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Showing content with the highest reputation since 06/16/20 in all areas

  1. Forge for 1.16.1 The first Forge build for 1.16.1 is now live thanks to the hard work of: covers, illy, jd, garrett, giga, and the rest of the forge crew. With their help we were also able to release the updates to MCPConfig for 1.16 and 1.16.1 the same day that vanilla did. The Nether Update has brought a lot of changes to many systems, and as with any update there are likely to be bugs. We are still evaluating and working on some of the systems like dimensions and trees to come up with the best system to allow for modders to integrate with vanilla’s new dimension system. We are also expect
    9 points
  2. I got into minecraft modding recently and was surprised by how hard it is to find useful up-to-date information. Because of that, I decided to document my learning journey and write a book about Minecraft modding for beginners. It applies to Minecraft 1.16.1 and the latest version of forge. Keep in mind it is still a work in progress. More chapters will be added in the coming days. Suggestions and questions also are welcomed. Link: https://thebookofmodding.ml/
    5 points
  3. Thanks for the amazing work, it was such a fast release!
    4 points
  4. Update Regarding LTS System: Please read The Big Forge Update Earlier this year, 1.13 was announced and the snapshots started coming out, the update was relatively small, but enough to be a hurdle for mod developers. This combined with 1.12 stabilizing, and a few fundamental Java changes that broke modding in general, made the Forge team decide to use this opportunity and work on cleaning the years of technical debt that Forge had accrued. During this time, it was discovered that a lot of things needed updating. In fact, well, everything did. And so, it was done, a
    4 points
  5. 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.
    4 points
  6. Problematic Code Please use the registry events to register your blocks, items and other registry entries. Use ModelLoader.setCustomModelResourceLocation in ModelRegistryEvent to register your item models. Do not use the ItemModelMesher. Do not use methods that are deprecated in Forge or vanilla Minecraft. Usually there will be an explanatory method next to the method explaining what to use instead. There is an exception for methods in the Block class, these may be overridden. Instead of calling them, use the one in IBlockState resp. it's supertypes.
    4 points
  7. There may be a primer for 1.15 -> 1.16.1; however, in the current state of 1.16.2 onwards and with the release of 1.16.4 coming soon, I doubt you will be able to find one. Not many people understand the new system of world generation through data driven systems, so a primer will probably not be out for a while. However, since I'm not a fan of leaving any post unanswered, I'll try and take a basic stab at it. - Blocks have been abstracted even more (AbstractBlock). You'll find that the properties have been turned into functions of some kind to allow for even fewer blocks. For ex
    3 points
  8. Currently Supported Versions: Latest: 1.16.X LTS: 1.15.X User Support FAQ Modder Support FAQ and Common Issues We do not currently provide support or updates for any other versions except in cases of severe security issues. On LTS's: Forge's support for Minecraft versions will try to follow a predictable cycle, assuming Mojang also follows a predictable cycle. We will always actively target the latest Minecraft version as ever, however we will also support the most recent non-latest version as an "LTS" version. An LTS version differs slig
    3 points
  9. Forge Version: 34.1.0 Minecraft Version: 1.16.3 Downloads: Changelog: (Direct) Installer: (AdFocus) (Direct) MDK: (AdFocus) (Direct) Intro: Hello everyone, it's finally that time. A recommended 1.16 build is here. We had to wait longer then I wanted to because there were a lot of problems with the initial 1.16 release from Mojang, enough that it was obvious that a .1/.2 was needed. So we waited for Mojang to stabilize the 1.16 branch, out came .1, .2, and .3. Each one same with its own surprises, the main one we have to mention is 1.16.2's major re-write to b
    3 points
  10. and because you use MCreator you got this far and are now bitching because you can't get something to work and you feel we should just do the work for you when you haven't even put in the effort to learn Java. There is a reason we dislike MCreator and you are only reinforcing that opinion. Learn Java.
    3 points
  11. No. Stop. writeToNbt and readFromNbt are for saving to disk. Server-side. If you want to sync stuff to the client (assuming you want to use the vanilla mechanic, which uses NBT), you need to override a couple of methods (warning, this is a giant mess): getUpdateTag - Returns the data that should be sent to the client on initial chunk load (i.e. when it gets into render distance, etc.). Call super here and put whatever data you need to have available on the client in the NBTTagCompound returned from super. Then return it. handleUpdateTag - Called on the client with whatever tag was
    3 points
  12. What is this? This is a collection of common issues and recommendations for the Modder Support subforum. Instead of repeating these things over and over again, a link to this thread can be used instead. This post will be updated as needed. Suggestions either via PM to me or in a separate thread to keep this topic clean.
    3 points
  13. General issues Do not use the "export" or "create jar file" functionalities of your IDE or other means to create your final mod file. You must use the Gradle build task. See the documentation for more info. When creating a Git repository for your mod, the repository root should be where your build.gradle file is. The MDK ships with a default .gitignore file so that only the necessary files will be added to version control.
    3 points
  14. 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
  15. Post the updated debug.log from the server as well as the client that cannot join.
    2 points
  16. Hey guys, after some weeks of getting experienced with Minecraft modding, I want to submit an issue here that occurs when you use the IDE IntelliJ for your mods. I started with a very basic mod to implement my own items. Therefor, I had to learn about modding and first of all, gradle. Since I am no Java newbie, I know how projects were structured and how to handle with IDEs. I've always used IntelliJ. Eclipse is good and has a ton of features but I am still preferring IntelliJ. So here is the problem. There are several articles and forum topics men
    2 points
  17. Why the fauk does your renderer change what blocks are in the world? That's not the job of a renderer.
    2 points
  18. GatherDataEvent only fires during data runs, not during client or server runs
    2 points
  19. Do not create a new LazyOptional every time. This defeats the entire purpose of LazyOptional.
    2 points
  20. So I just recently wiped my hard drive and I wanted to re-install forge to run wynntils on the wynncraft server but everytime I try to install it it always gives this error: https://imgur.com/CswUiZi I've already tried to restart my pc and disabling the firewall, though it seems other versions (1.16.4) work so I don't know what I'm doing wrong. I did play once on the 1.12.2 version and Java should be the latest version since I just downloaded it off of their site (windows offline 64bit one) so I don't know what I'm doing wrong. Here's the link to the log: https://pastebin.com/8cvJFVP
    2 points
  21. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    2 points
  22. Your answer ("please learn basic Java programming before making a mod.") was of no help at all either way. This question wasn't even about basic Java--the RegistryObject class and all of its methods are part of Minecraft Forge, and so it is completely reasonable not to know a specific function from it. Moomallowz, I appreciate your attitude and I hope your mod is going well! You are not a dunce, those are understandable and clear questions, and you are working to improve.
    2 points
  23. TIL DataParameter's are DataManagers.... Seriously, this is just a giant thread of you messing up basic java systems, not listening to people who are trying to help you, and having no idea what you're doing...
    2 points
  24. GOSH MAYBE THERE'S A METHOD CALLED "getPrivateValue" IN THE CLASS. HAVE YOU TRIED READING THE AVAILABLE METHODS?
    2 points
  25. Alright, occasionally I get bored and I do one of these posts. I looked at their latest (as of the time of this post) video: https://youtu.be/F79DNgi5d_o. Here is what I found: [0:40] "Call this calls ModSpawnEggItem" - completely irrelevant how you call this class. [1:00] "Click here, to add constructor matching super" - why? How is this relevant to modding? This is basic Java knowledge. Either you explain what you do here (which means you need to explain what constructors are and what inheritance is) or you assume this knowledge, which means you don't need to talk a
    2 points
  26. There's a BiMap you need to add your structure to within Structure along with registering it as a feature and structure.
    2 points
  27. 2 points
  28. They used to just completely strip the local variable table (it's not needed by the JVM at all, the JVM uses indices for local vars). But now that they retain it, it allows for some improvements in Forge's internal process, I don't quite remember which. And it doesn't matter what they are called, so someone chose the snowman.
    2 points
  29. Try deleting your build folder and %USERPROFILE%/.gradle/caches/forge_gradle/minecraft_user_repo/net/minecraftforge/forge/forge-1.15.2-31.2.0_mapped_snapshot_20200514-1.15.1
    2 points
  30. The correct way is to check if the Block implements IPlantable. If it does, and IPlantable#getPlantType returns CROP then it can be planted on farmland.
    2 points
  31. If you haven't already I would recommend giving these a read. They're just Forge Docs. but they explain most of it pretty well. Blender Addon: https://github.com/phonon/blender-minecraft-json Docs: https://mcforge.readthedocs.io/en/latest/models/files/#model-files https://mcforge.readthedocs.io/en/latest/animation/intro/
    2 points
  32. As I said, this has NOTHING to do with Forge's code or how we build the classpath. We could technically put the jar whever the hell we want. This is wholy issues with SERVER HOSTS and other users. And the drama/bitching that will come from it. This is just a case of... don't be dumb and run the vanilla server... Unfortunately there isn't anything we can do to mark the world as not loadable by the vanilla jar. As it's not code we control so there isn't any way to add protections into it. Many Many external things can corrupt your world.
    2 points
  33. This has been suggested time and time again. The answer is no. Forge will never download and then execute code due to the inherent extremely high security problems.
    2 points
  34. Seriously, stop pretending to know what the important bits are and post the whole thing. And your code. Preferably as a git repo
    2 points
  35. You never attach your capability to anything, because your AttachCapabilitiesEvent handler is not registered. @EventBusSubscriber registers the class to the event bus, meaning only static methods will be registered.
    2 points
  36. It's a pretty complicated system to set up a custom village, but definitely do-able. The current Minecraft villages are created using a "Jigsaw" system. In order to do anything with custom villages, you need to understand how these function. This video is a really good explanation of the system, make sure to watch the whole thing. It's from 1.14, but for the most part the Jigsaw system hasn't changed much since then. The 1.15.2 mod "The Farlanders", which creates custom villages, has all of their code available on Github, so if you were to use that code as well as vanilla village fil
    2 points
  37. Positive, any perceived order after Blocks -> Items could change at any time. I've seen people that know what they're talking about (including Lex) say it a million times.
    2 points
  38. Here is a forum. It operates under "forum" rules: threads stay "open" by default. The only reason to close threads (as in, a moderator locks it) is if it has been necro'd or is off topic (asking for help with unsupported versions falls into "off topic"). I don't know why so many people think that this place operates likes Stack Overflow.
    2 points
  39. The 1.16 mappings are being made manually, hence the old date. Once MMMS lands, we'll be in a much better position. For the mean time, Kashike is working on updating as many of the common mappings as possible.
    2 points
  40. Hi, used Minecraft 1.16.1 and forge-1.16.1-32.0.7-installer.jar on Ubuntu 20.04. Tried different openjdk versions from 8-14, none worked. Minecraft was running once, stopped via console, this was a fresh install. My install command : java -jar forge-1.16.1-32.0.7-installer.jar --installServer the part where it fails : Data io/netty/internal/ Processor failed, invalid outputs: /home/regnator/mc/./libraries/net/minecraft/server/1.16.1/server-1.16.1-slim.jar Expected: 6cbe49c4d26497791d1d511c2d3b7d1fa46fa2e9 A
    2 points
  41. Forge 1.16.1 32.0.7 just dropped and that *does* use vertical biome detection (visible in the nether from the vanilla F3 screen). Doubt many people know much about this right now... Time to investigate...
    2 points
  42. Bear in mind that more players use metric systems than imperial (according to minecraft server statistics, and the fact that there are few countries which still use the imperial system). It is far easier for users to understand that half a bucket is 500mb, than it is for them to see 648 "atoms" (If that is the approach, I would prefer to use something like "voxellites" which has no real-world bearing than "atoms" which could cause huge confusion for users of chemical mods). And to the next argument that you would just display it as "3 1/2 buckets" or 3 1/1296 buckets", that is hugely
    2 points
  43. You use @CapabilityInject to inject the other mod's capability. You can put this annotation on a method too (see the javadocs) and that method will then only be called if the other mod is present. In that method you can then enable your mod's compatibility features. If you put this method in a separate class that class will never load unless the other mod is present.
    2 points
  44. You're not a modder, you're someone who used a cookie-cutter mod builder who now has an ego as a result. Learn Java.
    2 points
  45. "Please do your research before posting here." is rude. The OP's question in itself is an act of research. "Please do your research before posting here" is not a fact. It's an imperative. The OP comes here asking for help and he is being told to "do your research." Get over yourselves. If you don't want to be helpful then what are you doing here besides berating people? Or is this forum only for the "elite"?
    2 points
  46. You're rather rude... You could just help people...
    2 points
  47. IPacket is a vanilla class, do not use it. SimpleChannel no longer requires your packets to implement a certain interface. Instead you need to supply the following things: An encoder (BiConsumer<MSG, PacketBuffer>). This will be called with your packet instance and a PacketBuffer to write the packet data to the byte stream. This used to be toBytes in IMessage. A decoder (Function<PacketBuffer, MSG>). This will be called with the byte stream data and must decode it into an instance of your packet. This used to be done via a reflective constructor call and fromBytes.
    2 points


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