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Hola, alguien sabe crear un servidor de forge con mods para minecraft java, llevo 1 mes intentándolo y esque no me funciona.


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Te puedo ayudar, pero necesito mas info.

¿Hosteado en tu PC? ¿En una web de hosting?

¿Que version? ¿Qué problemas tienes? ¿Qué capacidades quieres que tenga el servidor? (Encendido todo el dia/Solo cuando estes tu, cuantos mods quieres, para cuanta gente. . .)

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Hola es muy fácil

Primero descarga y instala Java
https://www.java.com/es/

Después descarga la versión de Forge que quieras usar
https://files.minecraftforge.net/net/minecraftforge/forge/

Abre el instalador con Java
https://prnt.sc/C4KL2MyyhPKl

Nota Si tienes algún antivirus Desactívalo para que el Instalador pueda descargar todos los archivo

Necesitas una PC potente unos 16GB de Ram para poder tener el servidor y jugar al mimo tiempo,

Los servidores Forge son algo inestables por la cantidad de Mods y por la cantidad de recursos que consumen por lo tanto es recomendable siempre usar un Hosting es mas seguro

Te recomiendo layten hosting tienen buenos precios y buen ping son especializado en servidores java bedrock forge y fabric tienen copias de seguridad automáticas y el soporte técnico es en español

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Hace 18 horas, chxr dijo:

Te puedo ayudar, pero necesito mas info.

¿Hosteado en tu PC? ¿En una web de hosting?

¿Que version? ¿Qué problemas tienes? ¿Qué capacidades quieres que tenga el servidor? (Encendido todo el dia/Solo cuando estes tu, cuantos mods quieres, para cuanta gente. . .)

Hola, gracias por ayudar, (1:quiero hostearlo en mi pc pero también me gustaría que unos amigos lo puedan abrir por su cuenta, (2: lo quiero hacer en forge, (3: 1.19.2, (4: el problema que tengo esque cuando se me empiezan ha descargar los archivos no se me descargan al completo, (5: las capacidades que tengan pues la cosa esque valla bien que no se corrompe y cargue a la perfección y sin ningún lag, (6: quieto que este encendido cuando yo y mis amigos estén pero si esta encendido todo el día pues mejor, (7: de mods pues alomejor como 6 o 9, (8: para 12 personas.

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8 minutes ago, Alon6s91 said:

Hola, gracias por ayudar, (1:quiero hostearlo en mi pc pero también me gustaría que unos amigos lo puedan abrir por su cuenta, (2: lo quiero hacer en forge, (3: 1.19.2, (4: el problema que tengo esque cuando se me empiezan ha descargar los archivos no se me descargan al completo, (5: las capacidades que tengan pues la cosa esque valla bien que no se corrompe y cargue a la perfección y sin ningún lag, (6: quieto que este encendido cuando yo y mis amigos estén pero si esta encendido todo el día pues mejor, (7: de mods pues alomejor como 6 o 9, (8: para 12 personas.

Pues para empezar, el querer tenerlo encendido todo el día en tu PC no es recomendable, tanto por los puertos que tendrías que abrir como por el consumo. Necesitarías un buen pC para tener un servidor, jugar y hacer otras cosas a la vez y tus amigos NO podrían encenderlo ellos a no ser que les des acceso remoto a tu ordenador (cosa no recomendable) por lo que en principio te recomendaría un servicio de hosting para el servidor, aunque lo más probable es que tendrías que pagar.

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1 hour ago, chxr said:

Pues para empezar, el querer tenerlo encendido todo el día en tu PC no es recomendable, tanto por los puertos que tendrías que abrir como por el consumo. Necesitarías un buen pC para tener un servidor, jugar y hacer otras cosas a la vez y tus amigos NO podrían encenderlo ellos a no ser que les des acceso remoto a tu ordenador (cosa no recomendable) por lo que en principio te recomendaría un servicio de hosting para el servidor, aunque lo más probable es que tendrías que pagar.

Pero usted me puede ayudar a crear un servidor en forge???

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Como ya he dicho, si. Puedes seguir las instrucciones que te han dejado arriba si lo quieres hacer en tu ordenador, pero seguramente tendrás que hacer cosas como abrir puertos, usar programas como Hamachi o algun tipo de servidor virtual. Además de que tendrás que encargarte TU de encender tu PC y cargar el servidor cada vez que alguien quiera entrar

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    • I am creating a mod that adds new armor sets and changes how armor sets are crafted. When the player interacts with the block it fails to open the gui, but I get no error or stacktrace. All of my registration classes are being called correctly. LightArmorBenchScreen's constructor, render, and renderbg methods are not being called at all. Here is the code: package net.leeveygames.celestial.blocks.custom; import net.leeveygames.celestial.Celestial; import net.leeveygames.celestial.blocks.entity.CelestialBlockEntities; import net.leeveygames.celestial.blocks.entity.LightArmorBenchBlockEntity; import net.minecraft.core.BlockPos; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.entity.player.Player; import net.minecraft.world.level.BlockGetter; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.BaseEntityBlock; import net.minecraft.world.level.block.Block; import net.minecraft.world.level.block.RenderShape; import net.minecraft.world.level.block.entity.BlockEntity; import net.minecraft.world.level.block.entity.BlockEntityTicker; import net.minecraft.world.level.block.entity.BlockEntityType; import net.minecraft.world.level.block.state.BlockState; import net.minecraft.world.phys.BlockHitResult; import net.minecraft.world.phys.shapes.CollisionContext; import net.minecraft.world.phys.shapes.VoxelShape; import net.minecraftforge.network.NetworkHooks; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; public class LightArmorBenchBlock extends BaseEntityBlock { public static final VoxelShape SHAPE = Block.box(0, 0, 0, 16, 12, 16); public LightArmorBenchBlock(Properties pProperties) { super(pProperties); } @Override public VoxelShape getShape(BlockState pState, BlockGetter pLevel, BlockPos pPos, CollisionContext pContext) { return SHAPE; } @Override public RenderShape getRenderShape(BlockState pState) { return RenderShape.MODEL; } @Override public void onRemove(BlockState pState, Level pLevel, BlockPos pPos, BlockState pNewState, boolean pIsMoving) { if (pState.getBlock() != pNewState.getBlock()) { BlockEntity blockEntity = pLevel.getBlockEntity(pPos); if (blockEntity instanceof LightArmorBenchBlockEntity) { ((LightArmorBenchBlockEntity) blockEntity).drops(); } } super.onRemove(pState, pLevel, pPos, pNewState, pIsMoving); } @NotNull @Override public InteractionResult use(BlockState pState, Level pLevel, BlockPos pPos, Player pPlayer, InteractionHand pHand, BlockHitResult pHit) { if(pLevel.isClientSide()) return InteractionResult.SUCCESS; BlockEntity be = pLevel.getBlockEntity(pPos); if (be instanceof LightArmorBenchBlockEntity blockEntity) { ServerPlayer player = (ServerPlayer)pPlayer; Celestial.LOGGER.info("Opening Screen."); NetworkHooks.openScreen(player, blockEntity, pPos); } return InteractionResult.CONSUME; } @Nullable @Override public BlockEntity newBlockEntity(BlockPos pPos, BlockState pState) { return new LightArmorBenchBlockEntity(pPos, pState); } @Nullable @Override public <T extends BlockEntity> BlockEntityTicker<T> getTicker(Level pLevel, BlockState pState, BlockEntityType<T> pBlockEntityType) { if(pLevel.isClientSide()) { return null; } return createTickerHelper(pBlockEntityType, CelestialBlockEntities.LIGHT_ARMOR_BENCH_BLOCK_ENTITY.get(), (pLevel1, pPos, pState1, pBlockEntity) -> pBlockEntity.tick(pLevel1, pPos, pState1)); } }   package net.leeveygames.celestial.screen; import net.leeveygames.celestial.Celestial; import net.leeveygames.celestial.blocks.CelestialBlocks; import net.leeveygames.celestial.blocks.entity.LightArmorBenchBlockEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.world.entity.player.Inventory; import net.minecraft.world.entity.player.Player; import net.minecraft.world.inventory.*; import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.entity.BlockEntity; import net.minecraftforge.common.capabilities.ForgeCapabilities; import net.minecraftforge.items.SlotItemHandler; public class LightArmorBenchMenu extends AbstractContainerMenu { public final LightArmorBenchBlockEntity blockEntity; private final Level level; public LightArmorBenchMenu(int pContainerId, Inventory inv, FriendlyByteBuf extraData) { this(pContainerId, inv, inv.player.level().getBlockEntity(extraData.readBlockPos())); Celestial.LOGGER.info("Creating Light Armor Bench Menu. Client"); } public LightArmorBenchMenu(int pContainerId, Inventory inv, BlockEntity entity) { super(CelestialMenuTypes.LIGHT_ARMOR_BENCH_MENU.get(), pContainerId); Celestial.LOGGER.info("Creating Light Armor Bench Menu. Server"); checkContainerSize(inv, 2); blockEntity = ((LightArmorBenchBlockEntity) entity); this.level = inv.player.level(); addPlayerInventory(inv); addPlayerHotbar(inv); createLightArmorBenchSlots(blockEntity); } private void createLightArmorBenchSlots(LightArmorBenchBlockEntity blockEntity) { Celestial.LOGGER.info("Creating Light Armor Bench Slots."); this.blockEntity.getCapability(ForgeCapabilities.ITEM_HANDLER).ifPresent(iItemHandler -> { this.addSlot(new SlotItemHandler(iItemHandler, 0, 11, 15)); this.addSlot(new SlotItemHandler(iItemHandler, 1, 82, 33)); this.addSlot(new SlotItemHandler(iItemHandler, 2, 133, 33)); }); } // CREDIT GOES TO: diesieben07 | https://github.com/diesieben07/SevenCommons // must assign a slot number to each of the slots used by the GUI. // For this container, we can see both the tile inventory's slots as well as the player inventory slots and the hotbar. // Each time we add a Slot to the container, it automatically increases the slotIndex, which means // 0 - 8 = hotbar slots (which will map to the InventoryPlayer slot numbers 0 - 8) // 9 - 35 = player inventory slots (which map to the InventoryPlayer slot numbers 9 - 35) // 36 - 44 = TileInventory slots, which map to our TileEntity slot numbers 0 - 8) private static final int HOTBAR_SLOT_COUNT = 9; private static final int PLAYER_INVENTORY_ROW_COUNT = 3; private static final int PLAYER_INVENTORY_COLUMN_COUNT = 9; private static final int PLAYER_INVENTORY_SLOT_COUNT = PLAYER_INVENTORY_COLUMN_COUNT * PLAYER_INVENTORY_ROW_COUNT; private static final int VANILLA_SLOT_COUNT = HOTBAR_SLOT_COUNT + PLAYER_INVENTORY_SLOT_COUNT; private static final int VANILLA_FIRST_SLOT_INDEX = 0; private static final int TE_INVENTORY_FIRST_SLOT_INDEX = VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT; // THIS YOU HAVE TO DEFINE! private static final int TE_INVENTORY_SLOT_COUNT = 2; // must be the number of slots you have! @Override public ItemStack quickMoveStack(Player playerIn, int pIndex) { Slot sourceSlot = slots.get(pIndex); if (sourceSlot == null || !sourceSlot.hasItem()) return ItemStack.EMPTY; //EMPTY_ITEM ItemStack sourceStack = sourceSlot.getItem(); ItemStack copyOfSourceStack = sourceStack.copy(); // Check if the slot clicked is one of the vanilla container slots if (pIndex < VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT) { // This is a vanilla container slot so merge the stack into the tile inventory if (!moveItemStackTo(sourceStack, TE_INVENTORY_FIRST_SLOT_INDEX, TE_INVENTORY_FIRST_SLOT_INDEX + TE_INVENTORY_SLOT_COUNT, false)) { return ItemStack.EMPTY; // EMPTY_ITEM } } else if (pIndex < TE_INVENTORY_FIRST_SLOT_INDEX + TE_INVENTORY_SLOT_COUNT) { // This is a TE slot so merge the stack into the players inventory if (!moveItemStackTo(sourceStack, VANILLA_FIRST_SLOT_INDEX, VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT, false)) { return ItemStack.EMPTY; } } else { System.out.println("Invalid slotIndex:" + pIndex); return ItemStack.EMPTY; } // If stack size == 0 (the entire stack was moved) set slot contents to null if (sourceStack.getCount() == 0) { sourceSlot.set(ItemStack.EMPTY); } else { sourceSlot.setChanged(); } sourceSlot.onTake(playerIn, sourceStack); return copyOfSourceStack; } @Override public boolean stillValid(Player pPlayer) { return stillValid(ContainerLevelAccess.create(level, blockEntity.getBlockPos()), pPlayer, CelestialBlocks.LIGHT_ARMOR_BENCH.get()); } private void addPlayerInventory(Inventory playerInventory) { Celestial.LOGGER.info("Creating Player Inventory."); for (int i = 0; i < 3; ++i) { for (int l = 0; l < 9; ++l) { this.addSlot(new Slot(playerInventory, l + i * 9 + 9, 8 + l * 18, 84 + i * 18)); 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import net.minecraft.core.BlockPos; import net.minecraft.core.Direction; import net.minecraft.nbt.CompoundTag; import net.minecraft.network.chat.Component; import net.minecraft.world.Container; import net.minecraft.world.Containers; import net.minecraft.world.MenuProvider; import net.minecraft.world.SimpleContainer; import net.minecraft.world.entity.player.Inventory; import net.minecraft.world.entity.player.Player; import net.minecraft.world.inventory.AbstractContainerMenu; import net.minecraft.world.inventory.ContainerData; import net.minecraft.world.inventory.FurnaceMenu; import net.minecraft.world.item.Item; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.entity.BlockEntity; import net.minecraft.world.level.block.entity.BlockEntityType; import net.minecraft.world.level.block.state.BlockState; import net.minecraftforge.common.capabilities.Capability; import net.minecraftforge.common.capabilities.ForgeCapabilities; 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