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  1. diesieben07

    diesieben07

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Popular Content

Showing content with the highest reputation since 03/09/20 in all areas

  1. 10 points
    LexManos

    1.12/1.14 and LTS System

    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 full rewrite of practically everything Forge related. This took a long time, longer than originally anticipated. But what’s the outcome of this you might ask? A lot. cpw’s mod launching system (ModLauncher) allows for parallel mod loading and support for more modern Java versions. (Considering the original was written to target Java 6). The Forge installer now runs tasks at install time once, rather than doing it every time you run the game. These alone provide dramatic reduction in launch times. ForgeGradle, the “devkit” for creating mods, has been rewritten and is faster at, well, everything. It also integrates much better with IDEs. What does that mean, you ask? Simple. Mods are nicer to make. (Also 100% less setupDecompWorkspace.) MCPConfig allows for much easier MCP updates, and is public source too, so people can see exactly what's going on between updates. In short: There was a lot of work to do. And now that it's done, future updates will be much, much smoother. 1.14 and 1.15 The 1.14 release came around, just in time for the rewrite to be finished, so it was time to get the ball rolling again. The bulk of the restructure work was done through 1.13's life, so all that remained was actually seeing how it was to update all of it, and it went pretty well. A lot of improved systems exist now that make developing for these modern versions far easier and just better in general. The 1.15 release was relatively simple, even if Mojang decided to restructure everything and make changes to how the rendering works. (Taking some of our systems in the process, don't worry, this is a good thing.) 1.15's rendering changes were mostly a refactor, and we expect 1.16 to be a large update to rendering. This plus 1.14 seeing growth is why we chose 1.14 to be a candidate for LTS. (More on that further down.) Hopefully this kind of restructure from them is a rare thing in the future, but we welcome the change, since it often brings improvement. Although the rendering changes may pose a tough hurdle for some, the update for most should be relatively straight-forward. Forge support and LTS 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. We will now also deem a previous major Minecraft version as "LTS" (Long Term Support). The LTS version will receive support for modders and players alike, however all new features must target the latest version first, and then may be backported. An LTS version differs slightly from the latest version, in that any new features you may want to add to it, must target the latest version, only once it has been merged in, can it be backported. (The exception to this is if the feature is non-applicable to the latest version.) The Forge Team will also mostly be focusing on the latest. This is so the community has time to stabilize a bit and gives modpack developers some time to create something special. But still have Forge running full steam ahead. Late last year (Happy 2020!) a vote was held privately with many developers of various Minecraft projects to determine which version will be LTS: Should 1.12 remain LTS or should 1.14? A vast majority chose 1.14, and so, from now on we are dropping 1.12 from support, and 1.14 is now LTS. What does this mean? 1.15 is latest. It will get full support. 1.14 is LTS. It will also get support, and new features, but new features must be made for 1.15 first. 1.12 is no longer supported on this forum, no new features, and no more bugfixes. All other versions are not supported. This means if you come to us for help with those, we will ask you to update. This includes crashes/bugs. To keep with Mojang's history of releases, we expect 1.14 to stay LTS for 12-18 months, giving plenty of time for modders and pack developers alike. However, this may change depending on what surprises Mojang has in store for us. Finally… Thank you. Thank you to all the modders/developers, all the players, and especially to all the contributors. The Minecraft modding community would not be what it is without you. You are responsible for the striving ecosystem we have today. We hope this new year brings you all you desire, and we look forward to seeing what you create. And now time for some shameless plugging, if you like Forge, please consider supporting us. http://www.patreon.com/lexmanos - The Forge Team.
    • January 1, 2020
  2. 9 points
    LexManos

    1.15/1.16, And new team members

    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 expecting Mojang to release a 1.16.2 fairly shortly and are prepared to work on updating to it as soon as they do. As with every update, there are bugs and other minor things to be expected. Please report them responsibly and have fun with the new version! Changes to the LTS There are a couple changes happening to the Long Term Support system originally introduced here. We are moving the LTS from 1.14.4 to 1.15.2 to reflect the community being more active and also changing how we chose what version the LTS will be to be more maintainable. We are now going to be supporting the latest (n) and second latest (n - 1) versions, with the reservation of potentially having the LTS being n - 2 if something is Mojang ends up really making a mess of a particular version. That being said we still will be providing critical fixes for all possible versions. Do not worry about 1.14 being instantly dropped while we are still working on updating 1.16, as we have a customary grace period for while everything is still in flux before we start strictly enforcing the LTS rules. New Team Members We are happy to announce we've added a few new members to the Forge team officially. These people have been a part of the community for a while and have been helping out a lot. The first two are new members of the 'Toolchain' team. Which is responsible for some of the backend tools, like the decompiler, update scripts, gradle and other internals. The others are joining our ever growing list of Triage team members. Who are responsible for managing the issues and pull requests on our github. They are the front line of bug reports and feature requests, treat them with respect and listen to what they tell you! Toolchain covers1624 JDLogic Triage AshersLab Curle OrionOnline pupnewfster
    • June 26, 2020
  3. 6 points
    diesieben07

    Common issues and recommendations

    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.
    • November 28, 2017
  4. 5 points
    tcode2k16

    [1.16.1] The Book of Minecraft Modding - complete guide for beginners

    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/
    • August 27, 2020
  5. 5 points
    diesieben07

    Common issues and recommendations

    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. Do not use ITileEntityProvider or BlockContainer. These classes are legacy vanilla code. To add a TileEntity to your Block, override hasTileEntity and createTileEntity in your Block class. Do not use IInventory. Use the capability API with IItemHandler. Do not reach across logical sides. This will cause subtle and not-so-subtle issues that may occur randomly and very rarely. Read and understand the documentation about sides to understand why this is a bad idea. Do not use the unlocalized names for things other than displaying the name of a block/item. If you want to access the registry name for a registry entry, use IForgeRegistryEntry::getRegistryName. Do not use numerical IDs for registry entries. They can and will change. Use the static references in e.g. the Items class or use textual IDs (e.g. minecraft:stone) if you need dynamic references. Any IForgeRegistryEntry (commonly items and blocks) is singleton-like. That means that there is only once instance of your block class. There is not a new Block instance for every position in the world and there is not a new Item instance for every ItemStack. This means that you cannot store position-related things as instance fields in your block class, etc. You must use a TileEntity resp. the NBT data on ItemStack. Unlocalized names, TileEntity registration names and enum entries added using EnumHelper should contain your ModID to avoid collisions between mods. Note: This also applies to the unlocalized name for entities (set by EntityEntryBuilder::name resp. the entityName parameter of EntityRegistry.registerModEntity). A TileEntity class must have a no-argument constructor. As a general recommendation a TileEntity should not have more than this one constructor, to avoid confusion. An ItemStack variable should never be null and all of vanilla and Forge code expects this to be the case. Use ItemStack.EMPTY instead of null and ItemStack::isEmpty to check for empty stacks. Do not compare against ItemStack.EMPTY. Registry names and asset file names must be completely lowercase. Do not create registry entries (anything implementing IForgeRegistryEntry, like blocks and items) in a static initializer. Use the proper events. Do not access client-only code from common code, use the @SidedProxy system. See the documentation about sides (in particular the section about @SidedProxy) for more information. Do not implement IMessage and IMessageHandler on the same class. It does not make logical sense and leads to confusion and hard to trace bugs. Handle exceptions properly. Do not avoid a game crash at all costs, sometimes it is okay to crash the game. Read this article for more information.
    • November 24, 2017
  6. 4 points
    DisplayName

    1.15/1.16, And new team members

    Thanks for the amazing work, it was such a fast release!
    • June 26, 2020
  7. 4 points
    ShetiPhian

    [1.13.2]Network warning/error and GuiConatiner problem

    I know this topic is a bit old, but I just had the same issue and a Google search points here. If your packet is working correctly, and its just the warning in the log, you've likely made the same mistake as me. Inside the "messageConsumer" you provided when registering your packet, you need to set the packet handled flag to true. "context.get().setPacketHandled(true);" If it isn't set to true, NetworkHooks.onCustomPayload will return false, and ClientPlayNetHandler.handleCustomPayload will post the warning
    • November 24, 2019
  8. 3 points
    ChampionAsh5357

    update guide from 1.15 to 1.16?

    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 example, the blockstate can control how much light is emitted using a ToIntFunction. Also, for a tool to be required to mine a block, the setRequiresTool parameter must be set. - Block properties no longer have an interface IProperty. It has been relegated to just Property now. - Item properties have also been removed and isolated from the Item class. They are handled within ItemModelProperties and can be registered using the appropriately named methods there. - Rendering methods now take a MatrixStack parameter to correctly orientated it on the screen. If you find any unmapped methods, you will most likely need to stick a MatrixStack variable somewhere within there, nothing else. - Server reload listeners are added via AddReloadListenerEvent. Client reload listeners should still be handled either within your mod constructor or FMLConstructModEvent for better thread-safety. - DeferredWorkQueue is now officially deprecated. You should use the enqueueWork method provided in all parallel dispatch events. - Entities store attributes within GlobalEntityTypeAttributes. If your entity does not have a registered attribute within here, then it will most likely error. For reference, this is not thread-safe. - Models now take in a RenderType to define what layer they will render within. By default, they use a no cull cutout layer. - Every mods.toml must have a license entry. Otherwise, your mod will error and crash. - LazyOptionals have a few changes as defined in 33.0.21. LazyOptionals map to LazyOptionals now using lazyMap. map returns a regular Optional. Note that this Optional will throw an error if the map function somehow results in a null entry. filter also returns an Optional now. Finally, a new method called resolve has been added to convert to an Optional directly. - ExistingFileHelper is now required within tag providers. Existing mod resources can be attached using '--existing-mod <modid>' as of 35.1.3. - Finally, I will mention world generation. Currently, all of world gen has been delegated to a data driven system. This is a mixed point for some users. Currently, forge is working on a more dynamic system to allow all of world generation to be handled within JSON files; however, that is not completely possible yet. Therefore, there are a few workarounds to handle this via BiomeLoadingEvent. Here, you can add configured features and structures to already existing biomes along with some other details I'll let you explore for yourself. - Creating biomes can either be done one of two ways. You can either create one using BiomeMaker for the Biome builder itself in some fashion and register it using the RegistryEvent or you can initialize a dummy biome and create it via JSON. To get your biome to spawn in the world, this is still handled within BiomeManager instead taking a RegistryKey (a concatenation of the registry and the object name). To set it as a spawn biome, that is handled when you build the biome itself. - Features have been changed in an interesting way. Instead of having a Feature with a single Placement, features can now have multiple placements. This means a placement can determine the amount, the height, the spread, etc. The way placements are handled are similar to a stack. The first placement you attach will be the last to execute if you need an example. Therefore, when creating a ConfiguredFeature, things like a count placement should be handled as the last chained method. There are a few helper methods within that makes it easier to generate count placements, although they will most likely remain unmapped until the next mappings push. Cyborgmas pointed out something with registering these entries that non-registered ones causes an issue with the codec, so they should be handled and registered probably within your common setup or at the very earliest after placements have been registered. - If possible, you should try to create all your world generation edits within JSON files to better prepare yourself for when the system comes out of the experimental phase. However, that is currently optional until everything updates. Hopefully I covered the gist of the changes from 1.15 -> 1.16.3. There are definitely many more that I've missed such as background music or the brain system within entities. However, those topics are best explained in greater detail with more specific questions. Same goes for the information I missed within world generation JSONs. Good luck on your updates!
    • October 27, 2020
  9. 3 points
    LexManos

    Forge 34.1 Minecraft 1.16.3

    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 biomes. Allowing them to now be data driven. This is a very powerful thing that moves Minecraft to a more flexible state, but it also meant all our old hooks had to be re-designed. Every Minecraft version moves towards a better engine, but unfortunately that means we have to work with the interim steps. So if there are any issues modders face with Biomes/Worlds now being mostly data driven, speak up an expect a few iterations of the tools Forge provides you for these things. But remember, now that we are in a Recommended Build it means Forge will stay stable API wise for the rest of the 1.16 lifecycle. Mod License: There has always been little skirmishes about what license a particular mod is released under. To try and help address that, we have now made it mandatory that mods specify a "license" value in their mods.toml. That is the text file containing metadata about the mod, such as version, name, author, etc. This is a simple text entry, it can be anything the modder wishes as long as it is present. The MDK ships with it filled in for you with "All Rights Reserved" which is the default copyright stance in almost every jurisdiction. I highly encourage modders to take a moment and think about how they want their mod to be used, modified, and distributed. And then pick a license that properly expresses their wishes. If you want a open source license https://choosealicense.com/ can help you pick. However, it is your mod, so whatever license you want is fine. Please do not take this as a push to one style or another. Simple as a reminder to choose something and let your users know. Support: With this being released, it officially triggers our support policies as described in the LTS post. This means that 1.14 is now EOL. It can still be used and developed for. It just means that we no longer provide active support for it. And we encourage all users/modders to update to a more modern version. Changelog: New: New model loading system with improved performance and functionality. Reorganized mod loading to increase loading speeds and better integrate with vanilla threading. New armor knockback resistance hooks Added custom item integration with Piglin trades. Added support for items to have pumpkin-enderman like behavior. Added build system verification tools. Added event for controlling data/asset reloading. Added hook to add modded Raid members. Added a dedicated event for registering commands. Added Mixin to the installer. Added event for entities leaving the world. Added IModBusEvent marker interface to all events that are fired on the ModEventBus vs the main Forge bus. Added mandatory (1.16.2+) license field in mods.toml Added support for modded elytra-like items. Added hook to allow Biomes to specify edges better. Added hook to allow better block control over tool-block interactions. Added hook for manipulating whether a fluid can create a source block. Added an EntitySizeEvent instead of EntityHeightEvent Added user friendly exceptions when config loading fails Added particle culling, which should increase performance by not rendering particles that are not on screen. Added better datagen validation for tags. Added dataprovider for global loot modifiers Added scaffolding movement hook Added support for custom tag types Added BiomeLoadingEvent, that allows for mods to edit biomes. Fixes: Fixed caching issue with mod manifest files. Improves starting times. Fixed vanilla models not correctly deferring to Forge's system. Fixed early load GUI showing when running data generators Fixed block update issues related to reverting with BlockSnapshot Fixed locate command patch. Fixed block drops not working in some cases. Fixed villager trades having non-applicable enchants Fixed tooltip rendering issues Fixed sneaking while swimming Fixed harvest level and harvest tool Fixed screen tooltip not displaying Fixed creative screen arrows Fixed attribute registration on modded entities Fixed block render types not being applied to block items Fixed swimming speed being too slow Fixed break speed event having null position Fixed tag issue when connect to vanilla server Fixed some classes being unsafe in concurrent loading Fixed capability data being null in player clone event Fixed double chests updating issues Fixed language parsing Fixed datagen crashing due to tags Fixed client chat received event not having the sender UUID Fixed loading screen color and text to match new Mojang Studio's colors. Fixed improper handling of baked lighting in forge light pipeline Fixed getQuads not having model data Fixed tooltip render events not having matrixstacks Fixed multi-layer item rendering Fixed stencil support initialization Fixed swap offhand keybinds not working in GUI Fixed null checks missing in ForgeIngameGUI Fixed incorrect keybind names Fixed LivingEquipmentChangeEvent not being posted Fixed canRepair not being true by default Fixed race condition for DeferredRegister with custom registries Fixed client world capabilities not being collected Fixed TagEmptyCondition using client tags and not server Fixed ExtendedButton using narrator text Fixed LivingJumpEvent for players on horses Fixed duplicate mod files from mod file scan causing objects to load twice. Fixed model & blockstate datagen inconsistencies Fixed datapacks being not loaded correctly in the Datapack menu screen Fixed soundloadevent being posted on the wrong bus Fixed chunkdataevents using different data tags Fixed patch for PlayerSetSpawnEvent Fixed custom burnable blocks. Fixed modded overworld biomes not generating Fixed ClimberPathNavigator spinning when mob width is small Fixed SleepingTimeCheckEvent not being fired in initial sleep test Fixed biome generation error Fixed cats not having the AnimalTameEvent fired Fixed rail rotations Fixed errors being hidden by mods not being shutdown Fixed rendertickevent using wrong partial ticks when game is paused Fixed missing outdated notification in the main menu “mod” button Fixed debug world not generating modded blocks Fixed hoes and new 1.16 blocks not having proper harvest levels Fixed dry farmland being destroyed even with crops into it Fixed handling of the ModelRegistryEvent Fixed InvalidModFileException not saying which mod was invalid Fixed the client rejecting the server, because of missing tags. Fixed config iteration order Fixed logging issues with pack.png loading for mod datapacks Fixed DelegatingResourcePack performance Fixed LazyOptional not being clear which operations were actually lazy. Fixed the HighlightEntity Event not being fired Fixed minor bugs with bamboos, enchantments, and conduits Fixed RenderNameplateEvent not having partial ticks Fixed duplicate tag wrappers causing a crash Fixed custom teleporters crashing Fixed zip paths crashes. Fixed modloading crash reports with QOL tweaks Fixed crashed with tile entities with no collision boxes Fixed forge tooltip util. Fixed model to baked model inconsistencies. Fixed json biomes not setting a registry name correctly. Fixed forge GuiUtils not using MatrixStacks Fixed fluid filling sounds Fixed some inner biome fields not being accessible Fixed world rendering potentially causing a crash Fixed CommandEvent’s result not being used Fixed container items being consumed in brewing stands Fixed forge light pipeline causing block offsets twice Fixed ToggleableKeyBinding’s differences with vanilla Fixed issues with custom tag types and optional tags. Fixed some inner biome fields still being immutable. Fixed grass disappearing when forge config alwaysSetupTerrainOffThread was true
    • September 24, 2020
  10. 3 points
    DaemonUmbra

    1.15 Tame Code

    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.
    • June 16, 2020
  11. 3 points
    LexManos

    Forge 31.2 Minecraft 1.15.2

    Forge Version: 31.2.0 Minecraft Version: 1.15.2 Downloads: Changelog: (Direct) Installer: (AdFocus) (Direct) MDK: (AdFocus) (Direct) Intro: Here we go again for 1.15.2, this has a ton of bug fixes, developer improvements, as well as preliminary support for Java 13+ so we'll see how that goes. Changelog: New: Added hook to allow customized overlays when swimming in custom fluids. Added support for suppliers in FoodItem, allow easier modder extension. Added model data to BlockModelRenderer Added system for global loot functions, allowing modders to affect all loot tables using data. Added new early loading screen that shows before Vanilla even exists. Should seamlessly transition to vanilla. Can be disabled via config. Added new Data generation features. Revived the Forge lighting pipeline, to improve rendering performance. Disabled by default. Added hook to control hill biomes. Added PlantType to the extensible enums. Extended GUIUtils to be more useful. Added hook to override tool requirements when breaking blocks. Added hooks to allow buckets to be better used with custom fluids. Added hook to allow bees to use custom hives. Added ability to use stencil buffers for mods. Added constructor to Music Discs for easier modder extension. Fixes: Fixed lighting issue in GUIs for some models. Fixed bug causing equip tooltip to display when unnecessary. Fixed client desync when interact event is canceled on the client. Fixed invalid arguments passed to first person hand renderer. Fixed chunk watch and unwatch events not firing correctly. Fixed vanilla bug related to rendering states. Fixed error when players join servers in a dimension that doesn't exist. Fixed ItemStack TER not being called. Fixed custom teleporters not being used when moving from the end to overworld. Fixed custom teleporters triggering end game credits. Fixed set dimension command not setting position correctly. Fixed Conduit and Beacon activation on vanilla servers. Fixed potential issue with clients sending invalid data to server. Fixed javac compiling issues on some JDKs Fixed tps and gen commands not working. Fixed note blocks not changing state correctly. Fixed ownership leak in ItemStackHandler. Fixed server config loosing dimension type when using custom dimensions. Fixed vanilla bug that caused the byte order of buffers to be incorrect. Fixed buffer batching not copying all data correctly. Fixed tag serializing empty data. Fixed annotation processor skipping duplicate annotations. Fixed annotation processor incorrectly tagging child annotations. Fixed binary issues when using JDK 9+ and targeting J8. Fixed vanilla recursion issue in advancement loading. Fixed potential NPEs in RegistryObject. Fixed mod resource and data packs being sorted incorrectly. Fixed automatic event subscriber picking wrong mod id when in multi-mod sources. Fixed BackgroundScanHandler erroring on some servers. Fixed swim speed and reach distance not having localization info. Fixed milk buckets removing too many potion effects. Fixed chunk data save event being fired with null world in some cases. Fixed resource leak in vanilla loot table handler. Fixed hoppers not fully inserting into custom inventories with non-standard max stack values. Fixed null item stack being sent to player destroy item hook. Fixed some blocks being darker then they would be in vanilla. Fixed pressing escape not matching pressing done on the mod list screen. Fixed removedByPlayer not being called on the client when breaking blocks. Fixed infinite loading screen when mod resources error. Fixed fluid tanks calling changed events when simulating. Fixed tile entities persisting incorrectly when blockstate changes. Fixed CrowGrowEvents not firing for Bamboo Fixed vanilla screens where pressing escape doesn't match pressing done. Fixed mod duplication issue when using a symbolic links as your mods folder. Fixed server config directory remaining locked after server shutdown. Fixed level change event not firing during enchanting. Fixed duplicate call to chunk load events. Fixed typo in registry alias serialization causing infinite loop. Fixed particles not colliding with the ground correctly. Fixed model transformation ordering. Fixed OBJ models ignoring deffuseLighting setting. Fixed blockstate json serializer using incorrect string. Fixed incorrect argument passed in RenderPipeline potentially causing crash. Fixed FireBlock using flammability instead of spread speed when looking for places to spread.
    • May 15, 2020
  12. 3 points
    diesieben07

    [Solved] IDEA not ignoring/removing old sources?

    This appears to be fixed with version 2020.1.
    • April 14, 2020
  13. 3 points
    DaemonUmbra

    Forge Crashing

    Be honest with me... did you edit your error to replace 1.7.10 with 1.14.3 so your thread wouldn't be locked?
    • April 13, 2020
  14. 3 points
    Animefan8888

    [Solved]Reading source code and tutorials.

    I would just add onto this with make sure you take breaks and get sleep before you post here too because honestly we all know that really helps you spot the logic mistakes.
    • April 12, 2020
  15. 3 points
    diesieben07

    Need help with an error that keeps occuring

    Fun. /me leaves to go play with his Linux
    • April 2, 2020
  16. 3 points
    diesieben07

    [1.15.2] [SOLVED!] Stop player tick event running as both server and client

    That checks distribution (dedicated server vs client). Client in this context still includes the integrated server, which is not what you want. @ultra_reemun Please refer to the documentation article about sides. Also note that tick events always fire twice per tick, you must check TickEvent#phase.
    • April 2, 2020
  17. 3 points
    Cobiy

    setupDecompWorkspace not found

    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.
    • February 15, 2019
  18. 3 points
    diesieben07

    NBT What am I doing wrong?

    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 returned from getUpdateTag. By default this calls readFromNbt, which is a terrible default, but oh well. getUpdatePacket - Called to produce a subsequent update packet. You should return a SPacketUpdateTileEntity here if you need the data on the client to be updated from time to time. In theory you can return a partial update here, but usually it is best to just call getUpdateTag and pass that NBTTagCompound to the packet. The int parameter of the packet constructor can be set to whatever unsigned byte you like best. onDataPacket - Called on the client when the packet produced by getUpdatePacket is received. Usually you just need to call handleUpdateTag with the NBT data from the packet (SPacketUpdateTileEntity::getNbtCompound). getUpdateTag will always be called and it's data sent when the chunk is initially transferred to the client. You cannot stop this. If you need to update the client-side data later (i.e. you need the packet produced by getUpdatePacket to be sent), call World::notifyBlockUpdate on the server. You should care about when you call markDirty. You should not care when writeToNbt and readFromNbt are called. Remember, these are for saving the world to disk. Minecraft will do that when it sees fit. You need to call markDirty after doing the changes (so Minecraft knows to save to disk) and then call notifyBlockUpdate to notify the client of these changes (assuming you are using the syncing mechanism described above). Both happens server-side. That was in the context of "NBT is only used for saving to disk". ItemStacks have the terrible habit of using NBT for runtime storage, which is ugly, cumbersome and inefficient.
    • January 9, 2018
  19. 2 points
    Draco18s

    How do I fix this error Tile Entities (1.15.2)

    You know how when you buy a pair of headphones, they come in a box? You have a box labeled "headphones" right now and you're trying to plug it into your computer, but it doesn't have an audio jack.
    • January 5
  20. 2 points
    vemerion

    How do I add custom trades to the Wandering Trader?

    Call the WandererTradesEvent event and add your own custom ITrades to the list in the event.
    • November 23, 2020
  21. 2 points
    diesieben07

    Could not find net.minecraftforge:forge:1.16.3-34.1.35_mapped_snapshot_20201028-1.16.3.

    A jar file in your gradle cache is corrupted. The easiest, but brute-force, method is to just delete .gradle in your user home folder. But that will mean you need to re-import any Gradle project.
    • November 1, 2020
  22. 2 points
    Draco18s

    [1.16.3] My item GUI closes instantaneously

    You're trying to use the vanilla crafting GUI. The vanilla crafting gui checks to see if the block being accessed is The One And Only Vanilla Crafting Table. Your block is not The One And Only Vanilla Crafting Table. Therefor the use of that gui is invalid and thus closed.
    • October 20, 2020
  23. 2 points
    Draco18s

    1.16.3 player variable

    Capabilities store "arbitrary data." If your magic system isn't "arbitrary data" then something is very wrong indeed.
    • October 15, 2020
  24. 2 points
    ChampionAsh5357

    [1.16.1] Adding custom structures

    There's a BiMap you need to add your structure to within Structure along with registering it as a feature and structure.
    • October 13, 2020
  25. 2 points
    Beethoven92

    Drawing an image above an entity

    Take a look at the EntityRenderer#renderName method...to draw an image instead of text you could just use a textured quad
    • October 7, 2020
  26. 2 points
    ChampionAsh5357

    Creating a new java file in Intellij makes an empty file

    If you only copied over the relevant files from a different project, then those source folders won't exist normally. You will need to create them manually and then rerun your gradle commands to tell everything that "hey, I exist now".
    • September 28, 2020
  27. 2 points
    Draco18s

    [SOLVED][1.14.4] from config to Ingredient for ingredient list

    (And I assume that "commonnamespace" is not literally "commonnamespace" but something identifiable to your mod.)
    • August 13, 2020
  28. 2 points
    Dzuchun

    [ 1.16 ] Models

    If blender is too hard for you, you may use Blockbench.
    • August 4, 2020
  29. 2 points
    Beethoven92

    Question about Effect Instances

    About Suppliers: https://thejavacult.com/supplier-interface-java-util-function/
    • August 3, 2020
  30. 2 points
    diesieben07

    Server Feature

    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.
    • August 2, 2020
  31. 2 points
    Ugdhar

    [1.15.2] Forge blockstates format

    Here, this may help you if you're familiar with 1.12, as a LOT of stuff has changed since then. https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a
    • August 2, 2020
  32. 2 points
    Draco18s

    Entity's Vehicle: ~~ERROR~~ NullPointerException: null

    Seriously, stop pretending to know what the important bits are and post the whole thing. And your code. Preferably as a git repo
    • July 25, 2020
  33. 2 points
    diesieben07

    [SOLVED] [1.15.2] Issues with multiplayer

    writeSpawnData only sometimes writes an int. readSpawnData always reads an int. The methods must be exactly symmetrical.
    • July 23, 2020
  34. 2 points
    ChampionAsh5357

    [1.16.1] Armor and Implementing Custom Models

    Armor with custom armor models are an absolute pain to correctly implement with no understanding. So, to counteract that, I have decided to write a detailed account of how to create your armor and your model correctly. Please note: I will not go over the specifics of any particular modeling software or anything that should already be known about items. I expect that you have made at least one item before and know how to register it. Here is the link if you would like to take a read. Please let me know if there is anything I need to correct or update.
    • July 9, 2020
  35. 2 points
    diesieben07

    Crafting Recipe [1.15.2]

    If it is your item, override getContainerItem(ItemStack) in your item class and return whatever you want returned to the player. If it's not, you need a custom IRecipe class (you need to register an IRecipeSerializer for it) and override getRemainingItems.
    • July 3, 2020
  36. 2 points
    Regnator

    Error installing forge-1.16.1-32.0.7

    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 Actual: 3f1b64c684df16a25e6c44079b06ac12131db572 /home/regnator/mc/./libraries/net/minecraft/server/1.16.1/server-1.16.1-extra.jar Expected: 79ed2a48582a58ce917a04344c35c9c9abb557e2 Actual: 501b61ed1857f6452fe36a5faaf1265d38999c6f full logs : https://privatebin.net/?29f4d24ddf99dcf7#4ykHNhbSaNdwNfu2HEzyrUgUp9dw4527zrCXdqx43d1r EDIT: Still fails with forge-1.16.1-32.0.14-installer
    • June 26, 2020
  37. 2 points
    Draco18s

    Teletype Text?

    With the migration the WYSIWYG editor no longer has a button for in-line code (teletype). Several other buttons may have also been lost, but TT was the only one I used regularly. Example (link preview doesn't display it, but LootModifierManager is formatted as inline code):
    • June 17, 2020
  38. 2 points
    TheGreyGhost

    [1.15.2] Changing variable value for single instance of item

    Howdy I think capability is great for items, entities, etc where 1) you're attaching the same general capability to a variety of different object types or a variety of different capabilities that you're adding to multiple objects ("composition" instead of inheritance/interfaces); or 2) you want vanilla or other mods to be able to interact with your objects in a general way; or 3) you want to attach information to vanilla objects For example - the capability to store items CapabilityItemHandler.ITEM_HANDLER_CAPABILITY is very useful because other mods and vanilla objects can automatically interact with your object to add or remove items. You don't need to tell them anything except that your object provides the capability interface. Or if you wanted to model a radioactive wasteland you could attach a RadiationSickness capability to each entity, including vanilla, to store the amount of radiation damage that has been suffered by each entity. In contrast, if you're just storing information (in your item) that's of no particular interest to other items, blocks, or entities, then you're probably better off with just "private" NBT information. -TGG If you're interested in general information on the pros and cons of this coding technique, these links might be interesting https://www.baeldung.com/java-decorator-pattern https://www.geeksforgeeks.org/decorator-pattern/?ref=lbp
    • June 13, 2020
  39. 2 points
    diesieben07

    How to get Player position

    The method is called Minecraft#getInstance.
    • June 11, 2020
  40. 2 points
    imacatlolol

    [1.15.2] Check if it is snowing in the chunk an entity is in

    My recommendation would be to use World#isRaining in conjunction with Biome#getTemperature (with the biome obtained via World#getBiome). Though, it sounds like you're already doing that; why won't getBiome work for you? Edit: My bad, I was a little too hasty; I've edited my answer.
    • May 13, 2020
  41. 2 points
    imacatlolol

    [1.15.2] Reflection to Change Item#maxStackSize

    Yes, that's all you need to do. It won't affect any of the game's normal behaviors, aside from what you change (i.e. the stack size). I recommend adding an option in your mod's config to disable this feature if desired by users, but that's up to you. You may also want to use a different event priority for registering your replaced item to make it harder/easier for other mods to override your replacement by default.
    • May 12, 2020
  42. 2 points
    TheGreyGhost

    Recomendation about versions

    Hi I'm just making the switch from 1.12.2 to 1.15.2 at the moment and 1.15.2 seems stable enough to me. I've had no trouble with gradle build in IntelliJ. I suggest you use the latest "1.15.2 - 31.1.46" instead of recommended "1.15.2 - 31.1.0" because latest uses a much newer set of MCP mappings (i.e. nearly all the classes and methods have sensible human-readable names now, whereas recommended is still full of func_923535 and similar names). -TGG
    • April 17, 2020
  43. 2 points
    diesieben07

    Where are the basic color values coded?

    Jesus lord have mercy. DyeColor has instance fields that store the color values. Change them using reflection. Do not create new DyeColor instances, do not try to modify the code that uses DyeColor, do not pass go, do not collect $400.
    • April 11, 2020
  44. 2 points
    imacatlolol

    [1.15.2] How to check if player is blocking with a shield?

    Just a heads up, the isActiveItemStackBlocking method inside LivingEntity might be more useful for this case. As for the events not firing, I'm not sure. What is your code, and what are you doing to test it? In some cases, LivingAttackEvent doesn't always fire on players (like if a player is in creative, I think). In fact, it should actually be firing twice on players if I'm reading the code right... Wait nevermind, I think it only fires once. The code is just confusing.
    • April 11, 2020
  45. 2 points
    Animefan8888

    Door Block to drop its model instead of 2D item

    That makes no sense. Have you tried looking at Items.ACACIA_DOOR or any other door?
    • April 6, 2020
  46. 2 points
    Draco18s

    [SOLVED]-[1.15.2] Break Speed event for vanilla Materials

    More specifically, this post:
    • March 28, 2020
  47. 2 points
    Alpvax

    [1.15.2] Forge BlockStates aren't working.

    Look at https://minecraft.gamepedia.com/Model#Block_states. Specifically the "multipart: Used instead of variants to combine models based on block state attributes" part. It allows you to declare individual states and models for each. Fences show how it is used.
    • March 26, 2020
  48. 2 points
    matt1999rd

    [1.14.4] Growing Custom Seeds

    Why do you use a cube all json in your model files : tobacco_plant.json you needn't it as your blockstate only use the other model block. For th blockstate you need to put "age=7" instead of "age-7" see in wheat.json for example. Don't know if it will work...
    • March 22, 2020
  49. 2 points
    diesieben07

    how does the FlowerPotBlock-class know, wich block to show, if put a plant?

    What needs to be learned is Git basics. Not GitHub basics. And a graphical tool like Github Desktop is a terrible way to learn Git. Use the command line. Check this out: https://learngitbranching.js.org/
    • March 19, 2020
  50. 2 points
    OvermindDL1

    Rules and EAQ - READ FIRST OR YOU WILL GET BANNED!!!

    Common Problems and Solutions: java.lang.UnsupportedClassVersionError: ******** : Unsupported major.minor version 51.0 or 52.0 - Use Java 8. Not 7 or even 6. java.lang.ClassCastException: java.base/jdk.internal.loader.ClassLoaders$AppClassLoader cannot be cast to java.base/java.net.URLClassLoader - Use Java 8. java.lang.OutOfMemoryError: PermGen space: Update to Java 8 or increase your PermGen Space with the following command line argument: -XX:MaxPermSize=256m. java.lang.NullPointerException with com.pclewis.mcpatcher.mod.something: For the love of god, don't use MCPatcher. Use OptiFine instead. If you can't run the installer and are on Windows, try Jarfix first. Download it, and run it. If you're using the .exe ones, DISABLE YOUR 3RDPARTY ANTIVIRUS and try running the installer again. It is highly recommended you run any modded versions in separate folders using the GameDirectory setting in the vanilla launcher. This will store all your save files, configs, mods, etc. in whatever folder you specify (instead of just .minecraft) so they do not interfere with your vanilla installation (or other modded versions you may have installed) and vice versa. To set it, click "Edit Profile" in your launcher and in the settings screen that pops up, modify the "Game Directory" setting (Screenshot). If you are using an Intel GPU and Minecraft freezes during loading, disable the loading screen by setting "enabled" to "false" in .minecraft/config/splash.properties. This version of FML is built for Minecraft a.b.c, we have detected Minecraft x.y.z in your minecraft jar file: Do as it says and get the FML/Forge versions for x.y.z. "You need to run the version X manually once." This means that you have to run VANILLA minecraft (no mods) for the version listed before you can install Forge. These libraries failed to download. Try again. org.scala-lang:scala-library:2.10.2, org.scala-lang:scala-compiler:2.10.2 Download this: https://bitbucket.org/luacs1998/forgelibrarydownloads/downloads/fmllibs16.zip and extract it to your .minecraft folder, then try running Minecraft, or redownload the installer. Otherwise, we will need console logs, and your JVM and OS versions. java.lang.NoClassDefFoundException: net/minecraft/client/something : One of your mods is client only and you're on a dedicated server. Check which ones, and remove them. io.netty.channel.ChannelException: failed to open a new selector: Update to version 10.13.0.1180 or above. Previous versions: Add -Djava.net.preferIPv4Stack=true to your VM args. java.lang.ConcurrentModificationException or java.util.ConcurrentModificationException before Minecraft loads: Update forge. java.lang.IndexOutOfBoundsException at java.nio.Buffer.checkIndex at java.nio.DirectIntBufferU.get at net.minecraft.client.renderer.RenderGlobal... - Lower your view distance. java.net.SocketException or blank dirt screen when connecting to a server: Ensure the client and server configs match. If your text is distorted like seen below (or you have been instructed to do so), disable the loading screen by setting "enabled" to "false" in .minecraft/config/splash.properties. If your main menu background is compressed to a corner, and the rest of the menu is black/white: Update your Forge to at least 10.13.1.1226 or add -Dforge.forceNoStencil=true to the VM arguments in the launcher. If MagicLauncher tells you there are errors in forge:
    • July 24, 2012


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