
Tiny Desk Engineer
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Everything posted by Tiny Desk Engineer
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I don't know how such a thing would be done, but you could try looking at the source for the hunger effect and see if there's anything useful in there. Don't know if it's the same on IDEs other than IntelliJ, but you should be able to view the implementation of any class, method or field via the context menu, or if not, some other way. Either way whatever IDE you're using should give you access to the decompiled source code in some way.
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Eclipse doesn't know where forge is and neither do i
Tiny Desk Engineer replied to novameow's topic in Modder Support
I would honestly suggest switching IDEs from Eclipse, if you can. I spent a year or two trying to get Eclipse to work for Forge mod development without much progress at all, but then I very recently switched to IntelliJ IDEA and all of the problems went away without me needing to do anything, and I made more progress with modding than I ever have. -
I'm making a block that constantly outputs a variable signal strength that can be changed by the player, with the output strength being stored in property, the same one redstone wires use. But while I've gotten it to emit the desired signal strength when placed, if a player changes the strength afterwards, while the block itself changes state as expected, the neighboring components don't update and keep the signal strength, only updating by other means. I've tried various things to get the neighboring blocks to be updated, taken from the code of various vanilla redstone component blocks, but nothing has worked so far. How am I supposed to make this work properly?
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mods.toml is a file that is required to be included in every mod jar that Forge attempts to load that specifies various important properties of a mod, if the game is crashing because a mod is missing it, the mod is either corrupted, improperly built, or isn't a mod. Since Aternos doesn't allow installing mods not approved for use on their servers, the problem is most likely that the mod file was messed up, either on your end or the developer's end. You can try reinstalling it, but if that doesn't work I don't know of any other possible fixes you could do.
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1.20.6 Where do I get Mojang and Forge packages from?
Tiny Desk Engineer posted a topic in ForgeGradle
I'm trying to set up Eclipse for modding, I've gotten the 1.20.6 MDK imported into Eclipse, but I'm struggling with errors everywhere. Eclipse doesn't recognize any package names. According to the Forge documentation, Eclipse should install the Mojang and MinecraftForge packages automatically when the project is imported or opened by default. But that doesn't seem to be happening. I haven't changed any settings in Eclipse and haven't done anything to the MDK outside of following setup instructions. -
I managed to import the 1.20.6 MDK into Eclipse, but Eclipse is constantly complaining that no types or imports are valid even though I haven't modified anything in the project yet. It's important to note that running gradlew build results in a working mod jar, even though in Eclipse nearly every line has at least one error on it, so presumably this is a problem with Eclipse itself, not the project as a whole. I've been trying to fix this problem for over 2 weeks now and haven't made any noticeable progress. I've tried running every Gradle task I could possibly think of, including some that aren't even included in the version of the MDK I'm using. I've looked all over the internet for potential solutions, yet none of them have helped. I've made no visible progress ever since I got the MDK into Eclipse. I followed the instructions at https://docs.minecraftforge.net/en/1.20.x/gettingstarted/ as well as those in the README included in the MDK.
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Trying again to get into Minecraft modding, I was able to import the Forge MDK into Eclipse after some confusion, but all of the imports in ExampleMod.java are highlighted in red with an error saying they can't be resolved, and all references to any type can't be resolved either. Any type, including String. Only the simplest types like int, along with types defined in the same package work fine. I tried right-clicking on the project, going to Gradle > Refresh Gradle Project and also running gradlew --refresh-dependencies but neither of those seem to have had any noticeable effect. The mod builds just fine in spite of the errors, though I doubt I'll be able to get anything done with Eclipse constantly screaming at me.
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I want to do something which involves a player entering console commands in a text field within a custom GUI and wish to implement Minecraft's command autofill functionality into it, Is there a way I could do such a thing? And if it is possible, would it be possible to also add additional features to it which are specific to my custom GUI?
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I have an item that is supposed to do something every tick while the player holding it in their hand and pressing right click, and not just when they're looking at a block, but just every single time they right click. And I also need another function which runs the tick the player starts holding right click, but not on any ticks afterwards. How do I do these things?
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I want to try and do something which involves an entity finding all entities a certain distance away from itself and doing things with them like applying forces to them, is there an easy way I can do that? Basically, I want to get an array containing all the entities less than n meters away from another entity.
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I created a simple test mod, built it, put it in the mods folder for my installation of Forge, and tried to test the mod, but Forge just crashes within seconds of launching Minecraft with no error whatsoever. Here's the last line of debug.log, and also the only occurrence of the name of my mod in any of the generated logs: [31Dec.2022 10:36:27.927] [main/DEBUG] [net.minecraftforge.fml.loading.moddiscovery.ModFileParser/LOADING]: Considering mod file candidate \mods\testmod-1.0.jar Using Notepad's Find function to search for errors yields no results.
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Missing important packages in Eclipse
Tiny Desk Engineer replied to Tiny Desk Engineer's topic in Modder Support
There aren't any errors anymore, but now I've found out that while most of the net.minecraft packages seem to be avaliable, I'm still missing a few very important packages needed for nearly any mod, two of them being net.minecraft.block and net.minecraft.item, both of which I need for the test mod I'm trying to create. -
A week or two ago, I had successfully installed everything I need to make mods for 1.19.2 (I'd hope so, I've had enough trouble with this as it is), copied everything except for the files and folders the Forge docs said I could leave out, and ever since I've been having quite a bit of trouble with two errors which Eclipse had detected in the project, without me making any modifications to it. I haven't been able to find anything about these errors online The import net cannot be resolved (In Start.java, Line 5) Main cannot be resolved (In Start.java, Line 17) EDIT: The errors are gone, but the packages net.minecraft.block and net.minecraft.item are completely unavaliable. Other packages, like net.minecraft.advancements are avaliable, however.