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Everything posted by Ugdhar
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[SOLVED] Problem with 1.16.1 mod! Armor issues.
Ugdhar replied to Anonomys's topic in Modder Support
Just a heads up, it probably took so long because you included some folders that were not necessary for a buildable repo. You do not need: .gradle folder .idea folder build folder -
Your debug.log will tell you exactly why. Please post it
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If you kept reading the posts after the original poster, you would see that really old versions are no longer supported. Please update to a modern version if you wish to receive support. More information on supported versions can be found in the LTS link at the top of every page.
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No, however whoever is running the server will need to allow and forward the port the server using through their router in order to make it visible to the outside world, and the remote player would need to know the public IP address (not the 192.168.x.x IP of the internal computer) of the host in order to connect.
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What does your main mod class look like?
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Can you cite a source on that? I'm almost positive I've seen it advised to do stuff in CommonSetup (using DeferredWorkQueue for thread safety which I forgot to mention above) *edit: also, was just looking at Tropicraft, and it does the ore generation setup in FLMCommonSetupEvent (https://github.com/Tropicraft/Tropicraft/blob/17bcace66cbcbe1535e52a50bab48ccdd533ab9a/src/main/java/net/tropicraft/Tropicraft.java#L125) Thanks!
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Most of the changes from 1.14 -> 1.15 were rendering I believe. https://gist.github.com/williewillus/30d7e3f775fe93c503bddf054ef3f93e has info on some of the 1.15 changes
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Looks like you're trying to setup ore generation in your constructor, which is before any registry stuff has happened, so your ore doesn't exist. Try moving ore generation setup into FMLCommonSetupEvent Also, you should update to 1.15.2, as 1.14.4 is going to be out of support once there is a RB for 1.16.x.
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Double check your system environment variables for I think it's JAVA_OPTS or something like that that is setting -Xmx2G
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If you're trying to follow a tutorial, use these: https://wiki.mcjty.eu/modding/index.php?title=YouTube-Tutorials They're the most up to date, and best laid out, and are the ones suggested if you ask about tutorials on the forge discord. McJty is also one of the few tutorial makers that doesn't force you to sit there and watch a video, as he has a text based version to go with them.
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Positive, any perceived order after Blocks -> Items could change at any time. I've seen people that know what they're talking about (including Lex) say it a million times.
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Just to make sure this fact is known, the only order of registration that you can rely on is Blocks -> Items -> Everything else, in a non-specified order. The order of any other registrations besides blocks and items is subject to change, even between different runs.
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There are no updates for the 1.16.1 mappings currently. It is being worked on.
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How To Add A New Kind Of Tree To The Game In 1.15?
Ugdhar replied to Luo_Shijian's topic in Modder Support
Have you looked at the DefaultBiomeFeatures class? It is in the net.minecraft.world.biome package. It contains methods such as addForestTrees and addOakAndSpruceTrees that you can look at to see how vanilla generates trees. -
The official documentation is not meant to be a tutorial. It's more of a getting started and concepts guide. If you click the "Youtube tutorial step by step" link on that page you linked to, you'll get the txt version of the tutorials.
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Can you run the eclipse gradle task?
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The gradle project is still not setup, if you right-click on the project, select Gradle -> Refresh Gradle Project it should fix that. If it errors, try the gradlew --stop from the commandline in your project folder. If it gives errors after that, please post them so we can see what's up.
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I would start with the MDK, because it looks like you haven't got a mods.toml in your resources anywhere. You are also not using any sort of useful package name. Using the MDK as it comes will start you out with a skeleton project you can edit to your needs. Once you've extracted the appropriate MDK files into a folder, import that folder into eclipse as an existing gradle project. It will do it's thing (if it doesn't, from the cmd prompt in your project folder, try gradlew --stop then refresh gradle projects) When that finishes, run the genEclipseRuns gradle task. Then you'll be ready to rock.
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What would an official example look like? I mean, we can read the sourcecode. . .I don't think it gets more official than that. I've found tons and tons of examples searching the forums and google for what I was looking for, sometimes even finding stuff I didn't know about. And as long as it's a supported version, we are free to ask questions here and on the forge discord. The forge docs give all the information needed to get a workspace setup, and as far as the basics, everyone that's ever made (or tried making) a tutorial at least makes it to blocks and items I guess what I should ask is, what exactly are you looking for? And of course, the forge documentation is on github, so if you'd like something added/changed, you can make contributions/pull requests.
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There's no manual, but you can look at the code of both forge stuff and vanilla MC stuff within your IDE. It is also searchable. Also, if you are unaware, definitely learn features of your IDE like looking up call hierarchy (will show places where the method/field is called from) and looking up type hierarchy (will show the tree of super/subclasses for the selected class). Things like this are invaluable.
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Step 1: Learn Java Here are some links to help you get started Official documentation: https://docs.oracle.com/javase/tutorial/ Absolute basics with an interactive editor: https://www.codecademy.com/learn/learn-java Ongoing online course with assignments: https://java-programming.mooc.fi/ Once you have worked on learning Java for a few weeks, use the Docs link at the top of the forums here, and start from the Getting Started section.
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You should elaborate on this, you will likely get a better response
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It's easy, but also not so easy. Firstly, it's going to be tougher in 1.16.1 with so many srg names still. It made my eyes bleed enough that I gave up, and am waiting for new/better mappings, or the new system to come out so I can at least contribute while my eyes bleed. But the way the overworld does it is in net.minecraft.world.gen.layer the LayerUtil class sets it all up (this is done in the OverworldBiomeProvider constructor) Then the BiomeProvider requests the biome from the layer in its getNoiseBiome method. (it's fairly complicated how it generates the world, you'd have to read through the code, I'm slooooowly working on understanding how the vanilla layer worldgen works) You CAN just override getNoiseBiome in your custom BiomeProvider, and return biomes there however you'd like. There's a reason there aren't "tutorials" all over the internet for doing this, because it's not really simple, no matter how you slice it *edit: Annnnd I missed a few of the methods you were unsure of. That's what I get for trying to think first thing in the am lol. Anyhow, looking at vanilla overworld provider, func_230320_a_ returns a new instance of your BiomeProvider and func_230319_a_ returns a Codec for your BiomeProvider. I can't explain the whole Codec thing in too much detail, because it's still really new to me, but from what I understand it handles serialization/deserialization of data, looks like maybe settings in this case. In the vanilla OverworldBiomeProvider it is set up at the top of the class, maybe someone can explain it, or if you look at it you can implement it.
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The client-extra.jar is the one with the loot tables and such, the second forge jar is the launcher I believe.