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Posts posted by Curle

  1. That means a jar file somwhere got corrupted in the download.

    Go to your user home folder (C:/Users/<username> on Windows, /home/<username> on Linux, /Users/<username> on MacOS) and delete the folder named .gradle

    This'll delete everything it downloaded and hopefully give you a clean slate to get it going.

  2. Forge for 1.17 will be unusable due to aforementioned datapack bug.

    This is never going to happen.

    As the conversation is going nowhere, post locked.

  3. 1.17 shipped with a game breaking bug that means any mod which contains a datapack (almost every mod ever made!) will cause the game to crash to desktop.

    There is no advantage for anyone if we release a version of Forge for 1.17.

    We are not going to.


  4. Forge Version: 37.0.0

    Minecraft Version: 1.17.1


    It's time!

    The first release of 1.17 is ready!
    Before you dive in, we have to address some things.

    We were planning to release this sooner, but real-life matters and the update to Java 16 meant we were waiting for other projects to conclude before we can release.
    It is not the fault of any one person or project, this delay was caused by a number of factors.
    However, enough waiting has occured, and we want to put this in the hands of the players.


    This is an *early access beta* build. Nothing here is final, it's merely an introduction for modders to get used to the new features.
    We have lots of changes still to come, but the main things are here. The FML peel, the game test system, Java 16 features..

    Java 16 and Modules

    Almost every Java 16 feature is open to mods. Go ham.
    However, modules are a bit of a pain to use.

    If you do use the module-info system in your mod, make sure you fully understand what it is and how it is exposed to other modules (mods) at compile time.
    Currently, module-infos will be ignored at runtime but NOT at compile time.
    Our ongoing advice is to not develop your mod as a module.

    Extra mentions

    Additionally, mixins.
    Mixins do not work with the new Modlauncher yet, and we are waiting for Mumfrey to review and update Mixin.
    Once he gives us the go ahead that it is stable and supports the new systems, we'll ship it again.
    As such, we're going to release the first few builds of Forge without them.


    As a reminder, once 1.17 is released, 1.16 and 1.15 become joint LTS versions - 1.15 is now in grace.
    In 1 month (22nd August 2021), 1.15 will be dropped altogether.
    We plan that once 1.18 releases, 1.16 will stay as LTS and 1.17 will be dropped, but this is just a plan and is not solid.


    ForgeGradle 5 just had a Recommended Build. There will be no breaking changes in the tool until the next minor version.
    1.16 and 1.17 now also use ForgeGradle 5 by default, to make it easier for modders that use both versions and don't wish to deal with the mess that is Java 16 support.
    ForgeGradle still follows the even-odd versioning, where odd minor versions (5.1, 5.3. 5.5...) have no breaking changes, and even minor versions (5.2, 5.4, 5.6...) are breaking/development phases.

    This system may seem strange at first, but it helps us remove unnecessary technical debt.
    I recommend hardcoding the version to 5.1.+ (or see the new default MDK buildscript) to avoid unwanted breakages in your project.


    FML and the Modlauncher system was designed for Java 9+ modularity from the start - using modules is something we have been intending to do from day one.
    However, there are a few complications with integrating with such an unnecessarily complicated system as Java modularity, so the internal FML APIs are not solid.

    Any mod interfacing with the FML APIs before the RB may encounter crashes with the next update, as we figure out where things belong and move them accordingly.
    Anything inside these packages are liable to be moved, changed, or removed on any minor update before the first RB:

    • net.minecraftforge.fmlclient
    • net.minecraftforge.fmllegacy
    • net.minecraftforge.fmlserverevents

    However, once it's all finished, we can properly reimplement things like native API exposure for mods via package exports, native jar-in-jar loading, etc.
    Lots of cool opportunities for modules in mods.

    Forge Repo Structure

    With the FML Peel complete, the structure of the Forge repos has become a bit more complex;
    There are many subprojects, each containing a part of the whole project.

    A main part of this is to facilitate the new fmlonly configuration - where the modloader can be built without the API.
    This can theoretically enable modding on snapshots, given a small amount of work done on the backend.

    Installers and the Server


    Due to the way the module system works in Java, the server now launches in a much different way.
    It is no longer feasible to provide a single executable jar like was done before, so we use a workaround:

    When you install a server, you'll see two run scripts (one for linux and mac, one for Windows) and argument files.
    The arguments are added in the order:

    java @user_jvm_args.txt @forge_args.txt <user game args>

    As you can tell by the name, only the user_jvm_args.txt file is are intended to be modified by the end user.

    There is a written example provided by me in the user_jvm_args file that explains the most commonly used arguments (-Xmx, -Xms).
    Tutorials for creating a server will no longer work on Forge >=37.0. You must use one of the command files (.bash / .sh) provided, or the game will not be able to load.

    Closing thoughts

    With all that said, we're looking forward to having people play with Forge. Remember, if you see any bugs, feel free to report them here (the forums), our Discord server or on the issue tracker.

    Happy Modding!

  5. Okay, let's take this slowly.

    Exit Code 0 is game terms for "something went wrong". 
    Without knowing exactly what caused the problem, there's no way anybody here can diagnose the issue.

    Luckily, the game makes a log of what's going on and the problems it encounters when loading.

    So, when you're looking at the mods folder, you need to go up one folder (into .minecraft) and then into the "logs" folder.
    There should be a whole bunch of files here with weird names, but I need the one called simply "debug", or on some computers, "debug.log".

    There are a bunch of files that end with .gz, those are archives of old logs and won't help determine what's going on here.

    Once you find the debug log file, you can either attach it in a message here for us to read, or if you like saving us some time, you can open it (with notepad or something) and copy-paste its contents into pastebin - but remember to paste the URL it sends you to once you save it, into here.

    Try not to copy-paste the full log into a message here, that takes forever to scroll through. The ways I suggested make it easier for us to search for the problem with external tools.

  6. ... You think Forge is bad because it can't load a proprietary zip as a mod?
    That zip is an FTB modpack metadata. It contains no information about actual mods.
    There's literally nothing Forge can do with that file.
    It's impossible for everything except the FTB launcher (and maybe MultiMC) to do anything with it...

    You can like, open the zip. It contains a list of the mods you need to download. In text format.

  7. The same file also defines:

    #ipsLayout_footer p{font-size:14px;text-decoration:none;color:#353c41;}


    which leads to this niceness:


    I didn't even realise there was text there until i wanted to change the theme to light...


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