Jump to content

2 issues with Eclipse, following "Basic Modding" tutorial


natron77

Recommended Posts

I am following the Basic Modding tutorial on the wiki (www.minecraftforge.net/wiki/Basic_Modding), trying to make a Forge mod for the first time.

Files I'm using: minecraftforge-src-1.4.7-6.6.1.524.zip, jdk1.6.0_39, Eclipse Europa 3.3.2

 

I installed Forge fine (install.cmd completed successfully)

 

When I launch Eclipse, and set the workspace to \forge\mcp\eclipse, I get these errors:

Project 'Minecraft' is missing required library: 'jars/bin/jinput.jar' Minecraft Build path

Project 'Minecraft' is missing required library: 'jars/bin/lwjgl_util.jar' Minecraft Build path

Project 'Minecraft' is missing required library: 'jars/bin/lwjgl.jar' Minecraft Build path

Project 'Minecraft' is missing required library: 'jars/bin/minecraft.jar' Minecraft Build path

Project 'Minecraft' is missing required library: 'lib/argo-2.25.jar' Minecraft Build path

Project 'Minecraft' is missing required library: 'lib/asm-all-4.0.jar' Minecraft Build path

Project 'Minecraft' is missing required library: 'lib/bcprov-jdk15on-147.jar' Minecraft Build path

Project 'Minecraft' is missing required library: 'lib/guava-12.0.1.jar' Minecraft Build

 

Additionally, if I try to follow the next step of the Tutorial (expand the Minecraft src package), the directory is empty.

Link to comment
Share on other sites

No problem, this is an odd one.  ???

 

Here, try this out:

 

-Right-click the project, select Properties

-Go to Java Build Path, Libraries tab

-Are any errors listed? Are the "missing" files there despite what it said earlier?

-If the JARs aren't there, manually add them from \mcp\jars\bin and \mcp\lib. If they are though, first remove them and then re-add them.

 

Let's see if this works out.

Link to comment
Share on other sites

Good, half the problem is fixed! ;D Now for the other half:

 

-Right-click the src you have highlighted in your image, select Properties

-What's the Location and Resolved Location looking like? It should be something like MCP_LOC\src\minecraft & C:\whatever\forge\mcp\src\minecraft respectively

-Click the "Edit..." button next to Location

-Verify that it's actually pointing to \forge\mcp\src\minecraft via "Folder..."

 

Fingers crossed!

Link to comment
Share on other sites

Good, half the problem is fixed! ;D Now for the other half:

 

-Right-click the src you have highlighted in your image, select Properties

-What's the Location and Resolved Location looking like? It should be something like MCP_LOC\src\minecraft & C:\whatever\forge\mcp\src\minecraft respectively

-Click the "Edit..." button next to Location

-Verify that it's actually pointing to \forge\mcp\src\minecraft via "Folder..."

 

Fingers crossed!

 

Both Location and Resolved location are Unknown, and there is no Edit button:

PTzq7W3.png

Link to comment
Share on other sites

*blinkblinks* ...Well, that explains the real problem. ???

 

While this is going on, which Eclipse are you using?

 

Let's tackle this another way then:

 

-Right-click src back in the Project Explorer, Build Path, Configure Build Path (We're going back to Java Build Path, this is just another way to do it for what we want right now)

-Because of what you showed before, the Source tab should be empty of any entries. Does "Add Folder..." and "Edit..." appear?

Link to comment
Share on other sites

Okay, that might actually be part of the problem... Europa is a 2007 release, meant for JRE 5. :(

 

We can go two routes at this point:

 

1.) Scrap Europa and download a newer version of Eclipse, see if it does the same thing with the workspace

2.) Continue working with this, see if we can get anywhere with this, I doubt this compiler is going to be helpful though

 

Assuming you want to continue on this, use Edit and there hopefully will be a "Browse..." button next to Linked Folder Location. Try to get it to match up with your intended directory if there is.

Link to comment
Share on other sites

  • 4 months later...
  • 4 weeks later...

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • The future of Bitcoin recovery is a topic of great interest and excitement, particularly with the emergence of innovative companies like Dexdert Net Pro Recovery leading the charge. As the cryptocurrency market continues to evolve and face new challenges, the need for effective solutions to help users recover lost or stolen Bitcoin has become increasingly critical. Dexdert Net Pro, a specialized firm dedicated to this very purpose, has positioned itself at the forefront of this emerging field. Through their proprietary techniques and deep expertise in blockchain technology, Dexdert Net Pro has developed a comprehensive approach to tracking down and retrieving misplaced or compromised Bitcoin, providing a lifeline to individuals and businesses who have fallen victim to the inherent risks of the digital currency landscape. Their team of seasoned investigators and cryptography experts employ a meticulous, multi-pronged strategy, leveraging advanced data analysis, forensic techniques, and collaborative partnerships with law enforcement to painstakingly trace the movement of lost or stolen coins, often recovering funds that would otherwise be considered irrecoverable. This pioneering work not only restores financial assets but also helps to bolster confidence and trust in the long-term viability of Bitcoin, cementing Dexdert Net Pro role as a crucial player in shaping the future of cryptocurrency recovery and security. As the digital finance ecosystem continues to evolve, the importance of innovative solutions like those offered by Dexdert Net Pro will only grow, ensuring that users can navigate the complexities of Bitcoin with greater peace of mind and protection. Call Dexdert Net Pro now     
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
  • Topics

×
×
  • Create New...

Important Information

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