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"Libraries failed to download. Try again" message shows up when trying to install minecraft forge 1.17.1

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    • Hello all. I am trying to implement oil into my mod (I know I know, unoriginal). But I just can't seem to get it to work. (System/Minecraft information: Java 17, forge: 1.17.1-37.0.95, mappings: official) I am using DeferredRegisters. In the current configuration, the bucket doesn't do anything most of the time, the block doesn't appear and doesn't flow. I am extending "ForgeFlowingFluid". It seems in LiquidBlock there are two constructors, one deprecated taking in a Fluid, the other takes in a supplier/RegistryObject<Fluid>. Because I am using DeferredRegisters, I have to use the second one, because blocks are registered before fluids. But it seems that in the code, most of it relies on the LiquidBlock.fluid field, which never gets set in the second constructor. I tried hacking in a solution with a "Fixed" version of LiquidBlock: public class FixedLiquidBlock extends LiquidBlock { private static final List<FixedLiquidBlock> liquidBlocksNeedingFixing = new ArrayList<>(); // Check if the supplier is a registry object. If it is, and the value is not null, set the value of the fluid field, else mark it so that it gets set later. public FixedLiquidBlock(Supplier<? extends FlowingFluid> supplier, Properties properties) { super(supplier, properties); try { if (supplier instanceof RegistryObject registryObject && registryObject.get() != null) { try { Class<?> class_ = LiquidBlock.class; Field fluidField = ObfuscationReflectionHelper.findField(class_, "fluid"); fluidField.setAccessible(true); fluidField.set(this, supplier.get()); } catch (Exception e) { throw new RuntimeException(e); } } } catch (NullPointerException ignored) {} liquidBlocksNeedingFixing.add(this); } @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD) private static class FixedLiquidBlockEvents { @SubscribeEvent(priority = EventPriority.LOWEST) // Force the event to be called last // After registration of fluids is finished, set the fluids field. public static void onFluidsRegister(RegistryEvent<Fluid> fluidRegistryEvent) { for (FixedLiquidBlock fixedLiquidBlock : liquidBlocksNeedingFixing) { try { Class<?> class_ = LiquidBlock.class; Field fluidField = ObfuscationReflectionHelper.findField(class_, "fluid"); fluidField.setAccessible(true); fluidField.set(fixedLiquidBlock, fixedLiquidBlock.getFluid()); } catch (Exception e) { throw new RuntimeException(e); } } } } } But clearly what I'm doing is stupid because it still doesn't work. I even tried without my hacky solution, and it still didn't work! Am I doing something wrong? Should I be extending something else? What else should I do?   Code for fluid, OilFluid.java:   public abstract class OilFluid extends ForgeFlowingFluid { protected OilFluid() { super(new ForgeFlowingFluid.Properties( Source::new, Flowing::new, FluidAttributes.builder( new ResourceLocation(MiniTech.MODID, "block/oil_still"), new ResourceLocation(MiniTech.MODID, "block/oil_flow") ).overlay(new ResourceLocation(MiniTech.MODID, "block/oil_overlay")) .translationKey("block." + MiniTech.MODID + ".oil") .color(0xffffff))); } public static class Flowing extends OilFluid { public Flowing() { registerDefaultState(getStateDefinition().any().setValue(LEVEL, 7)); } @Override protected void createFluidStateDefinition(StateDefinition.Builder<Fluid, FluidState> p_76476_) { super.createFluidStateDefinition(p_76476_); p_76476_.add(LEVEL); } @Override public int getAmount(FluidState p_76480_) { return p_76480_.getValue(LEVEL); } @Override public boolean isSource(FluidState p_76478_) { return false; } } public static class Source extends OilFluid { @Override public int getAmount(FluidState p_76485_) { return 8; } @Override public boolean isSource(FluidState p_76483_) { return true; } } } Code for ModBlocks.java:   public class ModBlocks { private static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, MiniTech.MODID); public static final RegistryObject<RefineryFurnaceBlock> REFINERY_FURNACE = BLOCKS.register("refinery_furnace", () -> new RefineryFurnaceBlock(BlockBehaviour.Properties.of(Material.STONE).requiresCorrectToolForDrops().strength(3.5F).lightLevel(litBlockEmission(13)))); // Fluids public static final RegistryObject<LiquidBlock> OIL = BLOCKS.register("oil", () -> new FixedLiquidBlock(ModFluids.OIL, BlockBehaviour.Properties.of(Material.WATER).noCollission().strength(100.0F).noDrops())); public static void register(IEventBus eventBus) { BLOCKS.register(eventBus); } private static ToIntFunction<BlockState> litBlockEmission(int lightLevel) { return (blockState) -> { return blockState.getValue(BlockStateProperties.LIT) ? lightLevel : 0; }; } }  
    • No, no and no. The server knows the sending player, so the UUID is unnecessary. If you really needed to send a player (or any entity) across, you'd send the entity ID, not the UUID. The button name is irrelevant, if anything you'd send an Enum that specifies the button (if multiple buttons needs to be sent). The block position is also known on the server, sending it again only allows for cheats (if you don't validate it on the server, at which point you might as well just not send it at all).
    • take a look at this thread: and then do not place Blocks in the Chunk (= Empty/Void Chunk)   via NBT Files (Note: one nbt file can store a Area of 45*48*48 Blocks, if the Structure is larger you need to divide into several NBT Files), you can take a look at the vanilla Structures like the Nether Bastions if the Structure is fixed you can place the Structure in the ChunkGenerator (but then you need a bit more logic, since with Strucure Generation distance) when you register the Structure you need set the min and max distance between two Structures, you can Simply set the min and max to a large value   not sure if this possible but you can try to remove the Chunks in which the structure was generated, since as you said it is a void dimension, then you could simply generate a new chunk at this point
    • you could re-invent the wheel and do exactly what you said.... or you could use world saved data (link). using it makes a dat file in saves/YourWorldName/data directory.
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