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Modpack 1.20.1 forge crashing
Can you upload full latest.log somewhere? Perhaps some interesting errors are reported just before the crash happens
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Issues with minecraft create mod and structure gel api
Those other mods will need to be downgraded as well then - down to the version in which they supported Create 5. Or you will have to drop the plugins incompatible with Create 6. I know it stings, but you can't have it both ways ยฏ\_(ใ)_/ยฏ
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47.0.4 forge keeps crashing
Wheres the crash tho? I'm guessing you tried pasting in the whole logfile - try uploading it to pastebin or something - or just copy over the relevant part with the crash message
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Forge 1.20.1 Getting missing/unsupported mandatory dependencies
You have downloaded Fabric version of Continuity mod. Grab the Forge version instead: https://www.curseforge.com/minecraft/mc-mods/continuity/files/all?page=1&pageSize=20&gameVersionTypeId=1
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Command/utilmod for printing all executed mixins?
Welp, turns out what I was looking for was already there inside debug log ๐ The logs starting with [mixin/]: Mixing contain what I was looking for. Not exactly the easiest way to grab the data I need, but nothing a bit of greping cannot fix
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Darkos333 started following Command/utilmod for printing all executed mixins?
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Command/utilmod for printing all executed mixins?
Foreword: I am not asking how to develop mods with mixins. The problem: I have been building a large modpack (approaching 400 mods and I haven't finished yet) for a past couple of weeks and (just as expected) I have finally run into some performance issues. I am aware of the existence of spark and Observable, which are excellent tools, but these won't help here. I suspect one of the mods did something silly to one of the Entity (sub)classes and I intend to track it down. Binary chop is not a feasible option here. A single reproduction cycle can take a couple of hours - combine that with the tangled mess of dependencies between the mods and you get the perfect recipe for a huge headache. What I am looking for is a command/tool capable of logging [modid]<->[modified class] pairs. Or at the very least print all involved modid's for a given classname. I am fairly certain this information is already somewhere inside the running instance, I just don't know how to get it out. Can someone point me in the right direction? ๐
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[1.11+] How to make API?
Thank you Draco for your help. This is truly well-written guide, I really appreciate it. I still need some time to fully understand it, but I already have a question: What if I want to expose not only action, but also datatype? Lets say the exposed method expects SomeClass object as its argument. Where should I put SomeClass definition? Should it go into the same package with API class definition?
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[1.11+] How to make API?
I've managed to learn most of the things myself from other modders code shared on github, but this topic is beyond my comprehension: How to make API for my mod? I already have api subpackage with a few classes I wish to be available for outside modders, but I have no idea what is the next step
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Darkos333 changed their profile photo
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net/minecraftforge/client/model/ModelLoader not found
Ahem... what LexManos meant by this, is that one of those mods is causing ClassNotFoundException. Try removing some of them until you nail the troublemaker down - then report the crashlog to this mod's author, telling him that his coremod is broken. On sidenote, coremods may be incompatible with each other, so be aware that not specifically a single mod, but also a combination of some mods from the list may be causing this issue.
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[1.7.10] ASM. Class Transformer. Coremod. A few questions
Q1: Do I really need to setup a separate project for coremod? I just need to alter one forge method, literally one Q2: How can I reference code between the core and standard mods? Can I reference the code both ways? Since these two exist in separate projects I just have troubles imagining how it should work... will putting the compiled jar in Referenced Libraries get the job done? Honestly I don't even think that I could compile a mod with unresolved reference, so... only one way referencing, I guess? Q3: How can I release the coremod and standard mod in the same jar package? I found this: "Optionally, setting FMLCorePluginContainsFMLMod: true, distributes both the core mod and FML mod in a single jar." from http://www.minecraftforge.net/wiki/Core_Mod but I am not sure how to utilize this enigmatic instruction. Does it mean that I need to have both coremod and standard mod projects in the workspace? Honestly I never tried to have more than one mod project in the same workspace, is there anything I should know about it? PS: Since some of you would propably like to know what I am trying to achieve, here is a cookie for you: I want to add a few instructions at the beginning of TileEntityBrewingStand.canBrew() corresponding to, more or less, this code: if(mahpackage.blah.BrewingStandRecipesMaker.matchesAnyRecipe(brewingItemStacks)) return true; Any help would be appreciated
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