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About matorassan

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  1. As I know, the Draconic Evolution core provides a universal documentation book for multiple mods. UPD: Sorry, that was Project Intelligence
  2. Forge: net.minecraftforge:forge:1.14.4-28.1.104 MCP: channel: 'snapshot', version: '20191208-1.14.3' Log: https://gist.github.com/overlisted/b43a72ba54ebf8b78524013466045d16 State field doesn't wrap in the Mods menu. It's not a error, crash or something, just a report of little GUI bug. I can make a pull request with fix of this but I don't know which class controls these fields. Screenshots:
  3. Ok. Core settings are stored in jar from build and I load them every initialization. The mod doesn't change them. Ok. I'll rename core settings. But what else is wrong? Is using not ResourceLocations bad? Or is tags generating bad? I generate tags because I want to get my amazing OreDictionary experience back.
  4. Why? I want simplify things registration via JSON, less code = more development efficiency
  5. There is an ore generator in my mod. It registers copper ingot, copper plate, copper block using "copper" from resources/core/autoOres.json. I also want to automatically register tags
  6. Source code: https://github.com/overlisted/technical/tree/master/src/main So, when I join a world I see a lot of exceptions in the log and I can't craft my recipes. A part of log: [22:53:44] [Server thread/ERROR] [minecraft/RecipeManager]: Parsing error loading recipe technical:copper_ingot com.google.gson.JsonSyntaxException: Unknown item tag 'forge:ores/copper' I use net.overlisted.technical.core.TagsHelper to create tags and net.overlisted.technical.core.Registerer to register them (see source code). Can someone help me? Does the tags "unregister" when I join a world?
  7. Ok, I just realized that I understand resources in minecraft very bad
  8. I'm making this feature right now, but I can't find something like ResourceLocation class for datapack
  9. I'm making a mod for 1.14, not 1.12. New resources structure contains default data-pack. For example Minecraft has these things in its default data-pack: https://imgur.com/rcBiffD. Users of new version can load data-pack to change game behavior like a very light-weight mod.
  10. Thank you. But I know how to access Java resources. I thought there is an elegant way to access the mod resources, maybe use a special folder in resources/data
  11. I'm going to make a "core/simpleBlocks.json" file in my mod's data folder and register "dumb blocks" using properties from this file. But I can't find a method or class that gives me access to data folder of my mod. How can I access that folder?
  12. How can I apply forgegradle using plugins closure? I've added forge repository as plugin repository but gradle still can't find the plugin. settings.gradle pluginManagement { repositories { maven { url = 'https://files.minecraftforge.net/maven' } gradlePluginPortal() } } rootProject.name = "technical" Beginning of build.gradle plugins { id 'net.minecraftforge' version '3.0.154' } What went wrong in gradle log: Plugin [id: 'net.minecraftforge', version: '3.0.154'] was not found in any of the following sources: - Gradle Core Plugins (plugin is not in 'org.gra
  13. Hey, I'm new to Java and Forge. I couldn't find how milk bucket does convert into empty bucket after cake craft in MC sources. Can you help me?
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