrite the armor item, if you want to add the damage there then you should use the entityHurt method but keep in mind you have to overwrite all ArmorItems An easier way would be if you use the LivingDamageEvent, check whether the attacker (DamageSource # getEntity) is holding an ArmorItem and then set the new damage check out the event for more info on how it works or when it is fired
    1 point
  34. I'm currently trying to set a custom mob to spawn in a specific biome, and I've looked at a couple of reference mods to see if I've been missing anything, but my mob just somehow cannot spawn. @SubscribeEvent(priority = EventPriority.HIGH) public static void addBiomeSpawn(BiomeLoadingEvent event) { Biome biome = ForgeRegistries.BIOMES.getValue(event.getName()); System.out.println(biome.toString()); if (biome.toString().equals("minecraft:plains")) { System.out.println("Its been Added!"); event.getSpawns().getSpawner(EntityClassification.CREATURE).add(new MobSpawnInfo
    1 point
  35. GatherDataEvent only fires during data runs, not during client or server runs
    1 point
  36. to go along with this topic, how do you setup conditional dependencies? like i have a mod that adds ways to create new ingots, and i want to add modded ingot support for other mods. I do not want the mod to be required to load my mod, i want my mod to remove elements if that other mod is not present, been looking for days and this is the closest i have found to the topic.
    1 point
  37. I'm with you on the 2-step process (except I have a step before step #1 - try stuff yourself first). We get a lot of repeats over on StackOverflow which has a nice way of handling repeat questions. On other forums it takes me 10 "valuable" seconds to point them to a link of someone else with the same question getting it answered, or sometimes I give them the answer if it's simple enough. My son wanted to learn to mod Minecraft. Searching gave me this result: https://codakid.com/guide-to-minecraft-modding-with-java/ Following the tutorial on there, I was setting up my son's computer using
    1 point
  38. “Research” in this context means searching (as opposed to asking). The proper method of finding a solution is as follow: 1. Use Google/any relevant method of searching in the specific topic. 2. If step 1 yields no results, ask other people. The reason why step 1 precedes step 2 is it doesn’t require other people’s attention/time. If everyone asks trivial questions/questions that has been asked numerous times before, then the forums would be flooded by the same question. This would take up other forum members/staffs’ time, making people who are really in need o
    1 point
  39. Actually it didn't quite work in the nether, but now it does. The reason I am posting this is, that if someone has the same problem in the future, they will find this. I searched for this on google for a good hour, but didn't find anything. New code: @SubscribeEvent public void render(RenderWorldLastEvent event) { IRenderTypeBuffer.Impl buffer = Minecraft.getInstance().getRenderTypeBuffers().getBufferSource(); IVertexBuilder builder = buffer.getBuffer(RenderType.LINES); MatrixStack matrixStack = event.getMatrixStack(); Playe
    1 point
  40. You're rather rude... You could just help people...
    1 point
  41. ...Which is still referenced in the 1.14.4 README.
    1 point
  42. Don't tell ppl "do your research before posting here" as the README.txt file that comes with the MDK of Forge 1.13.2 25.0.9 and 25.0.10 says to use setupDecomWorkspace its obvious that the README.txt file was not updated but you don't have to be a dick.
    1 point
  43. I don't think he's asking how to edit the base code so to speak. It would depend on which behaviours you intended to implement/"override" really. Using @SubscribeEvent and writing custom event handlers to "add" or "tweak" some existing Minecraft behaviour could give the illusion of overriding base methods, but is far simpler than trying to reflect the code.
    1 point
  44. You installed something else into your jar that you shouldn't of. You need to clean the jars and re-install forge. Don't edit anything in your jar.
    1 point


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