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Showing content with the highest reputation on 04/28/21 in all areas

  1. I'd argue that my issue was relevant to this forum post, because I was also seeing similar read timeouts and issues with Maven. Thank you for the account warning though. Please feel free to delete/ban my account, simply because I posted about an outdated version of MC, which shouldn't matter when it comes to Maven repository response issues. Thank you for continuing to alienate a large portion of your mod development community by messing with (and updating) older versions, but refusing to provide support whatsoever. I was simply trying to provide an example of an issue that seemed more widespread than just the user who posted.
  2. 1 point
    Not wrong, just not finished. Until you create a class with the Mod annotation, there is no mod, and it does not build your src/package/directory structure for you. Without those things, there is nothing to build. My suggestion would be start with checking out the examplemod src and seeing how it is set up, and making it run.
  3. You need to register your entity attributes through EntityAttributeCreationEvent.
  4. I don't know if there is any documentation, but at least half the mods you play with are configurable - you find their source code and look at it. there is really no way to explaining this other than dumping a bit of code: public class OptionsHolder { public static class Common { private static final int defaultInt1 = 37; private static final boolean defaultBool1 = true; public final ConfigValue<Integer> Int1; public final ConfigValue<Boolean> Bool1; public Common(ForgeConfigSpec.Builder builder) { builder.push("category1"); this.Int1 = builder.comment("This is a nice description of your option. Make it a lot longer than this. Max is 60, default is 37. Enjoy...") .worldRestart() .defineInRange("Short but readable name", defaultInt1, 1, 60); this.Bool1 = builder.comment("asdasd as asd asd asd asdas aasd as asd asd. asd as asd asd. asdasdad asd.") .define("Short but readable name 2", defaultBool1); builder.pop(); } } public static final Common COMMON; public static final ForgeConfigSpec COMMON_SPEC; static //constructor { Pair<Common, ForgeConfigSpec> commonSpecPair = new ForgeConfigSpec.Builder().configure(Common::new); COMMON = commonSpecPair.getLeft(); COMMON_SPEC = commonSpecPair.getRight(); } } then, in your main class constructor you say: ModLoadingContext.get().registerConfig(ModConfig.Type.COMMON, OptionsHolder.COMMON_SPEC); and that's it. the game will create the config file. players will edit it and you read values by saying OptionsHolder.COMMON.Bool1.get(). this creates a single config file in config folder. you can have separate server config (created in world save folder) and client config (in config folder) by creating two small static classes inside the big one (same file) and duplicating that one line in the main class constructor. or you can have just the server config or just the client config.
  5. I think this is the latest: mappings channel: 'snapshot', version: '20210309-1.16.5'
  6. 1 point
    I'll try to help, but the only type of Config I've written is a Common type, if this is something specific to Server type. Is this only happening after editing certain config options or any of them? Nothing appears wrong with the numerical range configs

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