Jump to content

Recommended Posts

Posted
  On 12/9/2015 at 12:43 AM, CacaHuate said:

Just was wondering if any one knew how to do this within the actual mod or in the mcmod.info file. Thanks a lot for any feed back given.  ;D

 

Why?

 

I feel that any mucking around with the main menus is not something most users would like.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted

It sounds like the OP wants to run an Xray mod on his client without letting servers know that he's cheating.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted
  On 12/9/2015 at 3:52 AM, jabelar said:

  Quote

Just was wondering if any one knew how to do this within the actual mod or in the mcmod.info file. Thanks a lot for any feed back given.  ;D

 

Why?

 

I feel that any mucking around with the main menus is not something most users would like.

 

I'm making a ghost client and people on hackforums won't help me because they are all douche bags.

Posted

For moral and legal reasons we do not support 'hacking' in any way if you define it as such. So you will not get any support here.

Plus hiding your mod from the mod list is just dumb.

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

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • The problem occurs also in 1.20.1 Forge, but with an "Error executing task on client" instead. I have "Sinytra Connector" installed. On 1.21.5 Fabric, there is no problem. When this happens, the chat message before the death screen appears gets sent, with an extra dash added.
    • Well, as usual, it was user error. Naming mismatch in sounds.json.  Please delete this post if you find it necessary. 
    • Hello Forge community.  I'm running into an issue with a mod I'm working on.  To preface, I can call /playsound modId:name music @a and I can hear the sound I registered being played in game. Great!  However, I cannot get it to trigger via my mod code.    Registration: public static final RegistryObject<SoundEvent> A_WORLD_OF_MADNESS = SOUND_EVENTS.register("a_world_of_madness", () -> new SoundEvent(new ResourceLocation("tetheredsouls", "a_world_of_madness")));   Playback: Minecraft mc = Minecraft.getInstance(); if (!(mc.player instanceof LocalPlayer) || mc.level == null) return; LocalPlayer player = (LocalPlayer) mc.player; BlockPos pos = player.blockPosition(); SoundEvent track = ModSounds.A_WORLD_OF_MADNESS.get(); System.out.println(track); System.out.println(pos); System.out.println(player); // play exactly like the tutorial: client-only, at the player's position try { mc.level.playLocalSound( player.getX(), player.getY(), player.getZ(), track, SoundSource.MUSIC, // Or MASTER if needed 1f, 1f, false ); System.out.println("[DEBUG] playSound success: " + track.getLocation()); } catch (Exception e) { System.err.println("[ERROR] Failed to play sound: " + track.getLocation()); e.printStackTrace(); } Sounds.json:   { "theme_of_laura": { "category": "music", "sounds": [ { "name": "tetheredsouls:a_world_of_madness", "stream": true } ] } } Things I have tried: - multiple .ogg files. Short .ogg files (5 seconds, <100KB).  - default minecraft sounds imported from import net.minecraft.sounds.SoundEvents; These work given my code. No idea why these are different.  - playSound() method, as well as several others in past iterations that did not work   I would be forever grateful if somebody could point me in the right direction. I've looked at several mod github repositories and found extremely similar code to what I'm doing. I've also found several threads in this forum that did not solve my issue. I just cannot figure out what I'm doing differently, and why I'm able to queue sounds manually with playsound but the code won't play it (despite confirming the code is being run with the debug statements.)
    • Delete the tensura-reincarnated/common.toml file (config folder)
  • Topics

  • Create New...

Important Information

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