Jump to content

Minecraft Forge API high level questions and clarification


iirubixii

Recommended Posts

question, new to PC Minecraft but not Java (i don't get to do any web app stuff at work though). I'd like to ask some clarifying questions about how MC and mods run at a high level view before diving in as I haven't modded anything before. I am looking to start playing/modding since I want a new project to work on here and there. Thanks to anyone who can help answer my questions / correct my understanding of the backend.

After reading docs, it seems that servers are just fat jars distributed from Mojang. Mods / plugins are distributed from users as jars. You can install Minecraft Forge using their installer. Does the MC Forge installer just give you a repackaged Mojang server jar that includes their API? 

After MC Forge is installed, you can include users jars into their mod directory that is now on your server, then you need to have the JRE restart the app to load the new dependencies. From what I can see, it seems like it is working like a glorified Maven build tool behind the scenes, as it is seems to be in charge of managing all the dependencies gracefully.


How are users creating their mods from scratch, are users decompiling mojangs servers fat jars and starting there for their mods? As in, if I wanted to create a mod that introduced a new custom mob, wouldn't I need to somehow look at how actual mobs are being built by decompiling then make a similar model and repackage the jar and rerun the app? 

If I didn't want to make it from scratch, I use MC Forge MDK and an API like https://maven.thiakil.com/forge-1.12-javadoc/net/minecraft/item/Item.html to create new item as an asset, register it, and upload jar to the MC Forge directory in the server and it should handle it all nicely between client/server, is that right? I am still going through the docs and just taking a browse before I buy the game and try to setup their hello world program they have for creating your first mod.

Link to comment
Share on other sites

Quote

After reading docs, it seems that servers are just fat jars distributed from Mojang. Mods / plugins are distributed from users as jars. You can install Minecraft Forge using their installer. Does the MC Forge installer just give you a repackaged Mojang server jar that includes their API? 

It downloads the mojang jar(s) at installation and modifies them. You still need a minecraft license.

 

How are users creating their mods from scratch, are users decompiling mojangs servers fat jars and starting there for their mods? As in, if I wanted to create a mod that introduced a new custom mob, wouldn't I need to somehow look at how actual mobs are being built by decompiling then make a similar model and repackage the jar and rerun the app? 

The mdk is an example mod. You actually just need ForgeGradle that the mdk uses. Mods are gradle projects.

https://docs.minecraftforge.net/en/latest/gettingstarted/

 

Forge for 1.12 is old and no longer supported. Use 1.18.2 if you are getting started. 

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Link to comment
Share on other sites

2 hours ago, iirubixii said:

Does the MC Forge installer just give you a repackaged Mojang server jar that includes their API?

Sort of, but they do not distribute the MC code, the installer decompiles/deobfuscates/patches/reobf/recompiles the MC code.

2 hours ago, iirubixii said:

How are users creating their mods from scratch, are users decompiling mojangs servers fat jars and starting there for their mods?

More or less, the problem here is that historically when it's done this way, mods aren't as likely to be compatible with one another as using an API like Forge.

2 hours ago, iirubixii said:

If I didn't want to make it from scratch, I use MC Forge MDK and an API like https://maven.thiakil.com/forge-1.12-javadoc/net/minecraft/item/Item.html to create new item as an asset, register it, and upload jar to the MC Forge directory in the server and it should handle it all nicely between client/server, is that right?

As someone above mentioned, I would use a modern version, as old versions aren't supported on here (manpower, pushing to use new stuff for features/bug fixes/security/etc). Using forge would make it easier for your mod to play well with other (Forge) mods. It is still up to the developer to make sure they're not running client-side code (i.e. models/sound/textures) on a dedicated server.

https://wiki.mcjty.eu/modding/index.php?title=Main_Page might give you some useful information, especially if you're already familiar with Java. I would also suggest browsing the forge docs https://docs.minecraftforge.net/en/latest/, the getting started section will get you up and running, and it explains other things such as registries and sides.

And if you run into issues, post your code to Github as a working repo (makes it easier for people to help debug), describe your problem in a support post on here, and chances are good someone will be able to help fix it.

Edited by Ugdhar
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

    • so i just got this crash report and i dont mod a lot so i literally have no idea what to do to fix this
    • Hello, I was trying to play a MOD in my preferred language, but I see that only some items are translated, and I go to debug and I get this information (the only thing that is translated is the bestiary):   [14sep.2024 17:14:36.415] [Render thread/WARN] [net.minecraft.client.resources.language.ClientLanguage/]: Skipped language file: mowziesmobs:lang/es_es.json (com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Expected name at line 394 column 2 path $.config.mowziesmobs.ice_crystal_attack_multiplier) [14sep.2024 17:14:36.421] [Render thread/WARN] [net.minecraft.client.resources.language.ClientLanguage/]: Skipped language file: iceandfire:lang/es_es.json (com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 1349 column 4 path $.iceandfire.sound.subtitle.dragonflute)   Is that the reason why everything is not translated? , and is there any way to fix it? Thanks
    • I got my model to render from the models renderToBuffer method. But still not quite what I want. I want to render the model from my renderer's render method. I feel that having access to the renderer and its methods will open some doors for me later down the line. //EntityRendererProvider.Context pContext = ; I want this //ToaPlayerRenderer render = new ToaPlayerRenderer(pContext, false); // if I can get the above line to work, having the methods from the renderer class would be incredibly helpful down the line RenderType rendertype = model.renderType(p.getSkinTextureLocation()); // this should be something like render.getTextureLocation() VertexConsumer vertexconsumer = buffer.getBuffer(rendertype); model.renderToBuffer(stack, vertexconsumer, paLights, 1, 1, 1, 1, 1); // I don't want the render to happen here since it doesn't use the renderer //model.render(p, 1f, pTicks, stack, buffer, paLights); I want to render the model using this It is certainly getting closer though. Probably. I am still worried that even if pContext is initialized this new instance of the renderer class will still hit me with the classic and all too familiar "can't use static method in non-static context"
    • Hello, I am learning how to create Multipart Entities and I tried creating a PartEntity based on the EnderDragonPart code. However, when I tested summoning the entity in the game, the PartEntity appeared at position x 0, y 0, z 0 within the game. I tried to make it follow the main entity, and after testing again, the part entity followed the main entity but seemed to teleport back to x 0, y 0, z 0 every tick (I'm just guessing). I don't know how to fix this can someone help me? My github https://github.com/SteveKK666/Forge-NewWorld-1.20.1/tree/master/src/main/java/net/kk/newworldmod/entity/custom Illustration  https://drive.google.com/file/d/157SPvyQCE8GcsRXyQQkD4Dyhalz6LjBn/view?usp=drive_link Sorry for my English; I’m not very good at it. 
  • Topics

×
×
  • Create New...

Important Information

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