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SamMan

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  1. Update, checked back on the PR today and its been now merged, thanks for the help in getting this back into forge diesieben ❤️
  2. If you want to keep things separate, in the launcher when creating the 'forge' profile you can set its directory to where you want your forge stuff to go
  3. I'm not sure whether to post this here or in bug reports but general rule of thumb is that its probably my fault so here goes: According to the forge docs at https://mcforge.readthedocs.io/en/latest/gettingstarted/autoupdate/, when a new update for your mod is released, it'll display a little blinking emerald icon on the mods button on the main menu, and in the mods menu. However, after getting it set up, the emerald does appear in the mods menu, but does not appear on the main menu? Main Menu: Mods Menu: So uh, not sure what's going on here? The update JSON is retrieved from https://us-central1-dfplusplus.cloudfunctions.net/getUpdateJSON Its currently equal to: { "homepage": "https://dfplusplus.github.io/webpage/downloads/", "promos": { "1.15.2-latest": "0.8.1", "1.15.2-recommended": "0.8.1" }, "1.15.2": { "0.8.1": "Added 'Either' chat side", "0.8.0": "Custom sizings for side chat", "0.7.0": "Added sound effects" } }
  4. Aah no worries then, thanks for keepin me real lol
  5. No dice at all? As in, with a good enough layer of abstraction and stuff I control, there's still no way I can leave all calls to that underlying code to small chunks I can replace much easier?
  6. Hello! I've been making a small utility mod for 1.15, for use as a client mod on a vanilla server (that supports connections from 1.15 and 1.16). However it's about time to update to support 1.16, which leads me with a problem. As the server has users on both 1.15 and 1.16, I really want to be able to release versions for both. 1.16 hasn't introduced any new functionality for the mod, so all features should be compatible on both versions. However, I really don't want to duplicate the entire codebase, as this would lead to issues when I want to add a new feature, as I'd have to program it twice (and potentially make mistakes twice) and it would generally be a bit of a hassle. So, is there a way to structure the mod such that it can be compatible, or at least built for both versions, from one codebase? The general idea is that I'd abstract away everything such that all orders to minecraft go through an interface, and then the interface will deal with the version specific stuff, but is there a way in Forge to pull something like this off? Thanks for reading ❤️
  7. Update: Nope, it was my fault, my accesstransformer was invalid.
  8. You have chosen death an unsupported version of forge
  9. It says 'Do not run this in a folder ending with !' You're running it in C:/Users/CARL!, which ends with an ! Move the jar somewhere not inside of the CARL! folder.
  10. I think the real error is right at the bottom, I'm having the same problem
  11. Hello! After refreshing gradle as I'd edited access transformers, I got this error, and all code from Minecraft became unresolvable symbols: Could not find net.minecraftforge:forge:1.15.2-31.2.0_mapped_snapshot_20200514-1.15.1_at_5001db69360629811200a9d34da2251e7eb6e597 It mentions that it searched (and could not find the file) in a few online locations, so I'm thinking this might be a problem with forge's servers?
  12. Thank you for your guidance! Took me a little while to figure out the access transformers but got there in the end. This thread really helped: but took me a while to work out I had to DM the MCPBot http://mcpbot.bspk.rs/help and have it tell me what line to put into the accesstransformers.cfg However, is that enough? What I mean is that when I want to override a certain function, like rendering or the one that splits up the line, after changing it to protected I still have to copy the entire method to perhaps only make a change to like one line, keeping every other line in the function just a copy of Mojang's code. Is this still ok? I suppose there's not much else I can do so I hope so haha
  13. Hello! I've been making a mod that seeks to change how chat is displayed, allowing for a better chat screen. I've got to the point using reflection where the game uses my NewChatGUI rather than vanilla's one, but still I need to reuse a lot of the functionality from the existing NewChatGUI, such as the rendering, meaning I have to copy some of the read-only Minecraft code. Some methods will change but some will stay exactly the same (jibberish names and all) Is that bad? If I'm redistributing code that I didn't write (though edited large parts of it), is this against the ethos of modding? Is this frowned upon by modders? Note, I'm not able to render over the existing chat GUI, it's gotta be fundamentally changed. Hopefully this makes sense, if not I should be able to put the code onto github
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