Jump to content

Help! Information need for running modded 1.18.1 Forge Server Mods


xoclipse

Recommended Posts

Hello! 

I am fairly new to a lot of networking server stuff as well as minecraft, I was hoping someone would be able to help me.

Ive successfully used the terminal on Mac OS X to start a server, and have had people connect to my server.

I am trying to get a mod to run on my server, and have placed the mod in the server directory(created new file called mods) as well as on the client side inside of application support.

The mod I am trying to run is the Mr. Crayfish Gun mod.

If I open a single player game, I am able to see the weapons, and they have ammo inside of them, and im able to fire them and it seems normal.

 

Once I join my server, I am able to see the weapons, but they have no ammo.  I read about his mod pack and how your supposed to be able to craft the weapons with a work bench, I am able to put the workbench in my tool bar but when I try to place it in the game, it disappears instantly.

If I try to /give ***** bullet it says that there is "no such item"

 

Im guessing that my server is not running on forge, and im able to connect to it via my client and viewing the mods on my thing, but they are not interacting inside the server.

 

Hoping someone would be able to give me some information about getting this going. Ive tried to run the forge server installer but im not sure where I need those files to end up.

 

Thanks in advance, any links or info would be greatly appreciated.

-C

Link to comment
Share on other sites

Also to the mods: thanks ahead of time, read the constantly asked questions pinned post but couldn't figure it out.

If im going to create a new forge server, will this entirely replace my older server than I had going thru ngrok?


digging through the libraries folder generated, guessing I need to start somewhere in here?

Libraries/net/mincraftforge/forge/1.18.1?

 

Link to comment
Share on other sites

I start it with the terminal in OS X, and use ngrok to host it.  I followed this guys steps https://www.youtube.com/watch?v=KNVa3yFIW6o

I use a command file to start the terminal and server, than I open another terminal window to connect the ngrok

 

I tried yesterday using aternos which looks like a pretty decent free option for hosting. Hadn't done that before. The ram allotment seemed low though, and it was nice to have my server running on my computer.

 

 

Link to comment
Share on other sites

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

    • Try deliting feur builder  It caused this issue in my modpack
    • I am not using hardcoded recipes, I'm using Vanilla's already existing code for leather armor dying. (via extending and implementing DyeableArmorItem / DyeableLeatherItem respectively) I have actually figured out that it's something to do with registering item colors to the ItemColors instance, but I'm trying to figure out where exactly in my mod's code I would be placing a call to the required event handler. Unfortunately the tutorial is criminally undescriptive. The most I've found is that it has to be done during client initialization. I'm currently trying to do the necessary setup via hijacking the item registry since trying to modify the item classes directly (via using SubscribeEvent in the item's constructor didn't work. Class so far: // mrrp mrow - mcmod item painter v1.0 - catzrule ch package catzadvitems.init; import net.minecraft.client.color.item.ItemColors; import net.minecraft.world.item.Item; import net.minecraftforge.registries.ObjectHolder; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.client.event.ColorHandlerEvent; import catzadvitems.item.DyeableWoolArmorItem; @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public class Painter { @ObjectHolder("cai:dyeable_wool_chestplate") public static final Item W_CHEST = null; @ObjectHolder("cai:dyeable_wool_leggings") public static final Item W_LEGS = null; @ObjectHolder("cai:dyeable_wool_boots") public static final Item W_SOCKS = null; public Painter() { // left blank, idk if forge throws a fit if constructors are missing, not taking the chance of it happening. } @SubscribeEvent public static void init(FMLClientSetupEvent event) { new Painter(); } @Mod.EventBusSubscriber private static class ForgeBusEvents { @SubscribeEvent public static void registerItemColors(ColorHandlerEvent.Item event) { ItemColors col = event.getItemColors(); col.register(DyeableUnderArmorItem::getItemDyedColor, W_CHEST, W_LEGS, W_SOCKS); //placeholder for other dye-able items here later.. } } } (for those wondering, i couldn't think of a creative wool helmet name)
    • nvm found out it was because i had create h and not f
    • Maybe there's something happening in the 'leather armor + dye' recipe itself that would be updating the held item texture?
    • @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Pre e) { e.setCanceled(true); model.renderToBuffer(e.getPoseStack(), pBuffer, e.getPackedLight(), 0f, 0f, 0f, 0f, 0f); //ToaPlayerRenderer.render(); } Since getting the render method from a separate class is proving to be bit of a brick wall for me (but seems to be the solution in older versions of minecraft/forge) I've decided to try and pursue using the renderToBuffer method directly from the model itself. I've tried this route before but can't figure out what variables to feed it for the vertexConsumer and still can't seem to figure it out; if this is even a path to pursue.  The vanilla model files do not include any form of render methods, and seem to be fully constructed from their layer definitions? Their renderer files seem to take their layers which are used by the render method in the vanilla MobRenderer class. But for modded entities we @Override this function and don't have to feed the method variables because of that? I assume that the render method in the extended renderer takes the layer definitions from the renderer classes which take those from the model files. Or maybe instead of trying to use a render method I should be calling the super from the renderer like   new ToaPlayerRenderer(context, false); Except I'm not sure what I would provide for context? There's a context method in the vanilla EntityRendererProvider class which doesn't look especially helpful. I've been trying something like <e.getEntity(), model<e.getEntity()>> since that generally seems to be what is provided to the renderers for context, but I don't know if it's THE context I'm looking for? Especially since the method being called doesn't want to take this or variations of this.   In short; I feel like I'm super super close but I have to be missing something obvious? Maybe this insane inane ramble post will provide some insight into this puzzle?
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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