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Everything posted by Belial
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1.13 took that long because they rewrote most of the Forge. Check out this post:
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Item Generated by ItemBlock's Model Does Not Render
Belial replied to Belial's topic in Modder Support
Nothing different, but here it is (blockstate). I tried both of these (I did create "bookshelf_oak.json" for the first one): Here is the error related to only one block: https://wastebin.party/imuvevojun Also, when the "inventory" part is added, it does not give any errors, but nothing changes. And, I didn't register any model for itemblock. As normal cubic blocks' itemblock can take it without registering anything, I expected the same. If I have to register it with "ModelLoader.setCustomModelResourceLocation", then that is the issue. EDIT: Apperantly, I figured out that I recall wrong. It does not take the model for any block without registering a custom model resource location. I thank you all. -
Item Generated by ItemBlock's Model Does Not Render
Belial replied to Belial's topic in Modder Support
Yes, I meant missing model. No, I didn't register model for the item, but it's itemblock. Isn't itemblock supposed to take block's model? It does for normal cubic blocks. -
I know, this is one of the common issues, but I couldn't manage to show models on the item. Item's model is a huge cube without texture, while block has the correct model and texture. blockstate: assets: I tried adding "inventory" variant with "model" and copying "models/block/bookshelf" to "models/item" both without renaming and renaming it to" bookshelf_oak", but couldn't manage to get it to work. I remember something like "generated" item texture, but I don't remember where I read it and I don't know it is required or not. So, what is the correct way to load items' textures from blockstates, if possible? If not, do I have to create separate models for each with different displays? Thanks in advance.
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As the topic states, what is the proper way for the subblocks? I have a block which changes facing and I'm trying to create subblocks of it for each vanilla wood type. So, 4 directions and 6 wood types result in 24 different metadata. But as far as I know, metadata only support up to 16. I can think of two ways to solve it: 1 - I can separate them like logs, which results in 2 different blocks, first for oak, spruce, birch, jungle and second for acacia and dark oak. 2 - I can create a unique block for each wood variant and save the metadata for only facing. I'm interested in brief explanations of why one would be better than the other. Also, if you have a more proper than both of the ways, I would like to hear it. Thanks in advance.
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Mods working with singleplayer, not with multiplayer
Belial replied to kyokyo866's topic in Modder Support
I was mistaken at first. Server clearly loads all the mods as you can see here: [21:26:40] [Server thread/INFO] [FML]: Attempting connection with missing mods [minecraft, mcp, FML, forge, aether_legacy, biomesoplenty, lucky, orbis_api] at CLIENT [21:26:40] [Server thread/INFO] [FML]: Attempting connection with missing mods [minecraft, mcp, FML, forge, aether_legacy, biomesoplenty, lucky, orbis_api] at SERVER -
Mods working with singleplayer, not with multiplayer
Belial replied to kyokyo866's topic in Modder Support
"C:\Users\Kyokyo\Desktop\Forge Server\.\mods" is equal to "C:\Users\Kyokyo\Desktop\Forge Server\mods" btw. "." just stands for the current folder. [21:26:40] [Server thread/INFO] [FML]: Attempting connection with missing mods [minecraft, mcp, FML, forge, aether_legacy, biomesoplenty, lucky, orbis_api] at CLIENT [21:26:40] [Server thread/INFO] [FML]: Attempting connection with missing mods [minecraft, mcp, FML, forge, aether_legacy, biomesoplenty, lucky, orbis_api] at SERVER is kinda self-handsake, it seems. I don't know purpose of it, but it occurs while server is starting, not joining. If your client doesn't have required mods, server wouldn't let client join. What block and which mod's block was that you were trying to place? -
Mods working with singleplayer, not with multiplayer
Belial replied to kyokyo866's topic in Modder Support
@kyokyo866 I suppose you did install it inside your minecraft folder, right? Server file shouldn't generate versions as I know. Still, this isn't the issue as I recently checked out. -
Mods working with singleplayer, not with multiplayer
Belial replied to kyokyo866's topic in Modder Support
My bad, I thought the server doesn't start when you run "universal.jar". As I checked out, it does. I'm thinking about why it would check "." folder. I will reply if I can find anything. -
Mods working with singleplayer, not with multiplayer
Belial replied to kyokyo866's topic in Modder Support
Create a .txt (text) file, then paste this on that file: @echo off java -jar forge-1.12.2-14.23.4.2759-universal.jar nogui pause then "save as" it and name it "run.bat". Then, run that file to open the server. -
Mods working with singleplayer, not with multiplayer
Belial replied to kyokyo866's topic in Modder Support
I believe your server installation is in the wrong place. Can you show a screenshot of the file browser with a clear path like this? Also, I believe that this is an incorrect category for your problem. -
Definitely not viable, got it. Thanks again.
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As this will be only for our server, we don't need any other mods; but still, as you said, its overkill. Thank you for explaining the reason.
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But, what if I store it in another file than the world file? I know that would be very bad practice but, isn't that possible? I could simply paste it over the world data when it's sent. Of course, this only applies to serverside. But I don't know how I can assign them in memory without editing the game... That would be impossible.
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Now, got it. So, if I send block data without using ID's, that would be probably reinventing what Forge does with less efficiency and that is bad, right?
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I'm not forcing anything to the Forge. I'm forcing those fake ID's to Bukkit. Forge will already have those ID's. Am I wrong?
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There is no way around to achieve it. So, it is the only way to make it. What I do is only intercept the communication of the game. If I override the necessary events on the server side, what could be broken? I won't intercept all the block data, just fake ones.
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I only need them for decorative purposes. That would be enough.
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Yes, Bukkit does not have methods for adding blocks. https://wiki.vg/Protocol#Block_Change But, there are 2 packets about block change. One is block change and the other is multi-block change. It is possible to intercept these with Bukkit. That way, it is possible to show fake blocks and it is used in plugins. So if I edit these and send non-existent blocks, it is possible to show them blocks the server does not have. That is the trick behind it. Thank you, I will check it out.
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I think what I said was quite self-explanatory but alright… But, first of all, I have to state this. When I say “server”, don’t understand it as “minecraft server”. I use “server” as a general term as it should’ve been. In my last post, it’s understood as “minecraft server”, that is why I’m stating this. As I stated in my older comment, I’m doing this for a roleplay server. It might seem irrelevant, but I have to clarify why I’m doing it. We are using Spigot (Bukkit) to accomplish our serverside goals (like rolls, different chat channels etc.). But, we also wanted to add several GUI’s (like character sheet) and new decorative blocks. But without client modification, these are not possible. We considered switching to Sponge, but as Sponge does not have already coded resources (logblock like plugins and the plugins we wrote for our older servers), it requires more work than we should dedicate. So, we decided to code clientside with Forge and connect the two with packets. If we speak of GUI’s, they are easier to maintain. Because we won’t have more than several and they won’t change quite often. But for decorative blocks… Yeah, it is quite a challenge. Because, each time a new block is needed, they need me to add it for both Forge and my packet implementation on Bukkit. This is quite boilerplate. So, to avoid it, I’m generating data for blocks with a Python script, so that way both Client and Minecraft Server can access and use the same data without requiring me to recompile the mod each time. By that way, not only me, also they can add the blocks without serious effort and coding. So, this is the story of it. I did manage to register blocks according to a json file which is downloaded from a server, but textures are not possible without implementing a IResourcePack, as I can see. And to avoid unnecessary usage of the network, I will check both server's and client's versions before downloading them, otherwise, it would be very dumb. I know, this isn’t a good way, this will probably bring me more headaches. But I don’t think any other good way to achieve this. If you have any idea about accomplishing it, I would like to hear it. You might simply say “don’t” or “use Sponge”. I’ve seen several of your comments on similar posts. I’m also okay with them. Thanks, I also expected this. But I wanted a confirmation from you. To implement my own IResourcePack, I have to override getInputStream method. InputStream getInputStream(ResourceLocation location) throws IOException; As you can see, there is a ResourceLocation part. I don't know what it is required for as this is only an interface. I tried to find a usage of ResourcePack but couldn't manage to. (probably there is) So, what is that location stands for? Is that supposed to be a location for FileResourcePack or FoldeResourcePack, if so, I can simply deny it as I will directly feed it with InputStream. But if it's location for anything else, I have to consider that. I hope this clarifies it.
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I know. It will only download them when client and server versions are different. You might say don't reinvent the wheel, use forge's built-in update system, but I don't need and want to update the whole mod whenever a new decorative block is added. As this will be only a clientside mod for a roleplay server, I don't think that would affect that much. My bad, I should've restructured that sentence. I'm including the resource pack in default resource packs on preInit. But, it does not work. I'm not asking why it's not working, I can figure out by myself and I don't think you can figure it out without a proper git repo. But to figure out that, I have to know if resource pack loads or not. So that way, I can focus on the source of the problem. So, is it possible to know when IResourcePack is successfully loaded? When it loads, can I see it in in-game Resource Packs menu like the normal resource packs? If so, that means my resource pack didn't load because I didn't see anything in the in-game menu. Also, is ResourceLocation on getInputStream is resource pack's location or individual asset location?
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Is IResourcePack loads whole resource pack or individual textures? (Just to be sure, I know the name is IReseourcePack, don't gaze your wrath upon me diesieben) Is it requires FileResourcePack or FolderResourcePack? Or does not matter as it would eventually be InputStream? How should I feed it with InputStream? Would only a .zip file work? (I'm downloading the resource pack in preInit, so, instead of File->Inputstream, HttpInputStream should work, I suppose.) Is it possible to check whether IResourcePack loads or not with Resource Packs menu in the game? Or, do I have to load the world or check logs about assets every time if it is not working properly (wrong resource location etc.). These are my questions for now. Thanks.
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Only ones in the red rectangle are installers, others are not. . Changelog shows the changelog for the forge. MDK is for mod development. You can use universal to install it but, it's not an installer, you have to do it manually. So, yes, you should use Windows Installer or Installer buttons to download the installer.
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What do you mean by "virus me"? How do you know it "viruses" you? If you mean this warning, it does not mean it's a virus. If you don't have an antivirus, you probably can't find out a file is a virus or not before installing it.
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I suppose you meant the browser (Google Chrome) by Google. I don't know how you installed it, so prepared a clip about how to install it.