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Posted

I cannot access forge documentation on my android phone and I don't get on my laptop whenever I want so it would be extremely useful if the documentations were in pdf form or something else that was accessible on various platforms other than just desktop

I love solving puzzles and also coding. What a great combo! I also want to have a career in programming when I have gone through university. 9GAG and Quora stand in the way of me ascending from mediocre programmer to ...meh programmer and beyond!

 

I am always looking for fun projects to look at and maybe be a part of. If you have a project and want to co-operate, email me via [email protected]

 

Keep coding :)

Posted

why isnt there a javadoc on the forge files page for the newest version of forge 1.7.10? im using 1.7.10 for modding but im fairly new so the documentation will be handy but there isnt the documentation for the latest forge 1.7.10. Why???

I love solving puzzles and also coding. What a great combo! I also want to have a career in programming when I have gone through university. 9GAG and Quora stand in the way of me ascending from mediocre programmer to ...meh programmer and beyond!

 

I am always looking for fun projects to look at and maybe be a part of. If you have a project and want to co-operate, email me via [email protected]

 

Keep coding :)

Posted

Because we are no longer tied to one version of the crowdsourced mcp mappings and providing on snapshot of the javadocs would be a extreme waste.

Not to mention the fact that the javadocs were 90% of our data storage usage on our files servers for what is extremely redundant data.

 

You can generate them yourself after you setup a workspace and use them for whatever you want and they would be more accurate to your setup then the static ones forge used to ship.

We're also looking for someone to come and build a dynamic website to generate the old style javadocs using the mcp mappings but nobody has stepped forth so it appears nobody cares.

 

TLDR: Its not worth it on our end, and you have the tools to make more accurate documentation yourself.

 

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

How do I generate them

 

I love solving puzzles and also coding. What a great combo! I also want to have a career in programming when I have gone through university. 9GAG and Quora stand in the way of me ascending from mediocre programmer to ...meh programmer and beyond!

 

I am always looking for fun projects to look at and maybe be a part of. If you have a project and want to co-operate, email me via [email protected]

 

Keep coding :)

Posted

After you run setupdecompworkspace you end up with a source jar file for minecraft/forge.

You just feed that into the normal javadocs generator program and you're done.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
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    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
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