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Found 22 results

  1. OK, what I need is to be able to take a JSON string, from a config file or data pack, and convert into NBT that can be applied to any arbitrary item (technically, item stack). This could easily be done in 1.12.2 using JsonToNBT.getTagFromJson(String data) like so: NBTFromJsonWrapper(String label, String data) { super(label, label); try { wrapped = JsonToNBT.getTagFromJson(data); } catch (NBTException e) { System.err.println("Exception reading json-nbt string: " + e.getMessage()); wrapped = new NBTTagCompound(); } } However, I can't seem to find a way to do this in newer version, specifically 1.19.4 (though once I'm done updating to that version I plan to be updating the latest 1.20 and 1.21 version). Alternately, of these NBT strings that resemble JSON but are not quite would be just as good, perhaps better: {ench:[{lvl:3s,id:35s},{lvl:5s,id:32s}],Unbreakable:1b,display:{Lore:["Believe it or not, this comes from ","an ancient Vanilla World. "],Name:"Fortuna Major"}} This was previously used for several purposes, one was simply to create purely vanilla potions. The other was to create special items, primarily as trophies albeit practically useful trophies, often in the form of Easter Eggs. (I also had a homebrew system along side it, but I don't think I'll be updating it.) Any help would be appreciated. Surely there is still a way to do this, and codecs do not seem to be the answer.
  2. Hi, I'm new to this sort of thing, I used to use mods all the time before Microsoft bought Minecraft and merged it all together so I'm lost on where to put my mods and everything. I currently have a Mods folder in the Minecraft Java Edition in my XboxGames folder. I downloaded Forge and I have it in that folder and I try to run it and it gives me this error: 'java' is not recognized as an internal or external command, operable program or batch file. If you're struggling to fix the error above, ask for help on the forums or Discord mentioned in the readme. Press any key to continue . . . It also doesn't matter where I have the Mods folder it continuously gives me this error and I would like to know what I'm doing wrong, like I said I'm new to this. Thank you in advance.
  3. Forge version: 50.2.0 Minecraft version: 1.20.6 Downloads: Changelog: (Direct) Installer: (AdFocus) (Direct) MDK: (AdFocus) (Direct) Downloads page Intro: Today, we release our second recommended build for 1.20.6. Even while not being the poster boy of the 1.20 era, Forge 50 was the target of many enhancements to Forge as a whole which have benefited versions that have come before and will come after. Additionally, it has continued to receive several updates that keep it in a good state. This new build of contains a handful of backported convenience features for modders, but also contains many cleanups and bugfixes as well. As the 1.21 lifecycle of Minecraft continues to stabilize, we will continue to maintain active support for the 1.20 versions of the game as described by our tiered support system. This means that until Minecraft 1.22 is released, we will continue to make 1.20 a target for backports, bug fixes, and applicable new features. New: Change tick event to have pre/post classes (#9890) Make HangingSignBlockEntity useable with custom BlockEntityTypes (#10038) Fire `OnDatapackSyncEvent` when a player joins a server (#10077, #10172) Optionally supply FMLJavaModLoadingContext as a param to mod constructors, backport of #10074 (#10083) Before: public MyMod() { // getting the mod bus - uses FMLJavaModLoadingContext var modBus = FMLJavaModLoadingContext.get().getModEventBus(); // registering configs - uses ModLoadingContext ModLoadingContext.get().registerConfig(/* ... */); // ... } After: public MyMod(FMLJavaModLoadingContext context) { // getting the mod bus var modBus = context.getModEventBus(); // registering configs context.registerConfig(/* ... */); // ... } Backport some Vanilla 1.21 `ResourceLocation` methods (#10084, #10405) Use the new fire() and Result#isAllowed/isDenied/isDefault methods from EventBus, backport of #10028 (#10091) Bump CoreMods to 5.2.4, which adds new features such as ES6, better documentation, and long-awaited bug fixes (changelog, #10265, #10265) Skip processing Forge classes in `RuntimeDistCleaner` (#10210) Skip processing Forge classes in `RuntimeEnumExtender` (#10218) Skip processing Vanilla classes in the `CapabilityTokenSubclass` transformer (#10223) Simplify memory usage display on loading screen (#10235) Add a way to render tooltips from Formatted text and TooltipComponents elements, backport of #10056 (#10290) Deprecate `@ObjectHolder` and skip processing internal classes which do not use it (#10230) Add a way to render tooltips from Formatted text and TooltipComponents elements (#10056, #10291) Update Gradle to 8.12.1, reflected in MDK (#10355) Add various extensions to GameTestHelper to make writing game tests easier (#10341) Add VillagerType#registerBiomeType (#10310) Add fast graphics render type to block model jsons, fixes #10389 (#10397) Re-introduce IForgeItem.damageItem when an item takes damage (#10374, #10451) Re-introduce ItemStack Capabilities (#10364) ICapabilitySerializable is unusable with itemstack capabilities. It is up to the modder to save persistent data using data components. Bump various dependencies, which include further cleanup and optmizations (#10387) One notable dependency bump is EventBus, which includes: Reduced memory usage Further performance improvements Unregistered listeners are now immediately reclaimable by the garbage collector, fixes EventBus#39 Add '#forge:chorus_additionally_grows_on' tag for similar mechanics to '#minecraft:azalea_grows_on' but for chorus (#10455) Speed up mod annotation scanning by ~30% (#10468) This was done by using the ClassReader flags SKIP_CODE, SKIP_DEBUG, and SKIP_FRAMES Fixed: Fix boat travel distance being incorrect, fixes #9997 Fix NPE when calling ForgeHooks.getDefaultCreatorModId(ItemStack) on Spawn Eggs, fixes #10002 Cleanup FML Bindings which fixes some minor bugs (#10004) Fix Bogged and Wolf armor not being shearable by custom shears, fixes #10005 Fix ClientTickEvent not firing properly Fix conditional checking swallowing decoding errors when loading registry entries from datapacks, fixes #9995 Fix falling block entities not rendering as moving blocks (#10006) Choose the default JarJar mod file type based on the parent Jar, fixes #8878 (#10021) Fix matrix stack translations for `RenderHighlightEvent` (#10051) Fix `onPlaceItemIntoWorld` always resetting item stack when in creative mode (#10048) Fix network channels not initializing during server transfers, fixes #10067 Add missed @user_jvm_args.txt to run.bat (#10092) Fix highlighted item tooltip rendering twice, fixes #10112 Remove unneeded boat patch, backport of #10061 (#10087) Add client config to allow mipmap lowering to be disabled, fixes #10155, (#10254) Add optional fix of use item duration, disabled by default and found in the server config (#10248) Fix incorrect method reference in TntBlock.explode() (#10329) Fix JOpt Simple needing a strict version requirement declaration (#10314, #10350) Your build.gradle file no longer needs to declare jopt-simple strictly 5.0.4! Fix issues in VillagerTrades.EmeraldsForVillagerTypeItem related to custom Villager Types (#10310) Fix issue with shields not disabling correctly (#10319) This also fixes a long-standing bug since 1.19 where the Warden would be unable to disable shields. Fix corrupted and invalidly symlinked worlds crashing on level select (#10437) Update tag context to AddReloadListenerEvent, fixes using custom tags in GlobalLootModifiers (#10440)
  4. I have an item in my mod which uses a custom wavefront model which is loaded by forges default wavefront loader. Right now I'm just specifying the root transform which looks fine when it's in the players right hand but looks bad when it's rendered in the GUI. Is there any way to specify different transforms for each context in the model json?
  5. I think this changed in 1.20 version and it is not recommended to use LootTableLoadEvent for this purpose from what I understand from the documentation. So what is the preferred method and is there any examples? These somehow link to the resource files still I guess? Has anyone done this with Global Loot Modifiers?
  6. I'm trying to run a few mods, but forge crashes on startup. I've tried taking some of the mods out, but it still crashes even with only one mod in the folder. If I try it without ANY mods, it does start. (Latest) crash log: https://pastebin.com/CdmJXT0x
  7. Hi, I want to create like a flying magical blue orb with good shading, glimmering effect etc. I think I need to use a custom ParticleType and when i was looking into mods that do it like Botania or Ars Nouveau it seems that this is what they're using. But each time I try to adapt their code to mine i face an error regarding ParticleOptions$Deserializer. I'm almost certain that i check their mod in 1.20.x (my forge is in 1.20.6) but the IDE says that Deserializer is not in ParticleOptions Do you have any idea how i might do it and if i'm going into the right thing to do my orb ? Thank you
  8. The game crashed whilst rendering overlay Error: java.lang.RuntimeException: Couldn't watch config file. Tried forge 47.2.20, 50.1.0, and 50.1.12 with the same results. Running on Ubuntu 22.04 LTS, OpenJDK version 21.0.4. Base game launches fine, No mods installed for the moment. debug.log: https://pastebin.com/K103hmKi Edit: followed the instructions in other posts for Code 255: deleting file forge-client.toml with no effect. File reappears with each launch.
  9. I am just trying to make a silly mod of me and my friends as my first mod, can someone please help my incompetent self to why this recipe won't work? { "type": "minecraft:crafting_shaped", "pattern": [ "#@" ], "key": { "#": { "item": "minecraft:paper" }, "@": { "item": "breaking_blocks:drug" } }, "result": { "item": "breaking_blocks:blunt", "count": 3 } }
  10. I've been trying to make a simple mod that increases the spawn rate of zombies on the overworld. I have tried importing the following 3 things: import net.minecraft.world.biome.MobSpawnInfo; import net.minecraft.world.entity.EntityClassification; import net.minecraftforge.event.world.BiomeLoadingEvent; However, these three packages appear to throw errors, giving a "cannot resolve symbol" error for the words "world", "EntityClassification", and "biome". Is there any way I can fix this? I am using intelliJ to write the mod, with forge 1.20.6, with parchment mapping. I've double checked that all the versions line up and are the same, and the client game ran fine without the mod.
  11. Hi, as the title says I am asking for help on how to do it server-side, I know how to do it client-side but it doesn't work the other way around, thanks in advance!
  12. I'm trying to set up Eclipse for modding, I've gotten the 1.20.6 MDK imported into Eclipse, but I'm struggling with errors everywhere. Eclipse doesn't recognize any package names. According to the Forge documentation, Eclipse should install the Mojang and MinecraftForge packages automatically when the project is imported or opened by default. But that doesn't seem to be happening. I haven't changed any settings in Eclipse and haven't done anything to the MDK outside of following setup instructions.
  13. Basically I have the fluid working but the flowing texture isn't the right size. This is what I have in the mcmeta file for the texture: { "animation": { "interpolate": true, "width": 16, "height": 16 } } This is what my FluidTypes class looks like: package net.tenth.factory.fluid; import net.minecraft.resources.ResourceLocation; import net.minecraft.sounds.SoundEvents; import net.minecraftforge.common.SoundAction; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.fluids.FluidType; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.RegistryObject; import net.tenth.factory.Factory; import org.joml.Vector3f; public class FactoryFluidTypes { public static final ResourceLocation SLIME_STILL_RL = new ResourceLocation(Factory.MOD_ID,"block/slime_still"); public static final ResourceLocation SLIME_FLOWING_RL = new ResourceLocation(Factory.MOD_ID ,"block/slime_flowing"); public static final ResourceLocation SLIME_OVERLAY_RL = new ResourceLocation(Factory.MOD_ID, "misc/in_slime"); public static final DeferredRegister<FluidType> FLUID_TYPES = DeferredRegister.create(ForgeRegistries.FLUID_TYPES, Factory.MOD_ID); private static RegistryObject<FluidType> register(String name, FluidType.Properties properties, int tintColor, Vector3f fogColor) { return FLUID_TYPES.register(name, () -> new BaseFluidType(SLIME_STILL_RL, SLIME_FLOWING_RL, SLIME_OVERLAY_RL, tintColor, fogColor, properties)); } public static void register(IEventBus eventBus) { FLUID_TYPES.register(eventBus); } public static final RegistryObject<FluidType> SLIME_FLUID_TYPE = register("slime", FluidType.Properties.create().density(100).viscosity(100).sound(SoundAction.get("splash"), SoundEvents.SLIME_BLOCK_STEP), 0xFFFFFFFF, new Vector3f(69f / 255f, 245f / 255f, 66f / 255f)); The BaseFluidType class: package net.tenth.factory.fluid; import com.mojang.blaze3d.shaders.FogShape; import com.mojang.blaze3d.systems.RenderSystem; import net.minecraft.client.Camera; import net.minecraft.client.multiplayer.ClientLevel; import net.minecraft.client.renderer.FogRenderer; import net.minecraft.resources.ResourceLocation; import net.minecraftforge.client.extensions.common.IClientFluidTypeExtensions; import net.minecraftforge.fluids.FluidType; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; import org.joml.Vector3f; import java.util.function.Consumer; public class BaseFluidType extends FluidType { private final ResourceLocation stillTexture; private final ResourceLocation flowingTexture; private final ResourceLocation overlayTexture; private final int tintColor; private final Vector3f fogColor; public BaseFluidType(final ResourceLocation stillTexture, final ResourceLocation flowingTexture, final ResourceLocation overlayTexture, final int tintColor, final Vector3f fogColor, final Properties properties) { super(properties); this.stillTexture = stillTexture; this.flowingTexture = flowingTexture; this.overlayTexture = overlayTexture; this.tintColor = tintColor; this.fogColor = fogColor; } public ResourceLocation getStillTexture() { return stillTexture; } public ResourceLocation getFlowingTexture() { return flowingTexture; } public ResourceLocation getOverlayTexture() { return overlayTexture; } public int getTintColor() { return tintColor; } public Vector3f getFogColor() { return fogColor; } @Override public void initializeClient(Consumer<IClientFluidTypeExtensions> consumer) { consumer.accept(new IClientFluidTypeExtensions() { @Override public ResourceLocation getStillTexture() { return stillTexture; } @Override public ResourceLocation getFlowingTexture() { return flowingTexture; } @Override public @Nullable ResourceLocation getOverlayTexture() { return overlayTexture; } @Override public int getTintColor() { return tintColor; } @Override public @NotNull Vector3f modifyFogColor(Camera camera, float partialTick, ClientLevel level, int renderDistance, float darkenWorldAmount, Vector3f fluidFogColor) { return fogColor; } @Override public void modifyFogRender(Camera camera, FogRenderer.FogMode mode, float renderDistance, float partialTick, float nearDistance, float farDistance, FogShape shape) { RenderSystem.setShaderFogStart(0.5f); RenderSystem.setShaderFogEnd(6f); } }); } } And finally the screenshot presenting the issue: Any help is more than appreciated.
  14. I managed to import the 1.20.6 MDK into Eclipse, but Eclipse is constantly complaining that no types or imports are valid even though I haven't modified anything in the project yet. It's important to note that running gradlew build results in a working mod jar, even though in Eclipse nearly every line has at least one error on it, so presumably this is a problem with Eclipse itself, not the project as a whole. I've been trying to fix this problem for over 2 weeks now and haven't made any noticeable progress. I've tried running every Gradle task I could possibly think of, including some that aren't even included in the version of the MDK I'm using. I've looked all over the internet for potential solutions, yet none of them have helped. I've made no visible progress ever since I got the MDK into Eclipse. I followed the instructions at https://docs.minecraftforge.net/en/1.20.x/gettingstarted/ as well as those in the README included in the MDK.
  15. Hello everyone!! I have a problem with the game clashed exit code 1 . I have tried the basic solutions that I know from the internet: 1.) delete and reinstall JAVA 8 & JAVA 17 2.) delete and reinstall Minecraft 3.) delete all resourcepacks,mods,and shaderpacks and 4. ) reset my PC which doesn't work in every way. But I noticed that when I installed Minecraft forge, there were no mods folder in the .Minecraft folder sometimes. Can you help me solve this problem, please? https://ibb.co/N159q70 https://ibb.co/4Jz79qs
  16. Trying again to get into Minecraft modding, I was able to import the Forge MDK into Eclipse after some confusion, but all of the imports in ExampleMod.java are highlighted in red with an error saying they can't be resolved, and all references to any type can't be resolved either. Any type, including String. Only the simplest types like int, along with types defined in the same package work fine. I tried right-clicking on the project, going to Gradle > Refresh Gradle Project and also running gradlew --refresh-dependencies but neither of those seem to have had any noticeable effect. The mod builds just fine in spite of the errors, though I doubt I'll be able to get anything done with Eclipse constantly screaming at me.
  17. I'm making a mod which involves certain blocks having directional properties, however for some reason my IntelliJ is unable to recognise the public enum Direction. I've dug around a bit and it recognizes some other classes in net.minecraft.core just fine (BlockPos for example). Without being able to use Direction I'm pretty much unable to use things like BlockState.isFaceSturdy. Could I have set up my Gradle wrong somehow? Is it something else? Are there any workarounds?
  18. I'm trying to create a mod that involves directional blocks, but IntelliJ is giving an error - "cannot resolve symbol 'Direction'". It offers me several "Direction" classes from various unrelated packages, but not the Direction enum from net.minecraft.core. Upon further investigation, it seems that although it has imported other classes from net.minecraft.core fine, enums such as Direction or RedstoneSide aren't being imported. I've tried to bodge around it, but I can't find a way to make BlockState.isFaceSturdy usable without it, as Direction is one of the input arguments. Why would Gradle import net.minecraft.core, but not import its enums? What file could I have set up wrong? (Alternatively, I would be satisfied with a workaround for BlockState.isFaceSturdy if there is somehow no fix for this.)
  19. Recently after I update my mods to latest Forge MDK version, and update server to latest Forge, and then replace old mods versions with new ones, once when I start server I get these messages: I am not familiar with what this error is and how to resolve it. Is this something that has to be done on server or I need to add some migration code to my mods?
  20. I have been experiencing a bug when trying to load the latest 1.20.6 mod development kit. The project can't be configured because it's looking for a minecraftforge jar file that doesn't exist. This is preventing anything from loading. The link in question that doesn't exist: https://maven.minecraftforge.net/org/lwjgl/lwjgl-freetype/3.3.3/lwjgl-freetype-3.3.3-natives-macos-patch.jar I am using intellij
  21. Forge version: 50.1.0 Minecraft version: 1.20.6 Downloads: Changelog: (Direct) Installer: (AdFocus) (Direct) MDK: (AdFocus) (Direct) Downloads page Intro: Continuing the strong cadence of solid improvements on 1.20.x versions, we focused especially on the developer experience for 1.20.6. We've delivered a new decompiler, unified official MojMap mappings everywhere, cleaned up more patches and worked with devs to make our networking APIs better support multiplatform mods and Vanilla's latest features. The new decompiler has improved formatting and much better support for newer Java features. This took weeks worth of effort from multiple team members to redo all the patches to support this (albeit, we still did this much faster than the competition), but we believe it was worth it in the end. Additionally, by having the same official MojMap mappings everywhere, mod devs have less required steps to build their mods and troubleshooting crash reports in production is easier. Setting 1.20.6 aside for a moment, we haven't forgotten about older versions! We continue to actively backport new features and make fixes for older versions where possible - meaning you can adopt some breaking changes incrementally instead of being forced to deal with all of them lumped in with an MC port, and you don't need to chase the latest MC or go out of your way to manually backport things yourself to take advantage of some of the things we're doing on newer versions. More than ever, Forge remains an excellent choice for devs who want to focus on their mods. New: New decompiler Supports newer Java features and has improved formatting Runtime official mappings Better troubleshooting experience as logs and crash reports now have human-readable names in production No need to reobf your mod as a developer. Mixin refmaps are also unnecessary. New AccessTransformers Much simpler implementation, no longer relies on ANTLR Significant performance improvements Add ModelLayers patch back (#9962) Update SimpleChannel to make StreamCodecs easier (#9959) Rework networking so that RegistryFriendlyByteBuf is useable for modders Simple support for StreamCodec in SimpleChannel Codecify all Forge packets Make simpler builder pattern for SimpleChannel. Will eventually deprecate the old MessageBuilder as it's verbose and poorly written. Implement entity-aware armor model and texture hooks. Closes #9960 Remove ICustomPacket and add PayloadChannel. (#9972) New PayloadChannel that uses the vanilla payload Type for packet distinction Implement the minecraft:register/unregister channels using the new PayloadChannel New generic channel builder function allowing people to implement channels however they want. Add GatherComponentsEvent (#9944) Fixed: Fix custom payloads not being handled on the server in the game state. Closes #9948 Fix villagers not opening trade GUIs. Closes #9946 Fix MDK by bumping FG and disabling reobf tasks Fix LAN server IPs being duplicated Fix connecting to vanilla servers due to misapplied patch. Fix canApplyAtEnchantingTable null pointer. Closes #9956 Bump SecureModules for package info and multi-release jar fixes. Fix RenderTarget stencil patch location. Fixes #9965 Fix shields not working correctly. Fixes #9966 Filter paths discovered by ServiceProvider in ClasspathLocator. Closes #9899 Fix Melons/Pumpkins not growing correctly. Fix potion brewing having arguments reversed. Closes #9970 Fix canceling MobSpawnEvent.FinalizeSpawn causing a NPE. Closes #9971 Ignore jar files in the mods folder that are not Forge mods. Closes #9968 Make RegistryObject.getHolder lazy, should help cases where vanilla registries use holders from other vanilla registries. Closes #9961 Fix finalizeSpawn's return value not being used correctly. Closes #9964 Fix powered rails not propagating correctly. Fix screen layering and re-add the test. (#9978) Fix RenderHandEvent firing with incorrect hand and item for offhand items. (#9977) Fix NPE in HurtByTargetGoal when mods set targets to null. Closes #7853 Fix crash when reloading a world that uses custom placed features. Closes #9979 Add File.exists check to ConfigFileTypeHandler. Closes #9976 Make OpenContainer and SpawnEntity packets process on main game thread. Move Creative Inventory page count to fix issue with partially transparent tooltips. Closes #9983 Fix CustomizeGuiOverlayEvent.DebugText and CustomizeGuiOverlayEvent.Chat not being fired. (#9982) Removed: Remove deprecated compressLanIPv6Addresses config option (#9949) LAN IPv6 addresses are always compressed these days, so this config option is redundant Remove zombie chance config options (#9950)
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  22. Wish you could make huge wheat fields easily and fast? Or wide roads by just walking? Or maybe you have hard time finding spawners or slime chunks? This mod can do that for you! This mod adds some useful tools for farming, mining and world building. This mod is not far from vanilla Minecraft. It mostly adds quality of life improvements. More information down under in the video and here on the curseforge page. There's also topic on minecraft forum, but I wanted to share it here too. You can download the mod from here. Just recently updated the mod for 1.16.3 and 1.16.5. Going to create a version for 1.17.x too. changelog is update regularly in the curseforge files page. I would like to get some feedback on the mod, what you like or don't like? What other tools could fit in the mod? Mod spotlight by Kaeden
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