Jump to content

Soo Im New.


Z@Nka

Recommended Posts

Hello everybody!

 

As you might already know I'm new to modding so I'd like to know is there anything specific things i need to know or like a guideline i should use? If anybody have any suggestions, feel free to post them here. Anybody that doesn't know how to start can then read this. :)

 

I'm sorry if i posted this in the wrong place... as i said I'm new.

If I helped then you help, hit that Thank You button or Applaud.

Link to comment
Share on other sites

Start by learning Java. Think of how much Java knowledge you will need, times it by twenty-thousand, then learn that amount of Java.

 

Best way to start modding :D

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

Link to comment
Share on other sites

Yeah i did... slowly but surely going through the tutorials :)

 

*Applauds*

 

I am glad you have some sense! A lot of people come with no experience :/

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

Link to comment
Share on other sites

Yeah i did... slowly but surely going through the tutorials :)

 

We love <3

 

I wrote a post mocking someone who asked for a guide to everything, but even though it's a bit rude it's correct :)

You might find the steps and links useful on your adventure into programming and modding.

http://www.minecraftforum.net/topic/1892328-need-a-highly-detailed-152-guide/

 

If there's one thing else than "learn java/programming basics" that I would tell a beginner it would be learn the debugging basics!

Along with knowing java this will be your number one time saver :)

Heres something I recommend everyone check out, how to use the built-in debugger in eclipse:

http://www.vogella.com/articles/EclipseDebugging/

 

 

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

I know the basics a little. I have an environment set up in eclipse and all the imports done (i think). :)

I also have a good idea for a mod so I'd like to get it working. :D

 

Another question I have is: Are you able to change or overwrite the Mojang code. Let's say I wanted to make a cow breed with dirt (AKA I don't want to make a mod where you breed cows with dirt xD::) ) . Is it possible or am I allowed?

If I helped then you help, hit that Thank You button or Applaud.

Link to comment
Share on other sites

Heres something I recommend everyone check out, how to use the built-in debugger in eclipse:

http://www.vogella.com/articles/EclipseDebugging/

OOh that can come in handy :), altough i know some about debugging and how usefull it can be i always thought i had to learn more about it as i thought i was doing it wrong somehow.

 

Yeah i did... slowly but surely going through the tutorials :)

I remember having little java knowledge that now grew to basic+ java knowledge and next year ill be teached basic-advanced java on school so this "getting to know java" helped me a bit on the first steps. I always keep searching for tutorials, but its sometimes hard to find the correct term to search for.

Link to comment
Share on other sites

Are you able to change or overwrite the Mojang code.  (...) . Is it possible or am I allowed?

Possible: Yes. Allowed: Not really. The problem is other mod compatibility (which is a very high priority thing of Forge modding). Say you've changed some code from the Cow so it can breed with Dirt. What would happen when there is another mod which adds a way for Cows to breed with cobblestone? When the changed code of both of these mods are inserted in someone's minecraft, these will collide. The solution to this is the abilities Forge gives you. Forge has many so-called events, which are basically methods that are fired when certain things happened (or going to happen). One of these events is the OnEntityInteract event, which will trigger when a player right clicks an entity (like a Cow). You can add code in there to allow Cows to do their thing with dirt...

Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

Link to comment
Share on other sites

Another question I have is: Are you able to change or overwrite the Mojang code. Let's say I wanted to make a cow breed with dirt (AKA I don't want to make a mod where you breed cows with dirt xD::) ) . Is it possible or am I allowed?

 

Yes, it's allowed and possible!

By being a coremod and using ASM you can do this.

Here's a guide to Coremods:

http://www.minecraftforum.net/topic/1854988-tutorial-162-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/

 

Be warned, this is NOT for beginners, not for intermediate either :P

It's quite frustrating and can be rather harsh when it comes to crashing, also there's not to many people whom can help you solve errors either.

This is for when you are not so new, for now just know that it's possible but it's a way futher down the road ;)

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

Also I wanted to add this:

http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html

 

It's a look into how minecraft works, start by clicking on the Blocks link which will introduce you to how they work.

From there on work down the list or just reference the post when you are curious about something.

 

I do recommend all beginners to read the one about blocks so I link it here:

http://greyminecraftcoder.blogspot.com.au/2013/07/blocks.html

If you guys dont get it.. then well ya.. try harder...

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
    • When I came across the 'Exit Code: I got a 1 error in my Minecraft mods, so I decided to figure out what was wrong. First, I took a look at the logs. In the mods folder (usually where you'd find logs or crash reports), I found the latest.log file or the corresponding crash report. I read it through carefully, looking for any lines with errors or warnings. Then I checked the Minecraft Forge support site, where you can often find info on what causes errors and how to fix them. I then disabled half of my mods and tried running the game. If the error disappeared, it meant that the problem was with the disabled mod. I repeated this several times to find the problem mod.
    • I have no idea - switch to a pre-configured modpack and use it as working base    
  • Topics

×
×
  • Create New...

Important Information

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