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Error Loading Resourcepacks, safemode option doesnt work
DePhoegon replied to Gray829's topic in Modder Support
lul, one heck of a modpack Though seriuosly, solve these ' java.io.FileNotFoundException ' issues first. another_furniture mod seems to really use their png in a far worse way than is normal (aka replacing it with a same grid sized purple/black grid. It's really making alot of noise. Though if you're saying it does this to a completed set of mods. after loading for the 2nd time. you might want to triple check that mod list because that's not typical behavior -
typically, items that are not registered, & don't exist. Seriously check your resource folder for typos, files named incorrectly, folders, etc. Minecraft is a bit inflexible when it comes to data pack structures. Make no mistake, all mods, ship with datapacks. (we just don't see it that way, but the game does) They are just built into the mods jar, which is accepted because of the loaders (forge, fabric, etc)
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Has net.minecraft.world.entity.RemovalReason an Event?
DePhoegon replied to Jonas Handtke's topic in Modder Support
Welll, the 1.18.2 event for getting when an entity is removed is ( EntityLeaveWorldEvent ) You need to use the event, to use the enum properly. (though I guess you can use them if ya really want to & get creative enough, in other ways) ----- Just so you know, if you're after livingentities (like mobs, players, & such) dying.. this would be the less optimal way of going about it. -
mod that I've created causes lag whenever activated.
DePhoegon replied to Misjudgments's topic in Modder Support
Umm I wouldn't know how to address this, but I will say it sounds like the network call isn't being done async style. Like you're having the local instance call the for data that's so far away (in retrospect) you would need to look at what your doing, where you're calling it from, and what you're accomplishing with it. -
lul lul, bad times bro. X} But on serious notes.. the most common side effect from my experience is 2 things. 1. The ' Pack.mcmeta ' has some bad details 2. Some of the Tag files in use have bad data.
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I either found an incredibly dumb thing, or a bug in forge public static final Block STRIPPED_DARK_OAK_WOOD = register("stripped_dark_oak_wood", new RotatedPillarBlock(BlockBehaviour.Properties.of(Material.WOOD, MaterialColor.COLOR_BROWN).strength(2.0F).sound(SoundType.WOOD))); public static final Block STRIPPED_MANGROVE_WOOD = register("stripped_mangrove_wood", log(MaterialColor.COLOR_RED, MaterialColor.COLOR_RED)); why exactly is the Stripped_mangrove_wood using log()? when all the others (including non stripped variants) use new RotatedPillarBlock()? This exploded my mod when I came across it, in such a way that just flat out doesn't make sense, and I literally spent time debugging my issue to find... that this stripped Wood was the only one that changed it's behavior.... WHAT?
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1.18.2 - intellij 2022 -Setup Dependencies from own Mod
DePhoegon replied to DePhoegon's topic in Modder Support
Just ... Lock this if you kindly would. I got pointed at using 'curseforge' from dependencies (which really should be an upfront resource) & it's just flat out easier. -Yes i was going to use curseforge to spread my mod anyways which was the intent, so this just makes it 100x easier. Good ***** I'm beyond frustrated.. but w/e I'll get over it & just be willing to use cursemaven. Thanks for your time. -
1.18.2 - intellij 2022 -Setup Dependencies from own Mod
DePhoegon replied to DePhoegon's topic in Modder Support
It's fairly 'incomplete' because alot of it does feel exactly like guess work. I don't know to get it to spit into the correct format, where to place the files or 'which files'. I don't even know how to get it said files to load correctly, with what appears to be critically mising information about some things seemed to be written up to common sense when it's not mentioned anywhere. I'm going to 'retry' it, because I honestly had forgotten about the mods.toml (but I suspect some missing details about setting up for deobf ) I can tell you what happened, it got added in as a library & I could see the code, but it failed to test the client correctly because a bunch of arrays came back null Like they were not created correctly still had obfuscated names & methods & could not be resolved. OneDrive TS_screenshots folder Pretty damn sure I some how didn't set it up correctly or some how grabbed the wrong files. Every time I attemptted to use fg.deobf, it failed, outright. ============================== Intended target to be made into a dependency I've not git posted the mod that was intended to use it. Though a version of it is on my github. ATM I am just working out and doing what it takes to get it to a functional enough state for a 1.18.2. -
1.18.2 - intellij 2022 -Setup Dependencies from own Mod
DePhoegon replied to DePhoegon's topic in Modder Support
I just, want to be clear on the steps. On the project I want to be a dependency for my other project I Use the gradle command [ publish / publishtomavenlocal ] -- I'm having alittle bit of issue finding where it put the files & move/store them on my system for local use. I was able to find build/publish/pom-default.xml & build/libs/zyx.jar file sharing the same timestamps. Just to be clear I link the xml as a new maven in repositories & put the jar file in the ./libs folder? Sorry to be exceptionally confused & confusing about this. It's a hurdle. ----------------------- *Edit I can not seem to get it to be added & load correctly. It will build correctly with my mod, but can not seem to load correctly & I'm flat out not sure what's wrong. All my calls for vanilla blocks are obfuscated & I've array lists that crashing because are coming off as null with the client runs. I honestly need A bit more of a spotlight, I am absolutely failing to see what's going wrong. -- I am trying to download sources (as intellij suggests, but I am not sure that's going to help). I swear I'm losing my mind >.> -
I am having some of the most insane bit of trouble setting up dependencies from other mods. I want to be able to use my mod as a base & include it as a resource for other mods I am making. I am flat out having an insane trouble setting it up, much less getting any other mod setup as a dependency. (I am able to get Ones like JEI & Patchouli to work, but they have already set it up so it's REALLY easy with gradle importing) The documentation is a minimium of 4 years out of date & is flat out not valid for current versions of forge gradle projects. The section I would LOVE to actually work because it flat out says how to do exactly what I want done Testing with Existing Mods - Outdated & still included in 1.18.x& 1.19.x - I do feel behind on the 8ball as it where, but the official gradle sources are very general & do not cover what's properly needed (because MC & forge are a bit different), and the forge documents .... require outdated software to run properly & that's assuming newer gradle would run on those versions anyways.
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FileNotFoundException when loading BlockState
DePhoegon replied to Will Bradley's topic in Modder Support
src/main/resources/assets/MODID/blockstates/my_blockstate.json why aren't you using this one? I personally tend to do my own support files, and this location, from within the main folder. Are your other blocks working? also, I don't see the name of the 'block' that you the file is meant to match. -
FileNotFoundException when loading BlockState
DePhoegon replied to Will Bradley's topic in Modder Support
you didn't make the blockstate json. X.x Just because you register a block, doesn't mean Minecraft generates those model & blockstate files. -
from how they are structured, it seems they are for a clear separation of tags to prevent any chance of confusion or confliction. I would suggest you poke about and see what the methods in those java classes actually do. Pay attention to how it is done for regular Minecraft stuff now, and how they are called. -- you have to remember that things like small flowers, desert plants, & even 'trees' have tags that are used to allow them to be planted on certain blocks. I likely will have to go over this explicitly, to ensure my sand, sand slabs, & upside down stairs will support the deadbushes, & cacti.. but I am sure you can figure it out. they are used in the code.
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the idea is to do checks instead of using a trycatch. an if statement testing if pos is an air block with a sub check to avoid waterlog / fluid (lava/lava) sources around the targeted block to place the fire would be the way to avoid any problems. Minecraft can handle derpy fire (like spawning in mid air & just vanishing after the fact), but being over/near fluid sources can lead to stupidity with how things interact.
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1.18.1 - Double checking on 'block overrides'
DePhoegon replied to DePhoegon's topic in Modder Support
of course..... Ok, explain how to fix this & use 'onCaughtFire' without the exceptional derpness of the fire doing things that shouldn't really happen Fire Being Derpy (OneDrive Link) -random tick speed is set at 500 {just to accelerate the process & not have to 'wait' to see if something works } -walls were set to return true as flamable Also, It's unclear.. does the fire spawn before or after 'onCaughtFire' is called? -I will totally use it if it is called before, but I've not a clue how to properly spawn the fireblocks from it as normal, if I override it for use.