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Everything posted by Ugdhar
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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.
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1.7.10 is over 6 years old, and no longer supported. Please update to a modern version to receive support. More information on supported versions can be found in the LTS link at the top of every page (there is also a link within that page explaining changes with the release of 1.16.1)
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[1.16.1] [Solved] Help with new Dimension system
Ugdhar replied to Budschie's topic in Modder Support
This is still being worked on, so even if you cobble something together, there's a good chance it would break in the coming days/weeks while a dimension registration setup is designed/implemented. At the moment, from what I understand, there is only 1 very busy person that has the ability to do mappings stuff, so best thing is to just be patient, and they'll get updated eventually. There is a new system in the works that should make it much easier to update mappings, but again, people working on this for free when they have time, so we have to be patient. As 1.16.1 is still being worked on quite a bit, bugs being found/fixed, etc., there's not a definitive list of changes yet, I'm sure once things settle down, there will be. If you want bleeding edge info and discussion on the new version, I would suggest visiting the forge discord and seeing what's being discussed there. -
Look for NBTExplorer (search google, it's a program someone wrote, I think i found it on the minecraft forums), it will allow you to open nbt files, or folders containing more than one, and browse/search through them. I've only messed with it a little, bit it should be what you need to help you find your box if you can find it in the file, you can probably get the position of it as well. There may be an easier way, or a way with commands, but this isn't something I've had to do myself, so am unsure of the different ways of doing it.
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That is super weird, there are no crashes in those logs, they look like a normal startup. Is there a crashlog file in your .minecraft folder? Maybe try and cause the crash again and repost logs?
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Check out some of the vanilla classes that extend that same class, it looks like LoadingMessageEntry has some of them labeled. Sorry not more help, I haven't done much in the way of rendering myself.
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What version is this for?
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1.12 is no longer supported due to age. Please update to a modern version to receive support (I suggest the latest, esp. with 1.16.1 on the way). More information on supported versions can be found in the LTS link at the top of every page.
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No idea what advancement is crashing the game
Ugdhar replied to ChrisTheBear's topic in Support & Bug Reports
Use an external site to paste/upload it, such as https://gist.github.com/ (that's the one i use, if you prefer pastebin or one of those other things, go for it!) And I would still suggest trying to update your forge to the latest 1.14.4 version, it very well could help, not to mention there are other bug fixes and stuff in the newer ones. -
No idea what advancement is crashing the game
Ugdhar replied to ChrisTheBear's topic in Support & Bug Reports
It doesn't seem to tell in there, from what I can see. You could try posting the debug.log, it may have more information. Also, based on the same line numbers alternating throughout those errors, I would guess there's a chance it could be the recursion error fixed in forge 1.14.4-28.2.13 so you could try updating and see if that helps. -
Try removing OptiFine and OptiForge, they are pretty hacky and could be causing your problem. If it still crashes, please post the new log.
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it looks like the particles for the spawner are created in the net.minecraft.world.spawner.AbstractSpawner class. Check out how they do it there, in the tick() method as far as I can tell. Vanilla classes are a good reference for a ton of things
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setupDecompWorkspace is not used in supported versions. Please update to a modern version 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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You typed the filename incorrectly, the file does not start with the word minecraft And you need to install Java 8 hotspot http://adoptopenjdk.net
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Do not download the launcher, download the installer. If the installer does not work, please post the log (it will be in the same folder as the installer, after you run it, with the same name, but end with .log, possibly .jar if you are in windows and have file extensions turned off, which is the default I believe. But it will say it is a log file)
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Have you tried something already? Are you trying to make armor like the vanilla armors, or armor with a completely custom model? I am not aware of any tutorials showing how to make armor items, however for vanilla-like armors, using the vanilla code as an example should be quite helpful. And then if it does not work as expected, post a link to code and logs here, with explanation of what's wrong. What about the classes (EquipmentSlotType and ArmorMaterial are actually enums) you mentioned are you confused about?
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Minecraft crashes after adding ore generation
Ugdhar replied to kemika1girl's topic in Modder Support
Please post your debug.log (pref as something like a github gist) and the code where you add your ore feature. Best way to share code is a github repository, if you aren't familiar with it, just google for a git/github tutorial, and start using it, you will not be disappointed! Great way to share code (just share a link to the github repository), and branches are great. Even if you don't plan on sharing your code or collaborating, using a git repository locally can save headaches and effort.