MFMods
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Everything posted by MFMods
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What kind of ripoff POS did I download?!!?!?
MFMods replied to LunarAntic's topic in Support & Bug Reports
ok then, follow this: https://github.com/MultiMC/Launcher/wiki/Getting-Started notes: 1) mods from different versions don't mix. only use mods for your version. 2) even though multimc isn't an official launcher, it does require credentials for log-in, just like the official launcher. if you did not purchase the game, do not proceed. -
question 1: what game version do you wish to play? (correct answers are "1.16", "1.18" and "i'm a confused sheep") question 2: open command prompt (win+r, type cmd, hit enter), type a command "java -version" (without quotes). what's the output? question 3: do you know what to do with jar files? (incorrect answers are anything that involves double clicking in windows explorer and yelling) do not install forge just yet - first you need to install java and the two supported game versions require very different java versions, so don't jump ahead.
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What kind of ripoff POS did I download?!!?!?
MFMods replied to LunarAntic's topic in Support & Bug Reports
sorry kid, playing modded minecraft requires some effort and some general computer knowledge. if you are ready and able to unpack archives, edit text files, put files in a proper directory, you will be rewarded with a wonderful and infinitely customizable experience. if you wanted a one-click experience, open steam launcher or epic launcher and play something else. good news is, it's not too difficult. one little prerequisite: you do have a mojang account (or microsoft account) and you did purchase a java edition of the game (not bedrock edition, not microsoft store edition) through that account? and you know your credentials? -
[1.16.5] Why won't my mobs spawn properly/at all?
MFMods replied to SapphireSky's topic in Modder Support
let's do it like this - start a new mod - a test mod. copy only entity class from the mod above. nothing else. then follow this: it is a summary of how i created entities. it is not a proper tutorial and it is by no means official manual. -
that is not the log you are looking for.
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remove the condition part of the recipe. does it then work in game?
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if you want recipes to reference other mod's item (other mod being optional and recipe not crashing the game), use forge's mod_loaded condition. look inside the jar file of "create" mod, for example in smelting recipes directory - you'll find smelting recipes that give players lead ingots even though the mod doesn't include lead ingots. if you want the recipe dependent on a switch in your config file, make a condition class.... ...and then in the main class (mod class), in FMLCommonSetupEvent do CraftingHelper.register(new OptionalRecipeCondition.Serializer(new ResourceLocation(YourThing.MODID, "optional"))); this last string ("optional" in example above) is the type that is stated in recipe json.
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ok, new plan - start over. unpack MDK zip into a new folder and get example mod to start. just import the build.gradle file, that'll make a new project, run genIntellijRuns (you can do it from IDE) and then runClient. do not edit ExampleMod source or anything else until you can start it. only set java version where it's wrong. after you can start it for the first time, you'll make edits to build.gradle, mods.toml and you'll delete a few files (txt, etc.). now it is very important that once you make those changes and confirm that they work, you turn those changes into a command line script (or a shell script). that way, for the next mod, you'll be able to initialize build.gradle and mods.toml in a second and be sure you didn't break anything.
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it is okay for other mods to access your capabilities - assuming both developers know what they're doing. i don't feel like looking at source code of either mod, but i can tell you that authors of cold sweat mod had the same issue with half a dozen other mods, including the exile-whatever mod. they changed something two months ago and cut the list of incompatible mods by half. maybe you could ask them about it on their discord?
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run genIntellijRuns task (i assume you did). in configuration of the runClient task is a java version dropdown; pick 17. main class box in my ide (2 rows below 17) says "cpw.mods.bootstraplauncher.BootstrapLauncher" without "main". module box (to the right of 17) says main.
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Forge 36.2.22 1.16.5 Crashing on Startup
MFMods replied to El_Molgajete's topic in Support & Bug Reports
the crashlog doesn't say which mod is at fault, sorry. remove 8 mods, retry, then next 8... -
because you didn't read the technicalities, you just copied the event handler. make that method static and put the EventBusSubscriber annotation on the containing class. there is a second option and it looks like you tried to follow that one, but just go with the option one (above).
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Question about Create world gen
MFMods replied to Chronos "Forky" Mason's topic in General Discussion
2 ores, 5 stone types. the easiest way to find out about those things is to go through mods config. -
first of all, you know you can look at vanilla recipe json files? find the stone sword recipe and a pumpkin pie recipe, you shouldn't have problems making simple recipes based on those. ...or, there a few recipe generators online. drag and drop a few items and download a json file. (now serious modder wouldn't want to be seen using that, but don't worry about that)
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do you have a connection between the player and the villager (one knowing of other withing your mods logic)? if so, try subscribing to player clone event. when the player is cloned (new entity for new dimension, old one is one that entered the portal), have the villager following the old player entity make note of new player entity. and when the new player enters the world (in other dimension), you can try to make a clone of the old villager a few blocks from the portal. just make sure that the dimension change is the reason for cloning.
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why don't you make an invisible floating zombie and just give it armor as equipment? that way you render a trivial entity (invisible one), game takes care of armor with support for any armor. you don't need a second entity, just use existing armor stand and have your ghost remember its "home" stand. when the player destroys the armor stand (handle usual event), kill the ghost or assign it to another armor stand, whatever. good thing to note is that you can precisely control which armor parts equipped creature drops and with which chances. when passive, set its location and rotation to that of the armor stand. have it attack and go back. change hitbox (size) to make it an actual ghost.
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update from 1.16 to 1.18: instructions above work line-for-line, with no semantic changes. the dialect has changed however. in addition to common changes (level instead of world, etc.), here's a list of things you need to change that are related to making and registering a simple entity: instead of Biome.Category.SWAMP write Biome.BiomeCategory.SWAMP instead of EntityClassification.CREATURE write MobCategory.CREATURE instead of MobSpawnInfo.Spawners write MobSpawnSettings.SpawnerData instead of EntityPredicate use TargetingConditions instead of DataParameter/EntityDataManager/DataSerializers write EntityDataAccessor/SynchedEntityData/EntityDataSerializers instead of IParticleData write ParticleOptions instead of AttributeModifierMap.MutableAttribute write AttributeSupplier.Builder instead of SpawnReason write MobSpawnType instead of ILivingEntityData write SpawnGroupData instead of MovementController write MoveControl instead of WorldEntitySpawner write NaturalSpawner instead of EntitySpawnPlacementRegistry.PlacementType write SpawnPlacements.Type instead of RenderingRegistry.registerEntityRenderingHandler write EntityRenderers.register
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to clarify a bit - block (example: crops) can have random ticks enabled. they tick about once a minute. so for example if you want your block to change/grow/mature after five minutes, just skip four ticks (change state each time) and replace block on the fifth tick (or just have a different model for this sixth state. the other kind of ticks happens 20 times each second (hopefully) - please do not use them unless you really, really have to.
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no, not mine. hold on, i'll port a test mod to 1.18...
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you may want to break that up into a few threads, yes. i'll handle the immediate practical problem. yes, you need the obfuscated name. option 1) i think there is a discord bot that you just ask but i never used it. don't ask me. option 2) minecraft developement plugin for idea ide - right click and say copy AT entry to clipboard. option 3) find forge-VERSION_HERE-decomp.jar in .gradle directory inside your home folder. it contains game code with SRG names. compare the same class from that jar with the class with mapped names and copy the field name. for method names you need to specify proper signature (param types and return type). in any case always put a mapped name one row above (comments start with #) so that you know what the row below is.
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"entity joins world" event - make your extended villager, copy data from original (if you care to), spawn your villager into the world instead of the original ok, but refreshBrain is public - override it. either let the inherited code do its thing and re-add your stuff, or rewrite the method completely. and it looks like you'll need ATs sooner or later - no worries, they are not a big problem.