Jump to content

Recommended Posts

Posted

Hi, I am trying to develop an addon for a mod but I do not quite understand the dependencies part of the @Mod Annotation. Can someone clarify this for me?

 

 

This is my @Mod Annotation as of now:

 

@Mod(modid="addon", version="0.1", name="Tree Generation Addon", dependencies="required-after:[1.7.10]Mac's Utilities v2.0.1.jar")

 

What is the exact format for this?

Posted

You don't put the name of the jar! The name of the jar is meaningless, and players can rename them to anything they want (as long as it ends in .jar)

Each mod instead has a unique MODID that is used to refer internally to each mod. Yours is "addon" (I recommend changing that to something unique).

 

My mod has a dependency on DrCyano's Base Metals mod. But I don't put "BaseMetals_1.9-2.2.2.jar", I use the modid, "basemetals" - if I want any version. If I want specifically version 2.2.2 , i put "basemetals@[2.2.2]", and if I want 2.2.2 OR LATER I put "basemetals@[2.2.2,)" - yes a square bracket and a round one, it's set notation.

 

I'm pretty sure you can find the modid in the Mods menu.

Posted
  On 5/22/2016 at 4:35 PM, Syndaryl said:

You don't put the name of the jar! The name of the jar is meaningless, and players can rename them to anything they want (as long as it ends in .jar)

Each mod instead has a unique MODID that is used to refer internally to each mod. Yours is "addon" (I recommend changing that to something unique).

 

My mod has a dependency on DrCyano's Base Metals mod. But I don't put "BaseMetals_1.9-2.2.2.jar", I use the modid, "basemetals" - if I want any version. If I want specifically version 2.2.2 , i put "basemetals@[2.2.2]", and if I want 2.2.2 OR LATER I put "basemetals@[2.2.2,)" - yes a square bracket and a round one, it's set notation.

 

I'm pretty sure you can find the modid in the Mods menu.

 

Now that I have it formatted as such,

@Mod(modid="macutiladdon", version="0.1", name="Tree Generation Addon", dependencies="required-after:macid@[2.1.0]")

 

 

Is there anything else I need to do? Because I tried running it, with the correct jar in the mods folder and it doesn't work.

 

it just come up with a screen that says,

 

"Forge Mod Loader has found a problem with you minecraft installation

You have mod sources that are duplicate within your system

Mod Id : File name

macid : [1.7.10]Mac's Utilities v2.1.0..jar

macid : [1.7.10]Mac's utilities v2.1.0..jar"

 

 

The only other place I have the jar is as a referenced library in eclipse.

Posted

That's curious. Unzip your JAR file and have a poke around - has the referenced JAR ended up inside it? If it has, delete it from inside your JAR and figure out what's up with your build process that it's doing that. It shouldn't, for reference.

Posted
  On 5/22/2016 at 5:15 PM, Syndaryl said:

That's curious. Unzip your JAR file and have a poke around - has the referenced JAR ended up inside it? If it has, delete it from inside your JAR and figure out what's up with your build process that it's doing that. It shouldn't, for reference.

 

I can't run the gradlew build command in the command line. this is all in eclipse. Would it help if I provided a list of how I set up the project?

 

My setup process was

 

1. Download src from forge site

2. unzip and place files in a folder.

3. run gradlew setupDecompWorkspace eclipse

4. open eclipse and right click project > Properties > Java Build Path > Libraries > Add External Jar > Select Jar > Open > Apply

Posted

If the library you are adding is a mod, it cannot be in /mods/. Doing so will cause it to be loaded by both eclipse (as library) and forge itself (as mod).

 

Have it elsewhere.

 

As to other "required things" - remember to have deobfuscated jar and attach source.

  Quote

1.7.10 is no longer supported by forge, you are on your own.

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

    • Make a test with another Launcher like the Curseforge Launcher, MultiMC or AT Launcher
    • can anyone help me i am opening forge and add modpacks and then it says unable to update native luancher and i redownlaod java and the luancher it self?
    • 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.)
  • Topics

×
×
  • Create New...

Important Information

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