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Showing content with the highest reputation since 04/17/21 in all areas

  1. I’m trying to install forge’s recommended version for 1.8.9 on windows 10 with Java 64bit latest version but it just absolutely will not open. Anytime I click the installer it just gives me a second icon as a notepad page but will not run the installer, I’ve tried reinstalling Java I’ve tried it all... any solutions or recommendations would be appreciated
    2 points
  2. 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 Please feel free to delete/ban my account, simply because I posted about an outdated version of MC, which shouldn't matter when it comes to Maven repository response issues.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 widespr
    1 point
  3. 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.
    1 point
  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.comme
    1 point
  5. I think this is the latest: mappings channel: 'snapshot', version: '20210309-1.16.5'
    1 point
  6. DELETED sorry.. I never thought everyone is on higher versions...
    1 point
  7. 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
    1 point
  8. 1 point
  9. This does not need a mod. You would just need to replace the loot table with your own by simply providing the file in the same location as the one you are replacing, but in your own datapack. You would also need to make sure that the global loot modifiers do not have an effect by checking those in the mods to make sure they don't do anything you don't want to the particular block.
    1 point
  10. 1 point
  11. Post the debug.log.
    1 point
  12. Forge has switched to using Mojang names by default. You can use forge-bot on the Forge discord to convert from MCP to Mojang mappings (and vice versa).
    1 point
  13. I am trying to set up the forge modding environment exactly as the readme states. I copied the files from the MDK 1.16.5 - 36.1.6 to a folder on my pc. Then I ran the command gradlew genIntellijRuns but then I got all of these errors: Then in the readme I read about gradlew --refresh-dependencies and gradlew clean but they didn't solve it too. This is the first time that I try to setup a modding environment and I can't get rid of those errors. I didn't change anything on any file. Could somebody help me further with this?
    1 point
  14. Something messed up in our promotions file, i'll take a look. It doesn't effect anything in game. Its just a messagge.
    1 point
  15. Looks to be an issue with GeckoLib.
    1 point
  16. Mojang targets Java 8, so that is what you should target as well. But Forge runs fine on Java 8-15.
    1 point
  17. DeferredRegister usage is explained both in the documentation about registries as well as the DeferredRegister javadoc. I'll repeat it here for you: private static final DeferredRegister<Block> MINECRAFT_BLOCK_OVERRIDES = DeferredRegister.create(ForgeRegistries.BLOCKS, "minecraft"); public static final RegistryObject<Block> SAND = MINECRAFT_BLOCK_OVERRIDES.register( "sand", () -> new Block(...) )
    1 point
  18. knockback changes the velocity server side. However the player velocity is usually controlled client side. There is a special flag on entities (hurtMarked) that will cause the server to send a velocity update to the client. The attack logic sets this to true. If you cancel that, it doesn't get set to true and your knockback gets lost. Simply doing player.hurtMarked = true after your knockback fixes the issue.
    1 point
  19. Post the log when running the forge jar. Do not run the minecraft server jar.
    1 point
  20. none of the forge 1.7.10 installers even open, and all of the except the universal installer create the attached file: forge-1.7.10-10.13.4.1614-1.7.10-installer.jar.log
    1 point
  21. Try it without the "+" in the path name.
    1 point
  22. No. Minecraft will save the WorldSavedData to disk when it saves the world, provided isDirty returns true.
    1 point
  23. I can confirm I am experiencing issues as well. It seems like all https://files.minecraftforge.net/maven/... URLs are being redirected to https://maven.minecraftforge.net/... which throws an authentication prompt and doesn't seem to work.
    1 point
  24. Then you do have to use WorldSavedData or a world capability.
    1 point
  25. Can you post your code, ideally a Git repo of your mod so I can use the debugger?
    1 point
  26. You messed up your check. You're only supposed to execute when not on the client.
    1 point
  27. Well yes, vanilla armor models have two layers. The leggings grab the body and the legs while the boots grab only the legs. You could fix this by splitting your texture in two and draw the second texture only when the equipment slot is the legs.
    1 point
  28. It's just the color of the particle to render for the falling block. If you want, you can translate the colors into hex and put them into a color editor to view what colors they are.
    1 point
  29. Sorry, I'm telepathetic, not telepathic. You're going to explain this to your local rubber duck.
    1 point
  30. Just use this, no need to call getEntity (which is just a helper for IForgeEntity).
    1 point
  31. Custom entities must override getAddEntityPacket and return NetworkHooks.getEntitySpawningPacket.
    1 point
  32. Thank You! I'll definitely take some time learn more about java and modding
    1 point
  33. oh, 1.13 isn't supported anymore update to 1.15 or 1.16
    1 point
  34. what do you mean "won't appear"? the forge mdk comes with a default examplemod under src/main/java, but it is not necessary, you can create your own package, following the maven package naming conventions, and put your mod there
    1 point
  35. Not easily, you'd have to monitor NewChatGui#allMessages for changes.
    1 point
  36. Problem with RoughlyEnoughItems. Make sure it is up to date, talk to the mod author if it already is.
    1 point
  37. This tutorial from 1.12.2 is as easy as anyone could possibly explain it, it hasn't changed much til now except some slight changes here and there for you to figure out, it's pretty straightforward (https://www.planetminecraft.com/blog/forge-tutorial-capability-system/). Obviously instead of mana you'd just replace it with whatever else you're doing. All a capability is in essence is the ability to serialize/deserialize standard data types to an entity. When the player dies the game creates a new instance of a PlayerEntity object so your data won't automatically "transfer" over to that new obj
    1 point
  38. Only ocelots and cats sprint in Minecraft. If you don't set your entity to sprint, Minecraft certainly won't.
    1 point
  39. You can use Javapoet to generate .java files: https://github.com/square/javapoet
    1 point
  40. You need to use EntityAttributeCreationEvent to register the attributes for your entity (CowEntity.createAttributes or make your own if you have additional attributes). Do not create registry entries in static initializers. Use DeferredRegister or @ObjectHolder when using manual registry events.
    1 point
  41. Goals and Tasks are defined within the flyweight Entity itself whenever it is constructed. I would suggest taking a look at already implemented entities with goals and tasks if you want to implement them yourself.
    1 point
  42. There's no evidence that you use a newer version of netty within the buildscript. You indeed shadow the version during building, but you do not compile it for use within the game. You still need to require a dependency on it such that it is used within runtime.
    1 point
  43. You'd have to make your own system completely separate from redstone, because everything in redstone assumes that 15 is the max. A redstone wire only has 16 states (0-15), a comparator only has 16 states for its input power, etc.
    1 point
  44. save the old oldBackpack to nbt and load it in the new one
    1 point
  45. Take a look at the vanilla screens, such as the ReadBookScreen class. All you really need to get started is to create a class that extends the Screen class, and then you can open the gui with Minecraft.displayGuiScreen() (which you can call for example in the onItemRightClick() method in your item).
    1 point
  46. https://github.com/Luis-st/Forge-1.16.5-36.0.1-mdk/blob/main/forge-1.16.5-36.0.1-mdk/src/main/java/net/luis/cave/api/event/ModEventFactory.java you never post the event
    1 point


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