Jump to content

How to get started with 1.13.2 modding?


MegaCrafter10

Recommended Posts

I've noticed that pretty much everything has changed about the way mods are coded in 1.13.2. There is no more "FMLPreinitializationEvent" and stuff like that so it's really complicated now.

I know forge 1.13.2 is still in a very early state and full of bugs and glitches but I really want to start making mods. Does anyone know some basics like creating items or blocks or where to find some documentation on that?

Link to comment
Share on other sites

Most of the things are still the same IF you were following modding conventions. 

 

18 minutes ago, MegaCrafter10 said:

There is no more "FMLPreinitializationEvent" and stuff like that so it's really complicated now.

I don't agree, actually. Everything is now done using event subscribers. So instead of having EventHandlers in your mod class you now have just normal events, like FMLCommonSetupEvent. You subscribe to them just as you would to most other events. The thing to be aware of is that there are 2 event buses now - the mods specific one and the generic forge bus. Things like registry events happen on the mod bus while generic events happen on the forge bus.

 

18 minutes ago, MegaCrafter10 said:

Does anyone know some basics like creating items or blocks or where to find some documentation on that?

Not much has really changed. Subscribe to the appropriate registry event, instantinate your things there and you are done. Nothing about creating items or blocks has changed apart from some parameters like hardness now being final - but that's what the Block.Properties or Item.Properties you pass to the constructor are for. Item models are also automatically registered for you now, just as blockstates, so you don't have to register them yourself anymore. Unlocalized names are now the "prefix(block or item).registryname" and the language files are now simple json files.

 

As for the mod's .toml file the example mod provides a pretty good explanation in my opinion.

Link to comment
Share on other sites

2 hours ago, V0idWa1k3r said:

Most of the things are still the same IF you were following modding conventions. 

 

I don't agree, actually. Everything is now done using event subscribers. So instead of having EventHandlers in your mod class you now have just normal events, like FMLCommonSetupEvent. You subscribe to them just as you would to most other events. The thing to be aware of is that there are 2 event buses now - the mods specific one and the generic forge bus. Things like registry events happen on the mod bus while generic events happen on the forge bus.

 

Not much has really changed. Subscribe to the appropriate registry event, instantinate your things there and you are done. Nothing about creating items or blocks has changed apart from some parameters like hardness now being final - but that's what the Block.Properties or Item.Properties you pass to the constructor are for. Item models are also automatically registered for you now, just as blockstates, so you don't have to register them yourself anymore. Unlocalized names are now the "prefix(block or item).registryname" and the language files are now simple json files.

 

As for the mod's .toml file the example mod provides a pretty good explanation in my opinion.

I see, still getting used to event subscribing. I was wondering why I couldn't set the unlocalized name... now I know.

Thanks for replying.

Link to comment
Share on other sites

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

    • https://youtube.com/shorts/gqLTSMymgUg?si=5QOeSvA4TTs-bL46
    • CubeHaven is a SMP server with unique features that can't be found on the majority of other servers! Java: MC.CUBEHAVEN.NET Bedrock: MC.CUBEHAVEN.NET:19132 3 different stores: - CubeHaven Store: Our store to purchase using real money. - Bitcoin Store: Store for Bitcoin. Bitcoin can be earned from playing the server. Giving options for players if they want to spend real money or grind to obtain exclusive packages. - Black Market: A hidden store for trading that operates outside our traditional stores, like custom enchantments, exclusive items and more. Some of our features include: Rank Up: Progress through different ranks to unlock new privileges and perks. 📈 Skills: RPG-style skill system that enhances your gaming experience! 🎮 Leaderboards: Compete and shine! Top players are rewarded weekly! 🏆 Random Teleporter: Travel instantly across different worlds with a click! 🌐 Custom World Generation: Beautifully generated world. 🌍 Dungeons: Explore challenging and rewarding dungeons filled with treasures and monsters. 🏰 Kits: Unlock ranks and gain access to various kits. 🛠️ Fishing Tournament: Compete in a friendly fishing tournament! 🎣 Chat Games: Enjoy games right within the chat! 🎲 Minions: Get some help from your loyal minions. 👥 Piñata Party: Enjoy a festive party with Piñatas! 🎉 Quests: Over 1000 quests that you can complete! 📜 Bounty Hunter: Set a bounty on a player's head. 💰 Tags: Displayed on nametags, in the tab list, and in chat. 🏷️ Coinflip: Bet with other players on coin toss outcomes, victory, or defeat! 🟢 Invisible & Glowing Frames: Hide your frames for a cleaner look or apply a glow to it for a beautiful look. 🔲✨[ Player Warp: Set your own warp points for other players to teleport to. 🌟 Display Shop: Create your own shop and sell to other players! 🛒 Item Skins: Customize your items with unique skins. 🎨 Pets: Your cute loyal companion to follow you wherever you go! 🐾 Cosmetics: Enhance the look of your character with beautiful cosmetics! 💄 XP-Bottle: Store your exp safely in a bottle for later use! 🍶 Chest & Inventory Sorting: Keep your items neatly sorted in your inventory or chest! 📦 Glowing: Stand out from other players with a colorful glow! ✨ Player Particles: Over 100 unique particle effects to show off. 🎇 Portable Inventories: Over virtual inventories with ease. 🧳 And a lot more! Become part of our growing community today! Discord: https://cubehaven.net/discord Java: MC.CUBEHAVEN.NET Bedrock: MC.CUBEHAVEN.NET:19132
    • # Problematic frame: # C [libopenal.so+0x9fb4d] It is always the same issue - this refers to the Linux OS - so your system may prevent Java from working   I am not familiar with Linux - check for similar/related issues  
    • Create a new instance and start with Embeddium/Oculus and Valkyrien Skies Try different builds of Embeddium/Valkyrien Skies until you find a working combination - then add the rest of your mods one by one or in groups
    • There are some mods missing Missing or unsupported mandatory dependencies: Mod ID: 'octolib', Requested by: 'ramcompat', Expected range: '[0.1,)', Actual version: '[MISSING]' Mod ID: 'forge', Requested by: 'tfc', Expected range: '[47.1.3,47.1.6),[47.1.81,47.2.0),[47.2.6,)', Actual version: '47.2.0' Mod ID: 'relics', Requested by: 'ramcompat', Expected range: '[0.6.5,)', Actual version: '[MISSING]' Add octolib and relics and update tfc to build 47.2.6
  • Topics

×
×
  • Create New...

Important Information

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