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Setup workspace for 1.13 forge


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6 hours ago, Valoeghese said:

Hello,

 

ForgeGradle appears to have been rewritten for the 1.13 versions (out in development stage), and commands like gradlew setupDecompWorkspace no longer work.

I am having trouble setting this up with eclipse. Any help would be appreciated.

 

Thanks.

Simply run the eclipse task, setupDecompWorkspace is no longer required.

Note that 1.13 is still quite alpha, so expect bugs and just outright missing features.

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  • 1 month later...

I believe you can import it from the build.gradle and let Eclipse's Gradle integration handle it.

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.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Twitch Launcher: If you are using the Twitch Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Twitch's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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21 minutes ago, DaemonUmbra said:

I believe you can import it from the build.gradle and let Eclipse's Gradle integration handle it.

build.gradle is not visible as an option when importing. I can import the source folder for the example mod but how do I link it to all the references?

Or is there another way this is done?

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Gradle import is under "Show other specialized import wizards" (I'm an intellij user so I need to keep looking back at Eclipse).

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.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Twitch Launcher: If you are using the Twitch Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Twitch's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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And another problem... I just exported the example mod to see if it works but Minecraft says:" Mod examplemod requires minecraft 1.13, currently minecraft is 1.13.2"

So, I went back to eclipse and changed the version range in the "mods.tolm" from 1.13 to 1.13.2 but now when I start Minecraft, I get a different error saying "Example mod (examplemod) encountered an error during the common_setup event phase DIRT"

 

How can I use 1.13 when the only available Forge version is 1.13.2?

Is there a version setting for this?

Thanks for the help

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I'm puzzled at a similar point, MegaCrafter10. I don't get the error, but if I try to run Minecraft from within eclipse with just the examplemod - in the src and the toml - it doesn't get loaded. Minecraft starts fine, but there is no sign of examplemod in the list of loaded mods.

My first thought was that 1.13.2 Forge is version 25, so the toml needs to say 25 rather than 24. But I tried that and still got the same result.

That's as far as I've reached right now with 1.13.2.

By the way, you can get versions of 1.13 Forge from here: http://files.minecraftforge.net/maven/net/minecraftforge/test/forge/index_1.13.html

However, I've reached the same point with 1.13 too.

It seems modding in the 1.13.x versions is a matter of solving problem after problem yourself. I wish there was some clear guidance notes somewhere.

 

P.S. I just got the latest mdk (forge-1.13.2-25.0.13-mdk) and I see the version in the toml has been updated from 24 to 25. Still doesn't recognise their own mod, though.

Edited by BatHeart
Info from latest Forge mdk
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49 minutes ago, BatHeart said:

I'm puzzled at a similar point, MegaCrafter10. I don't get the error, but if I try to run Minecraft from within eclipse with just the examplemod - in the src and the toml - it doesn't get loaded. Minecraft starts fine, but there is no sign of examplemod in the list of loaded mods.

My first thought was that 1.13.2 Forge is version 25, so the toml needs to say 25 rather than 24. But I tried that and still got the same result.

That's as far as I've reached right now with 1.13.2.

By the way, you can get versions of 1.13 Forge from here: http://files.minecraftforge.net/maven/net/minecraftforge/test/forge/index_1.13.html

However, I've reached the same point with 1.13 too.

It seems modding in the 1.13.x versions is a matter of solving problem after problem yourself. I wish there was some clear guidance notes somewhere.

 

P.S. I just got the latest mdk (forge-1.13.2-25.0.13-mdk) and I see the version in the toml has been updated from 24 to 25. Still doesn't recognise their own mod, though.

I can't even start Minecraft from eclipse. But that's not a problem since I can just move the mod into the mods folder and launch Minecraft myself.

I just need someone to solve the error I'm getting about the version.

If Forge 1.12 doesn't work and now 1.13 is busted as well... how is anyone supposed to make mods anyway?

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I've just completed my first Eclipse workspace setup for Minecraft mod development using Forge for Minecraft 1.13.2

 

I can successfully launch Minecraft 1.13.2 from inside Eclipse, with the mod properly loaded by Forge.

 

You need to import the launch configurations in Eclipse. The launch configuration files, "client.launch" and "server.launch" can be found in the project root folder, after you ran "gradlew eclipse". To import then, go to File > Import... and then expand Run/Debug  select Launch Configurations, and click Next. Browse and select your mod project root folder. Check the project checkbox in the left panel, and select the launch configurations in the right panel. Click Finish to import.

 

Screenshots here: http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0446g/CJADBBIA.html

 

The imported launch configurations are available for usage now... go to Run > Run Configurations... and select the client configuration to launch Minecraft with your mod loaded.

Edited by J Bruni
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43 minutes ago, J Bruni said:

I've just completed my first Eclipse workspace setup for Minecraft mod development using Forge for Minecraft 1.13.2

 

I can successfully launch Minecraft 1.13.2 from inside Eclipse, with the mod properly loaded by Forge.

 

You need to import the launch configurations in Eclipse. The launch configuration files, "client.launch" and "server.launch" can be found in the project root folder, after you ran "gradlew eclipse". To import then, go to File > Import... and then expand Run/Debug  select Launch Configurations, and click Next. Browse and select your mod project root folder. Check the project checkbox in the left panel, and select the launch configurations in the right panel. Click Finish to import.

 

Screenshots here: http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0446g/CJADBBIA.html

 

The imported launch configurations are available for usage now... go to Run > Run Configurations... and select the client configuration to launch Minecraft with your mod loaded.

Thanks, I can now launch the game from eclipse and I'm not getting any version errors anymore.

 

EDIT: one more thing, the game says there is 1 mod loaded but "examplemod" is not listed. Is this normal?

Edited by MegaCrafter10
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What worked for me yesterday is already obsolete today.

 

While we discuss here, the developers have been fixing and changing ForgeGradle and the Eclipse launch configurations code.

 

If yesterday we had "client.launch" and "server.launch" files at project root... today we do not have them anymore!

 

New related commits have been merged into Forge around 5 hours ago:

 

I will just wait a bit so new version(s) with these changes are released.

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Ok... I have researched a bit more... Since Minecraft Forge 1.13.2-25.0.28 (released 5 hours ago), after running gradlew eclipse, we shall run gradlew genEclipseRuns

 

This new gradlew task will create "runClient.launch" and "runServer.launch" configurations. But it is not necessary to import them. The task already does this automatically, including them into the Eclipse project.

 

I've just tried myself, and it works as it should: the mod is compiled/built, Minecraft runs, and the mod is loaded.

 

I can't guarantee that it will be the same tomorrow (we had 8 Forge releases this Monday!)

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3 hours ago, J Bruni said:

Ok... I have researched a bit more... Since Minecraft Forge 1.13.2-25.0.28 (released 5 hours ago), after running gradlew eclipse, we shall run gradlew genEclipseRuns

 

This new gradlew task will create "runClient.launch" and "runServer.launch" configurations. But it is not necessary to import them. The task already does this automatically, including them into the Eclipse project.

 

I've just tried myself, and it works as it should: the mod is compiled/built, Minecraft runs, and the mod is loaded.

 

I can't guarantee that it will be the same tomorrow (we had 8 Forge releases this Monday!)

Thanks for the info

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... and now this is broken again ...

I've tried with builds 25.0.47 and 25.0.48 and it appears to be the same - you have to run gradlew genEclipseRuns before the Run Configurations appear. However, now the Client launch fails - even if you try to run it with just the examplemod. The problem is a NullPointerException at net.minecraftforge.fml.ModLoader.buildMods(ModLoader.java:161)

 

We can go back to using gradlew runClient - but that's not ideal especially if you want to debug.

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