Jump to content

Recommended Posts

Posted

Hey all. I've been using a combination of Forge and Liteloader for some time now. I'm not sure when or why this issue occurred, but suddenly I have "Minecraft Coder Pack" installed, when I never installed it. I view it in my Forge Mods area, it will not allow me to disable it. I've reinstalled forge, and minecraft itself; still not solved the issue. I just really want to uninstall it or at the least, disable it, as it's become a hindrance to me. Thanks.

 

If I cannot Remove or disable this, wish I'd really prefer to, I at least need help with key configuration. I searched for hours, but now whenever I press my f3 key the damned console opens. I really need my f3 key for its original intended purposes, and need to change this. Please help me. 

Posted
  On 1/22/2018 at 5:59 PM, diesieben07 said:

Minecraft Coder Pack is part of Forge. The "mod" itself is just a placeholder, it does not do anything. You cannot disable it.

 

Regarding the F3 key, that is not Forge's doing, but some mod you have installed.

Expand  

I've checked in all my options and all my mods. and it's not a place holder it lets you code things. I just really need to know how to fix it

Posted
  On 1/22/2018 at 6:22 PM, diesieben07 said:

Yes, MCP is a tool that is used during development of Forge. It is not a mod. The entry in your mod list is simply a placeholder to keep a note of it's importance during the development process.

Expand  

So, I only have Schematica and liteloader (which contains gamma bright and macros) but I've gone into all of them, and all their folders, all their settings and idk how to get rid of it. This is the screen that opens when I press f3. 

2018-01-22.png

Posted

so far with just forge, and lite loader( nothing on it) issue hasnt resumed...gonna reinstall my other liteloader mods one at a time, hope for the best

 

Posted

@diesieben07 So, the issue seems to come from Macros. I've looked all over in the macros files but cannot figure how to fix that issue. Also, even uninstalling macros, my f3 key no longer works to open up the console that shows ur x, y, z coordinates and so on

Posted

its especially weird becuase I never had this issue with the macros until yesterday, been using it for over a month

Posted

So I've temporarily given up on the macros, I guess. Because I just want to play right now. But, my f3 key still isnt serving its originally intended purpose of opening the coordinate/debug console

 

Posted

Just as a note, when you install Forge you will see 3 'mods' installed. Forge, FML, and MCP. The FML/MCP mods are there just to give credit where credit is due as those are projects necessary to create Forge. They are not actual mods that run anything. Just entries in the mod list to be nice and give credit. {Well, FML runs things, but its all the Forge project now}

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

  • 1 year later...
Posted

Please don't Necro old threads, if you have an issue make your own.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

  Reveal hidden contents

 

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hey man,    i have only been modding Minecraft for a few days but maybe I can help you. First of all make sure to follow every step of Kaupenjoe's tutorial, I found it to been very helpful and complete. The game uses the raw translation key for the item (in your case "item.testmod.alexandrite") if it can't find the correct lang file. Make sure it's name is "en_us.json" and it is saved under "ressources" -> "assets" -> "testmod".
    • whenever I try to get this item to render into the game it appears with the not texture purple and black squares and calls itself by the lang translation file path instead of the name i gave it.   { "item.testmod.alexandrite": "Alexandrite" } this is the lang json file package net.Hurst.testmod.item; import net.Hurst.testmod.TestMod; import net.minecraft.world.item.Item; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.RegistryObject; public class ModItems { public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, TestMod.MOD_ID); public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties())); public static void register(IEventBus eventBus){ ITEMS.register(eventBus); } } this is my ModItems.java file package net.Hurst.testmod; import com.mojang.logging.LogUtils; import net.Hurst.testmod.item.ModItems; import net.minecraft.world.item.CreativeModeTabs; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.BuildCreativeModeTabContentsEvent; import net.minecraftforge.event.server.ServerStartingEvent; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.ModLoadingContext; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.config.ModConfig; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import org.slf4j.Logger; // The value here should match an entry in the META-INF/mods.toml file @Mod(TestMod.MOD_ID) public class TestMod { public static final String MOD_ID = "testmod"; private static final Logger LOGGER = LogUtils.getLogger(); public TestMod() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); modEventBus.addListener(this::commonSetup); ModItems.register(modEventBus); MinecraftForge.EVENT_BUS.register(this); modEventBus.addListener(this::addCreative); ModLoadingContext.get().registerConfig(ModConfig.Type.COMMON, Config.SPEC); } private void commonSetup(final FMLCommonSetupEvent event) { } // Add the example block item to the building blocks tab private void addCreative(BuildCreativeModeTabContentsEvent event) { if(event.getTabKey() == CreativeModeTabs.INGREDIENTS){ event.accept(ModItems.ALEXANDRITE); } } // You can use SubscribeEvent and let the Event Bus discover methods to call @SubscribeEvent public void onServerStarting(ServerStartingEvent event) { } // You can use EventBusSubscriber to automatically register all static methods in the class annotated with @SubscribeEvent @Mod.EventBusSubscriber(modid = MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT) public static class ClientModEvents { @SubscribeEvent public static void onClientSetup(FMLClientSetupEvent event) { } } } this is my TestMod.java file { "parent": "minecraft:item/generated", "textures": { "layer0": "testmod:item/generated" } } this is my model file for the item. I am using intellij 2025.1.2 with fdk 1.21 and java 21 I would appreciate the help.
    • Also remove VS Create Armor, createbigcannons and The Factory Must Grow
    • Add the latest.log (logs-folder) with sites like https://mclo.gs/ and paste the link to it here  
  • Topics

×
×
  • Create New...

Important Information

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