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  1. Hello, I can make you that mod, add me to Discord L33T#3319
    2 points
  2. If you are using AMD/ATI, get the latest drivers from their website
    1 point
  3. It worked! Thank you, I would have never guess that was the issue!
    1 point
  4. I tried without JEI, it worked, and right after that I pasted JEI again, just to make sure, I downloaded another version of it (I don't think that was the reason, but anyway :D) and it still works just perfectly. Thank you very much for your time and energy TileEntitiy, I really appreciate your help.
    1 point
  5. you are a god amongst men.. this worked thank you so much!!
    1 point
  6. Add the crash-report or latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here
    1 point
  7. I removed optifine and now F3 works
    1 point
  8. I guess curseforge was gliching out had to go to the files and delete it but thanks it works now
    1 point
  9. You have to import modpack zip files with Custom Launchers like MultiMC or AT Launcher - there is a "Import Modpack" function Use "Import Modpack from Zip"
    1 point
  10. Thank you this fixed it, you're a life saver!
    1 point
  11. Thank you so much. Your fix worked and I was able to keep bygonenether by changing versions too.
    1 point
  12. It worked! thank you! The CMD is blank, but the server started at least
    1 point
  13. that solved the problem, thank you TileEntity, you're the best
    1 point
  14. Removed T&T and put MCA's settings back to normal, it seems to still be looking for the MCA entities in the log but I don't see the ticks slowing. I did look in the MCA issues forum just now and apparently the looking for entities bit is "minecraft being minecraft" didn't think it'd be T&T though, thanks that did seem to fix it
    1 point
  15. Is there a logs-folder with a latest.log? If yes, add it here with sites like https://paste.ee/ Also make a test without the nogui entry
    1 point
  16. you are a god may your days be filled with happiness
    1 point
  17. Maybe a conflict with AchievementOptimizer - make a test without this mod
    1 point
  18. No I didnt, I havent installed OptiFine yet, and that is the full crash report oh wait, it suddenly worked, idk how but I tested it rn and it worked, literally didnt do anything but um yeah cool I guess
    1 point
  19. lmft requires forge 47.2.6 or above
    1 point
  20. Did you test it with Forge and Optifine only? Without any other mods? If yes, add the full crash-report Also try the Optifine alternative Embeddium + Oculus
    1 point
  21. It is an issue with the mod morewaterlogged - looks like this mod requires another Create: New Age build
    1 point
  22. The player doesn’t have a respawn point because you haven’t used a bed or respawn anchor or something. When the players respawn point is null and the player wants to respawn, the server calculates when the player should respawn. If getRespawnPosition is null, get the world spawn from the ServerLevel
    1 point
  23. Try and replace () -> new Item(Item.properties….. in ModItems with () -> new HoneyBottleItem(Item.properties……
    1 point
  24. Okay, I shall look into this problem more in depth and look at Kaupenjoe's Java tutorials on YouTube. Thank you so much for all of your support over these last two weeks, you have helped me so much and I think that now I have a better understanding of Java thanks to you. 😊
    1 point
  25. All I know is what I've told you; I can't help more without inspecting the entirety of your code, and I think you'd probably learn the most from working this problem out yourself at this point. If you're still confused, try finding some other tutorials for modding; if you don't understand what the code is doing, try looking for Java tutorials. I hope this helps.
    1 point
  26. 1 point
  27. Thank you you're the best!! It looks like timeless and classic has a conflict with origins in the latest update.
    1 point
  28. Ok, so, I'm not sure at all what I did, but this time when I loaded into the game, it says 3 mods loaded. The 3rd one is WorldEdit. And, when I do "//" in chat, the WorldEdit commands show up. I have no idea what happened, but this is great!
    1 point
  29. I already made it, i follow this video and works perfect, its in spanish because im from Argentina but if someone need it i will leave it here in the post, Thank you for taking your time to help everyone @TileEntity
    1 point
  30. that fixed it! Thank you soo much!!! If there is a way I can like upvote your profile or something let me know!
    1 point
  31. There are two java lines and the / are mixed up Use this as script: "C:\Program Files\Java\jdk-17.0.10\bin\javaw.exe" -Xmx8G -Xms2048M @libraries/net/minecraftforge/forge/1.20.1-47.2.0/win_args.txt %* pause Replace the complete script with it (you don't need the REM lines) Make sure the java path is correct and keep the quotation marks
    1 point
  32. The problematic mods turned out to be: -- Supplementaries -- Amendments
    1 point
  33. 1 point
  34. Hello, I'm a 3D artist who makes models in Blockbench out of passion. I'm making this post to reach out to people with experience modding Minecraft. Showcase of the models I've made for this project : I'll pay you 50 to 100 euros for the work done.
    1 point
  35. Add crash-reports with sites like https://paste.ee/ and paste the link to it here Update your AMD/ATI drivers - get the latest one from their website
    1 point
  36. I also want to mention that I need someone who can create custom particles for each zombies.
    1 point
  37. You could but that would be stupid. And no people wouldnt buy it.
    1 point
  38. Maybe an issue with biomesoplenty
    1 point
  39. @TileEntity Thank you bro, that solved the problem, you're a legend. How did you find the error? I don't see nothing suspicious about that mod in the crash report
    1 point
  40. Found a solution, was just using the Mod event bus instead of the Forge event bus!
    1 point
  41. Hi, We've had a strange pattern of spam bots flooding our forums recently; they seem to take over accounts that have not been touched in over a year through some unknown mechanism. We have no reason to believe we have been breached, there is no evidence of intrusion or malicious access. It simply appears that these accounts were poorly secured. As a precaution, we've decided to reset the password of every account on the forum. If you're unable to access your email account, you may reach out to us for a manual reset and change of email account (as long as you can prove you own that account!). Please remember best security practices; use a password manager and strong, automatically generated passwords (we recommend keepass, lastpass, or dashlane), and don't reuse passwords across sites. If you feel like this is too much hassle, we've also enabled the option for you to link a Google account and use it to log in, with no password required (after the initial reset, that is) Sorry for the inconvenience, but we believe this is a necessary step to secure our systems. Thanks.
    1 point
  42. There are a ton of guides, and I felt like I just needed to make one of how I mod using 1.12.2. Table of Contents: 1. Getting Started 2. Registries 3. Proxies 3. Basic Block/Item 4. GUIs (There will be more coming, I am writing this as I learn.) Getting Started: Download Forge mdk Unzip it Run gradlew setupDecompWorkspace for Eclipse: Run gradlew eclipse in cmd.exe for Intellij: Run gradlew setupDevWorkspace ideaModule Import build.gradle as a project Go to File -> Project Structure -> Modules Click '+' and click import, choose (folder name).iml. (There is only one in the folder) Close intellij run gradlew genIntellijruns Open Intellij Run -> Profile -> Edit Configurations Choose server/client Set "Use classpath of module" to (folder name)_main Apply Registries: Registries are Forge's way of injecting instances of your classes into the game. Basic setup: You need a class annotated with EventBusSubscriber From there you add methods annotated with EventHandler to register blocks. Example: @EventHandler public static void registerBlocks(RegistryEvent.Register<Block> event) { event.getRegistry().registerAll(blocks); } blocks is a List of all blocks in the mod. Note: When registering blocks, you also have to register an ItemBlock. To do this use the Item registry event, and register a new instance of ItemBlock(you have to set its registry name). Registering models: (This may need to be client side only, if it is please tell me) @SubscribeEvent public static void registerModels(ModelRegistryEvent event) { for (Block block : blocks) { if (block.getRegistryName() != null) ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(),"inventory")); } } Pretty simple, nothing too hard. ObjectHolder: What is ObjectHolder? ObjectHolder is used to get instances of your block. Use: @ObjectHolder("modid") public class ModBlocks { @ObjectHolder("mod_block") public static final Block MOD_BLOCK = null; After the block is registered, an instance of it will be injected into MOD_BLOCK. Proxies: Minecraft runs on 2 sides. Client and server. Certain things are only client side, some are only server side. Setting up proxies: Proxies require 2 classes, Client and Server. The SidedProxy annotation requires 2 arguments, the path to your client and server proxy (ex. "com.author.mod.proxies.ClientProxy") Then you can use the SidedProxy annotation with the argument saying what side it is to tell Forge to run that code on a certain side. If you want to check what side a method is, use world.isRemote(), true means client side, false means server side. Blocks/Items: This is pretty simple, just make a class extend Block/Item, put in the necessary methods and constructors (setRegistryName() is a big one). Then register an instance of that block/item in the appropriate registry. When making a texture/model, you need to have the appropriate files. (BlockState for a block, block model for blocks, item model for blocks and items, and textures) I suggest looking at the default MC asset files when making textures. I won't get too much into detail here because it's not that hard to do. GUIs: GUIs are a bit harder. A GUI can either be a container, or a screen. A GUI requires 2-3 classes bare minimum, depending on what type it is. Simple screen: Create a class that implements IGuiHandler. That class needs 2 overrided methods. Example: @Override public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { return new Container(player.inventory, world); } @Override public Object getClientGuiElement(int id, EntityPlayer player, World world, int x, int y, int z) { return new Gui(new Container(player.inventory, world)); } Now you gotta register it in your main class's init method: NetworkRegistry.INSTANCE.registerGuiHandler(instance, new WorkbenchGuiHandler()); (instance is the instance of your main class) Note: the instance should be obtained by making a variable and annotating it with the Instance annotation, and your modid as an argument. Now, we have to make the actual GUI. For my example I am going to be making a custom crafting table. Here is the GUI screen with the crafting table background: GuiScreen(Container inventorySlotsIn) { super(inventorySlotsIn); } //This is for everything behind the items @Override protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) { GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); //Makes the background darker like in a normal craftring table this.drawDefaultBackground(); //Size of the GUI image int i = (this.width - this.xSize) / 2; int j = (this.height - this.ySize) / 2; //Load the default crafting GUI texture this.mc.getTextureManager().bindTexture(new ResourceLocation("textures/gui/container/crafting_table.png")); //Draw it this.drawTexturedModalRect(i, j, 0, 0, this.xSize, this.ySize); } //Now for on top of the items @Override protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) { //Draw the name at the top, getting the name from the lang file. this.fontRenderer.drawString(I18n.format("gui.custom_workbench.name"), 28, 6, 4210752); } Now we need a container to contain all of the items. the container has to draw the player's inventory, the inventory, listen for click events, etc... just saying, this one's a big class. Commented code is code for making the inventory a crafting table public class GUIContainer extends Container { private World world; private InventoryCrafting matrix; private InventoryCraftResult result; private EntityPlayer player; GUIContainer(InventoryPlayer playerInventory, World world) { //matrix = new InventoryCrafting(this, 3, 3); player = playerInventory.player; this.world = world; //result = new InventoryCraftResult(); /* int index = 1; Output slot, code down below. addSlotToContainer(new CraftResultSlot(matrix, 0, 124, 35)); Crafting matrix for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { addSlotToContainer(new Slot(matrix, index, 30 + j * 18, 17 + i * 18)); index += 1; } } */ //Player's inventory for (int k = 0; k < 3; k++) { for (int i = 0; i < 9; i++) { addSlotToContainer(new Slot(playerInventory, index, 8 + i * 18, 84 + k * 18)); index += 1; } } //Player's hotbar for (int i = 0; i < 9; i++) { addSlotToContainer(new Slot(playerInventory, i, 8 + i * 18, 142)); } } //Checking if player can open the inventory @Override @ParametersAreNonnullByDefault public boolean canInteractWith(EntityPlayer playerIn) { /* Code to check if it is a custom crafting table Getting the block the player is looking at, with a max distance of 6 RayTraceResult ray = playerIn.rayTrace(6, 1.0f); if (ray == null) return false; //Get the position of the block BlockPos pos = ray.getBlockPos(); //Get the world World world = playerIn.getEntityWorld(); //And the block Block block = world.getBlockState(pos).getBlock(); //Check if it is our block return block.equals(ModBlocks.CUSTOM_WORKBENCH); */ return true; } @Override public void onContainerClosed(EntityPlayer playerIn) { super.onContainerClosed(playerIn); /* drop the items in the crafting grid if (!world.isRemote) { for (int i = 0; i < 9; ++i) { ItemStack itemstack = matrix.removeStackFromSlot(i); if (!itemstack.isEmpty()) { playerIn.dropItem(itemstack, false); } } } */ } //Code when item is shift clicked @Override @Nonnull public ItemStack transferStackInSlot(EntityPlayer playerIn, int index) { ItemStack itemstack = ItemStack.EMPTY; Slot slot = inventorySlots.get(index); if (slot != null && slot.getHasStack()) { ItemStack currentItem = slot.getStack(); itemstack = currentItem.copy(); /* if (index == 0) { currentItem.getItem().onCreated(currentItem, world, playerIn); if (!mergeItemStack(currentItem, 37, 46, false)) { return ItemStack.EMPTY; } onPickupFromSlot(recipe); slot.onSlotChange(currentItem, itemstack); } */ if (index >= 11 && index < 38) { //if (!mergeItemStack(currentItem, 37, 46, false)) { //if (recipe != null) //Put correct output in output slot //putStackInSlot(0, recipe.output); //return ItemStack.EMPTY; //} //This might not work! if(!mergeItemStack(currentItem, 0, 8, false)) { return ItemStack.EMPTY; } } //else if (index >= 38 && index < 46) { //if (!mergeItemStack(currentItem, 10, 37, false)) { //return ItemStack.EMPTY; //} //} else if (!mergeItemStack(currentItem, 10, 46, false)) { //return ItemStack.EMPTY; //} if (currentItem.isEmpty()) { slot.putStack(ItemStack.EMPTY); } else { slot.onSlotChanged(); } if (currentItem.getCount() == itemstack.getCount()) { return ItemStack.EMPTY; } slot.onTake(playerIn, currentItem); } return itemstack; } @Override public boolean canMergeSlot(ItemStack stack, Slot slotIn) { return /*slotIn.inventory != result && */super.canMergeSlot(stack, slotIn); } /* @Override public void onCraftMatrixChanged(IInventory in) { IRecipe recipe = CraftingManager.findMatchingRecipe(matrix, world); if (recipe != null) putStackInSlot(0, recipe.getRecipeOutput()); } */ } If you want the CraftResultSlot code, here it is: public class CraftResultSlot extends Slot { public CraftResultSlot(InventoryCrafting matrix, int index, int x, int y) { super(matrix, index, x, y); } //Disable items getting put in the slot @Override public boolean isItemValid(ItemStack stack) { return false; } } Please comment anything i missed, things I should add, errors, etc... I will expand this soon!
    1 point
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