Jump to content

Recommended Posts

Posted (edited)

After taking a break from working on my mod, I today opened my workspace to find that some libraries were missing, making my mod return a ton of errors(See screencap).

 

I assume it's the forge library messing up, but I have no idea how this happened. Trying to use "Restore from Local History" returns "No deleted resources in local history for selected container".

Does anyone have experience with this, or know how I can redo the path without messing up my project?

 

Edit: Just noticed it's my complete "Referenced Libraries" that are missing, if that helps in any way.

 

rip.PNG

Edited by Stenbergcsgo
Posted (edited)
  Quote

 

Expand  

https://pastebin.com/QfQKsdqb

 

Here. its Finished
i wish it will help you solve your problem

 

now for the Turorial

create a new folder to desktop

locate each jar in

= C:\Users(yourPCname)\.gradle\caches\modules-2\files-2.1 =

search for each jar and paste it on the folder you created

 

how to put it on eclipse??

 

open your eclipse

right click on your java project

select properties

choose java build path 

then libraries

click add external jars

select all the jars on your new folder

apply and close

DONE!

Edited by JulianClark2114
Posted (edited)

try having a backup for your progress (the src folder)
put the back up files in desktop

then re run
gradlew setupDecompworkspace

and gradlew eclipse  in cmd

on your workspace that should do the trick.

after both are done return the files back.

Edited by JulianClark2114
  • Thanks 1
Posted (edited)
  On 4/16/2018 at 10:56 AM, JulianClark2114 said:

try having a backup for your progress (the src folder)
put the back up files in desktop

then re run
gradlew setupDecompworkspace

and gradlew eclipse  in cmd

on your workspace that should do the trick.

after both are done return the files back.

Expand  

That's odd, I'm getting the 'gradlew' is not recognized as an internal command message

 

Edit: Tried importing the Guava jar as it seemed to fix the problem; except it then resulted in all my custom classes to return erros. 

odd.PNG

Edited by Stenbergcsgo
Posted

Aren't there usually gradle files in my lib as well? They also seem to have been removed, now I'm getting following error when trying to start my Main class:
 

2018-04-16 14:04:31,745 main WARN Unable to instantiate org.fusesource.jansi.WindowsAnsiOutputStream
2018-04-16 14:04:31,751 main WARN Unable to instantiate org.fusesource.jansi.WindowsAnsiOutputStream
Completely ignored arguments: [--tweakClass, cpw.mods.fml.common.launcher.FMLTweaker]
Exception in thread "Client thread" java.lang.NoSuchMethodError: com.google.common.collect.Queues.newArrayDeque()Ljava/util/ArrayDeque;
	at net.minecraft.client.Minecraft.<init>(Minecraft.java:355)
	at net.minecraft.client.main.Main.main(Main.java:118)

 

Posted

You shouldn't have lost any of your classes, all you needed to do was to rebuild your workspace using gradlew setupDecompWorkspace and gradlew eclipse. It will re-download everything, fix up your classpath, and update your run configurations.

 

Note that you should do this regularly anyway to update to latest Forge version. In that case you update your build.gradle file and then do the above.

 

Lastly, you shouldn't worry about losing your code if you're using a proper code revision system like git. If you're not familiar with using git I have a tutorial here:

  - General tips for setting up for modding: http://jabelarminecraft.blogspot.com/p/quick-tips-eclipse.html

  - Specific tutorial for setting up git (using a free graphical interface called SourceTree): http://jabelarminecraft.blogspot.com/p/minecraft-forge-publishing-to-github.html

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

Posted
  On 4/17/2018 at 6:25 PM, jabelar said:

You shouldn't have lost any of your classes, all you needed to do was to rebuild your workspace using gradlew setupDecompWorkspace and gradlew eclipse. It will re-download everything, fix up your classpath, and update your run configurations.

 

Note that you should do this regularly anyway to update to latest Forge version. In that case you update your build.gradle file and then do the above.

 

Lastly, you shouldn't worry about losing your code if you're using a proper code revision system like git. If you're not familiar with using git I have a tutorial here:

  - General tips for setting up for modding: http://jabelarminecraft.blogspot.com/p/quick-tips-eclipse.html

  - Specific tutorial for setting up git (using a free graphical interface called SourceTree): http://jabelarminecraft.blogspot.com/p/minecraft-forge-publishing-to-github.html

Expand  

I tried creating a new workspace using your blog, but after importing the project I only have the JRE System Library, and not all the referenced that are needed. Any idea why this is happening?

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

    • 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!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • 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.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

×
×
  • Create New...

Important Information

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