Jump to content

Recommended Posts

Posted

Hello! I want to figure out how to send a right click entity packet and to click a item in an container packet. For the right click I want to right click an NPC/EnitityPlayer and for the click a item in an inventory I want to be able to click an item in a certain slot of a container. Hope someone can help me out!

Posted
10 hours ago, Luis_ST said:

which version did you use since EntityPlayer class doesn't exist?

Oh my bad it's just in spigot/paper api you use EntityPlayer for NPCs. I just mean how can I right click a entity.

Posted

I'm not sure if I understood your question, what do mean by "how can I right click an Entity". To answer your question aim at the Entity and click the right mouse button...!

Another attempt to answer your question there is EntityInteractEvent.RightClick

Posted
19 hours ago, Luis_ST said:

I'm not sure if I understood your question, what do mean by "how can I right click an Entity". To answer your question aim at the Entity and click the right mouse button...!

Another attempt to answer your question there is EntityInteractEvent.RightClick

Can you show me an example on how to call the event? I'm not trying to figure out when the player right clicks. but how to right click using code.

Posted

Ok I found out some info but I'm not sure if it will work. 

controller.interactWithEntity(player, entity, Hand.MAIN_HAND);

Note: controller is PlayerController

I'm not sure if this will work on a server or if I'm doing it right.

Posted
19 hours ago, Luis_ST said:

there is a method you can overwrite not sure how the method is called look into the Villager class, it's also an example how to open a Container 

ok thanks. but does my method work?

controller.interactWithEntity(player, entity, Hand.MAIN_HAND);

 

Posted
18 hours ago, diesieben07 said:

Stop trying to automate the game from the client side. Write a server side mod and do it properly.

How do you do that? And could you still answer my question? will it work on a server?

Posted (edited)

the code you are using is execute on client and the server will be notified, but you should do this on server and notify the client 

Edited by Luis_ST
Posted
20 hours ago, Luis_ST said:

the code you are using is execute on client and the server will be notified, but you should do this on server and notify the client 

Ok. I don't fully understand what writing a server side mod means. Is there a way you could explain it better? And even if I understood I still don't know how to make a server side mod.

Posted

What we mean by making a server side mod is making a mod thast uses server logic to manipulate the containers directly instead of making a mod that automates things client side, which would be classified as a cheat mod and would make us very sad

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted
17 hours ago, DaemonUmbra said:

What we mean by making a server side mod is making a mod thast uses server logic to manipulate the containers directly instead of making a mod that automates things client side, which would be classified as a cheat mod and would make us very sad

Well I'm not making a hacked client... but I can't prove it to you guys either. I'll try and do stuff more on my own from now on as it seems you don't want to help me since I'm making a "Cheat Mod".

Posted (edited)
8 minutes ago, 8iggy said:

Well I'm not making a hacked client... but I can't prove it to you guys either. I'll try and do stuff more on my own from now on as it seems you don't want to help me since I'm making a "Cheat Mod".

Nobody said that, it suggests it but if you write a normal mod we will help you.

It would also be helpful if you could show a little more of your code so that we can better understand what you are doing, so we could help you
normally you open a container via NetworkHooks#openGui which you should execute on server, the client will be automatically notified to open the associated screen

Edited by Luis_ST
Posted
5 minutes ago, Luis_ST said:

Nobody said that, it suggests it but if you write a normal mod we will help you.

It would also be helpful if you could show a little more of your code so that we can better understand what you are doing, so we could help you
normally you open a container via NetworkHooks#openGui which you should execute on server, the client will be automatically notified to open the associated screen

Ok. So how would I make a INamedContainerProvider? I've never used it so I don't know how to make one.

Posted (edited)

you could use SimpleNamedContainerProvider it's a default implementation
which Container do you want to open?

Edit: as the second parameter you could use a lambda expression with the parameters int, PlayerInventory and PlayerEntity and return the Container you want to open

Edited by Luis_ST
Posted
5 minutes ago, Luis_ST said:

you could use SimpleNamedContainerProvider it's a default implementation
which Container do you want to open?

Edit: as the second parameter you could use a lambda expression with the parameters int, PlayerInventory and PlayerEntity and return the Container you want to open

I'm not sure what container I want to open. Is there a way to get a container with windowId?

Posted (edited)
8 minutes ago, 8iggy said:

I'm not sure what container I want to open

the way i told you, is only for custom Containers, for vanilla Containers you should use ServerPlayerEntity#openMenu

8 minutes ago, 8iggy said:

Is there a way to get a container with windowId?

it is given in the lambda, you should use it, when open a vanilla Container you don't need the id

Edited by Luis_ST
Posted
1 minute ago, Luis_ST said:

the way i told you, is only for custom Containers, for vanilla Containers you should use ServerPlayerEntity#openMenu

it is given in the lambda, you should use it, when open a vanilla Container you don't need the id

Ok let me start over. I don't have a container. No variable, No Title, No Nothing. Now I want get a container. What is the best way to do so?

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • hello i am wanting to know if anyone can help me with this crash happened when i tried to go to bed on server https://pastebin.com/CezfAbAh
    • I accidentally posted this in the ForgeGradle subforum, super sorry. I meant to post it in the regular modders forum. Hopefully it can still reach the right people!
    • I've been trying to make an addon mod for create, but setting up dependencies and trying to add the mod into my mod environment has proven a little difficult for me. Ive been searching this forum and I've seen problems that were close to mine but not exactly mine, searching the error output just yields  people having trouble with their own modid, not an addons. The error while loading Minecraft,  "mods.toml missing metadata of modid create" and  "The Mod File C:Users\user1\data\<mod>\build\resources\main has mods that were not found" My build.gradle file plugins { id 'eclipse' id 'idea' id 'maven-publish' id 'net.minecraftforge.gradle' version '[6.0,6.2)' id 'org.parchmentmc.librarian.forgegradle' version '1.+' } version = mod_version group = mod_group_id base { archivesName = mod_id } // Mojang ships Java 17 to end users in 1.18+, so your mod should target Java 17. java.toolchain.languageVersion = JavaLanguageVersion.of(17) println "Java: ${System.getProperty 'java.version'}, JVM: ${System.getProperty 'java.vm.version'} (${System.getProperty 'java.vendor'}), Arch: ${System.getProperty 'os.arch'}" minecraft { mappings channel: 'parchment', version: '2023.09.03-1.20.1' copyIdeResources = true runs { configureEach { workingDirectory project.file('run') property 'forge.logging.markers', 'REGISTRIES' property 'forge.logging.console.level', 'debug' property 'mixin.env.remapRefMap', 'true' property 'mixin.env.refMapRemappingFile', "${projectDir}/build/createSrgToMcp/output.srg" mods { "${mod_id}" { source sourceSets.main } } } client { // ... mods { other_mod { // ... } // Configures the 'example' mod create { // Add a source set to a mod's sources source sourceSets.main // Merges this configuration and specifies whether to overwrite existing properties merge mods.other_mod, true } } } server { property 'forge.enabledGameTestNamespaces', mod_id args '--nogui' } // This run config launches GameTestServer and runs all registered gametests, then exits. // By default, the server will crash when no gametests are provided. // The gametest system is also enabled by default for other run configs under the /test command. gameTestServer { property 'forge.enabledGameTestNamespaces', mod_id } data { // example of overriding the workingDirectory set in configureEach above workingDirectory project.file('run-data') // Specify the modid for data generation, where to output the resulting resource, and where to look for existing resources. args '--mod', mod_id, '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/') } } } // Include resources generated by data generators. sourceSets.main.resources { srcDir 'src/generated/resources' } repositories { maven { url = 'https://maven.tterrag.com/' } } dependencies { // Specify the version of Minecraft to use. // Any artifact can be supplied so long as it has a "userdev" classifier artifact and is a compatible patcher artifact. // The "userdev" classifier will be requested and setup by ForgeGradle. // If the group id is "net.minecraft" and the artifact id is one of ["client", "server", "joined"], // then special handling is done to allow a setup of a vanilla dependency without the use of an external repository. minecraft "net.minecraftforge:forge:1.20.1-47.3.22" implementation fg.deobf("com.simibubi.create:create-${create_minecraft_version}:${create_version}:slim") { transitive = false } implementation fg.deobf("com.jozufozu.flywheel:flywheel-forge-${flywheel_minecraft_version}:${flywheel_version}") implementation fg.deobf("com.tterrag.registrate:Registrate:${registrate_version}") // Example mod dependency with JEI - using fg.deobf() ensures the dependency is remapped to your development mappings // The JEI API is declared for compile time use, while the full JEI artifact is used at runtime // compileOnly fg.deobf("mezz.jei:jei-${mc_version}-common-api:${jei_version}") // compileOnly fg.deobf("mezz.jei:jei-${mc_version}-forge-api:${jei_version}") // runtimeOnly fg.deobf("mezz.jei:jei-${mc_version}-forge:${jei_version}") // Example mod dependency using a mod jar from ./libs with a flat dir repository // This maps to ./libs/coolmod-${mc_version}-${coolmod_version}.jar // The group id is ignored when searching -- in this case, it is "blank" // implementation fg.deobf("blank:coolmod-${mc_version}:${coolmod_version}") // For more info: // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html // http://www.gradle.org/docs/current/userguide/dependency_management.html } // This block of code expands all declared replace properties in the specified resource targets. // A missing property will result in an error. Properties are expanded using ${} Groovy notation. // When "copyIdeResources" is enabled, this will also run before the game launches in IDE environments. // See https://docs.gradle.org/current/dsl/org.gradle.language.jvm.tasks.ProcessResources.html tasks.named('processResources', ProcessResources).configure { var replaceProperties = [ minecraft_version: minecraft_version, minecraft_version_range: minecraft_version_range, forge_version: forge_version, forge_version_range: forge_version_range, loader_version_range: loader_version_range, mod_id: mod_id, mod_name: mod_name, mod_license: mod_license, mod_version: mod_version, mod_authors: mod_authors, mod_description: mod_description, ] inputs.properties replaceProperties filesMatching(['META-INF/mods.toml', 'pack.mcmeta']) { expand replaceProperties + [project: project] } } // Example for how to get properties into the manifest for reading at runtime. tasks.named('jar', Jar).configure { manifest { attributes([ 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors, 'Specification-Version' : '1', // We are version 1 of ourselves 'Implementation-Title' : project.name, 'Implementation-Version' : project.jar.archiveVersion, 'Implementation-Vendor' : mod_authors, 'Implementation-Timestamp': new Date().format("yyyy-MM-dd'T'HH:mm:ssZ") ]) } // This is the preferred method to reobfuscate your jar file finalizedBy 'reobfJar' } // However if you are in a multi-project build, dev time needs unobfed jar files, so you can delay the obfuscation until publishing by doing: // tasks.named('publish').configure { // dependsOn 'reobfJar' // } // Example configuration to allow publishing using the maven-publish plugin publishing { publications { register('mavenJava', MavenPublication) { artifact jar } } } tasks.withType(JavaCompile).configureEach { options.encoding = 'UTF-8' // Use the UTF-8 charset for Java compilation } -And my mods.toml file  modLoader="javafml" #mandatory loaderVersion="[47,)" license="MIT" [[mods]] modId="mechmod" version="0.0.1" displayName="Create: Mechs" authors="Affe" [[dependencies.mechmod]] modId="create" mandatory=true versionRange="[0,)" ordering="NONE" side="BOTH" [[dependencies.mechmod]] modId="forge" mandatory=true versionRange="[47.1.3,)" ordering="NONE" side="BOTH" [[dependencies.mechmod]] modId="minecraft" mandatory=true versionRange="[1.20,1.21)" ordering="NONE" side="BOTH" [[dependencies.mechmod]] modId="flywheel" mandatory=true versionRange="[0.6.11,0.6.12)" ordering="AFTER" side="CLIENT" I thought I had implemented the code from the "depending on create" section from their github correctly. But I assume I haven't implemented something that is needed. But I don't know what or where. I can also provide any file you think will help with your diagnosis. Any help would be appreciated, cheers!   
    • Yo i might be a lil bit late but on 1.20.6 you can call BuiltInRegistries.ITEMS.getTagOrEmpty(*required tag*) to get an iterable of item holders, this might be possible on 1.18.2 as well. Then you get the items using for(Holder<Item> holder: iterable) or the .forEach(Consumer<Holder<Item>>) method, or convert the iterable to array/list/collection. When you get the holders, use the .get() method to get the items
    • I'm troubleshooting some mods that I want for a single player world in 1.21.4 and I was having trouble with a resource library config crashing my game so I tried another mod and the library config for that was causing crashes as well. I've updated java and forge recently. Both of these dependency mods have caused Exit Code: -1 but I'm using the crash report for the mod that I was originally wanting to use. https://pastebin.com/82FZPwS2
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.