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Found 9 results

  1. Here is my code: @Mod.EventBusSubscriber(modid = Mod.MODID, bus = Mod.EventBusSubscriber.Bus.FORGE, value = Dist.CLIENT) public class PlayerRenderModifications { @SubscribeEvent public static void prePlayerRender(RenderPlayerEvent.Pre evt) { RenderSystem.setShaderColor(0.0F, 1.0F, 1.0F, 1.0F); } @SubscribeEvent public static void postPlayerRender(RenderPlayerEvent.Post evt) { RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F); } } This code is supposed to tint the player blue, however it doesn't tint the player at all (yes i know it only runs in f5 mode or when rendering players in multiplayer). I had also done some testing and it seems if I remove "postPlayerRender" then it tints the player, and also tints everything else that renders after the player (like other entities, clouds, etc.) If you need me to provide other information then go ahead and ask!
  2. FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':processResources'. > Could not copy file 'C:\Users\jedil\Downloads\forge-1.20-46.0.14-mdk\src\main\resources\META-INF\mods.toml' to 'C:\Users\jedil\Downloads\forge-1.20-46.0.14-mdk\build\resources\main\META-INF\mods.toml'. > Failed to parse template script (your template may contain an error or be trying to use expressions not currently supported): startup failed: SimpleTemplateScript1.groovy: 1: Unexpected input: '(' @ line 1, column 10. out.print("""# This is an example mods.toml file. It contains the data relating to the loading mods. ^ This is my mods.toml script: # This is an example mods.toml file. It contains the data relating to the loading mods. # There are several mandatory fields (#mandatory), and many more that are optional (#optional). # The overall format is standard TOML format, v0.5.0. # Note that there are a couple of TOML lists in this file. # Find more information on toml format here: https://github.com/toml-lang/toml # The name of the mod loader type to load - for regular FML @Mod mods it should be javafml modLoader="javafml" #mandatory # A version range to match for said mod loader - for regular FML @Mod it will be the forge version loaderVersion="${46.0.14}" #mandatory This is typically bumped every Minecraft version by Forge. See our download page for lists of versions. # The license for you mod. This is mandatory metadata and allows for easier comprehension of your redistributive properties. # Review your options at https://choosealicense.com/. All rights reserved is the default copyright stance, and is thus the default here. license="${All Rights Reserved}" # A URL to refer people to when problems occur with this mod #issueTrackerURL="https://change.me.to.your.issue.tracker.example.invalid/" #optional # A list of mods - how many allowed here is determined by the individual mod loader [[mods]] #mandatory # The modid of the mod modId="${MCRefined}" #mandatory # The version number of the mod version="${1.0.0}" #mandatory # A display name for the mod displayName="${Minecraft Refined}" #mandatory # A URL to query for updates for this mod. See the JSON update specification https://docs.minecraftforge.net/en/latest/misc/updatechecker/ #updateJSONURL="https://change.me.example.invalid/updates.json" #optional # A URL for the "homepage" for this mod, displayed in the mod UI #displayURL="https://change.me.to.your.mods.homepage.example.invalid/" #optional # A file name (in the root of the mod JAR) containing a logo for display #logoFile="examplemod.png" #optional # A text field displayed in the mod UI #credits="" #optional # A text field displayed in the mod UI authors="${me}" #optional # Display Test controls the display for your mod in the server connection screen # MATCH_VERSION means that your mod will cause a red X if the versions on client and server differ. This is the default behaviour and should be what you choose if you have server and client elements to your mod. # IGNORE_SERVER_VERSION means that your mod will not cause a red X if it's present on the server but not on the client. This is what you should use if you're a server only mod. # IGNORE_ALL_VERSION means that your mod will not cause a red X if it's present on the client or the server. This is a special case and should only be used if your mod has no server component. # NONE means that no display test is set on your mod. You need to do this yourself, see IExtensionPoint.DisplayTest for more information. You can define any scheme you wish with this value. # IMPORTANT NOTE: this is NOT an instruction as to which environments (CLIENT or DEDICATED SERVER) your mod loads on. Your mod should load (and maybe do nothing!) whereever it finds itself. #displayTest="MATCH_VERSION" # MATCH_VERSION is the default if nothing is specified (#optional) # The description text for the mod (multi line!) (#mandatory) description='''${Minecraft, but it's, like, better.}''' # A dependency - use the . to indicate dependency for a specific modid. Dependencies are optional. I tried using --scan or --stacktrace, those were no help. I also tried Ctrl+Alt+S, the template I used did not appear. HELP
  3. Hello everyone , I am trying to develop an AI controlled player with the help of dl4j using reinforcement learning. Unfortunatly when i try to add it to my gradle as shown in this link My Build won't work with this error: A problem occurred starting process 'command 'C:\Program Files\Java\jdk-17\bin\java.exe'' > Could not start 'C:\Program Files\Java\jdk-17\bin\java.exe' > Cannot run program "C:\Program Files\Java\jdk-17\bin\java.exe" (in directory "E:\minecraft_mod\build\reobfJar"): CreateProcess error=206,The filename or extension is too long > CreateProcess error=206, The filename or extension is too long I litteraly just spent 4 hours searching for solutions but none of them would work. The command size limitation made by windows is creating this error , there is a workaround in intelliJ , name "Shorten command lines" but it is only for application lauching. I found this solution for gradle but it also doesn't work. Most of the solution that i found were used for spring application using gradle so i am afraid it need more configuration for forge or it just won't work.
  4. As well all know in minecraft inventory items (that can have more then 1 item amount) show a number once there amount goes above 1 (3 for the acacia plank for example) as shown below: now im trying to not render the item amount I found the following way I could maybe do that: public class CustomItemRenderer extends ItemRenderer{ public CustomItemRenderer(TextureManager textureManagerIn, ModelManager modelManagerIn, ItemColors itemColorsIn) { super(textureManagerIn, modelManagerIn, itemColorsIn); } @Override public void renderItemOverlayIntoGUI(FontRenderer fr, ItemStack stack, int xPosition, int yPosition, @Nullable String text) { if (stack.getCount() > 1) { return; } super.renderItemOverlayIntoGUI(fr, stack, xPosition, yPosition, text); } } when I hover over renderItemOverlayIntoGUI I get the following tooltip in intelij: public void renderItemOverlayIntoGUI( Font Renderer fr, @NotNull » ItemStack stack, int position, int position, @Nullable String text From class: ItemRenderer Renders the stack size and/or damage bar for the given ItemStack. which shows me what I want, to to not render the stack size. but I have no clue how to register this class since it has a super as follows: public CustomItemRenderer(TextureManager textureManagerIn, ModelManager modelManagerIn, ItemColors itemColorsIn) { super(textureManagerIn, modelManagerIn, itemColorsIn); }
  5. The video by LexManos is outdated, and another video I found by SIlentChaos no longer works since forge doesnt use GradleStart
  6. So the following pastebin contains the log file for my last runData run. I have tried many things but i don't understand where the problem is with that projekt because another on works completly fine. I have also tried to reinstall the project from Github. https://pastebin.com/KwAP1yqx https://github.com/Poseidon123123/AdvancedRocket
  7. I tried many things to fix the gradle but ever time I try to run genData, runClient or runServer it fails. In the stacktrace I get an message like : missing mod out of the mod.toml. (The mod I’m programming). Has someone a idea how to fix it so that it got build into the right folder? I tried to reload the project,0 reinstalled from GitHub Code: https://github.com/Poseidon123123/AdvancedRocket
  8. Hello, Im trying to use PythonInterpreter from "jython-standalone" library in my Forge mod. I want to run Python scripts from Java code using Jython. I have added the dependency for jython-standalone in my build.gradle file, but I still get a "NoClassDefFoundError" when I try to use PythonInterpreter. Intellij IDEA does not show any errors in the editor, but the error occurs at runtime. I have tried to sync, rebuild, and invalidate caches, but nothing works. Here is the part of my build.gradle file: dependencies { minecraft 'net.minecraftforge:forge:1.19.2-43.2.4' implementation 'org.python:jython-standalone:2.7.3' } The error: Exception in thread "Thread-11" java.lang.NoClassDefFoundError: org/python/util/PythonInterpreter The part of code: import org.python.util.PythonInterpreter; public class p1 { public static void LoadPart() { PythonInterpreter interpreter = new PythonInterpreter(); ...other I have searched for a solution, but I could not find anything that works for me. what im doing wrong?(Mb I imported this wrong?)
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