Posted July 13, 20196 yr I just installed forge and eclipse and made a workplace for minecraft mod development. I did everything like the the installation manual, but when I started the template project I got many errors which shouldnt be there. I tried to reinstall forge and eclipse but it didnt change the problem. Can someone explain me what I did wrong?
July 14, 20196 yr What tutorial are you following? 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. Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch: Spoiler Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. 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). 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. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init 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 git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push 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) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore]
July 14, 20196 yr Press Ctrl + Shift + O. Your class name is public class ExampleMod , but why is your file name Main? Class name and file name should match. Block amethystOre = new ModBlock(Material.rock, "amethystOre"); private class ModBlock extends Block Why are you declaring everything in your mod class? Edited July 14, 20196 yr by hyper1423
July 14, 20196 yr Author 1 hour ago, DaemonUmbra said: What tutorial are you following? https://www.oreilly.com/library/view/minecraft-modding-with/9781491918883/ch01.html https://www.oreilly.com/library/view/minecraft-modding-with/9781491918883/ch01.html I use multiple tutorials because sometimes even a tutorail is wrong, so i can double check that. I also used the "Readme" file form forge, that was of course the most important manual. I did everything from that manual. I tried also this command "gradlew --refresh-dependencies"
July 14, 20196 yr Almost every tutorial you'll find is bad and/or outdated. I recommend tossing the whole thing out and following Cadiboo's tutorials: https://cadiboo.github.io/tutorials/ 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. Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch: Spoiler Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. 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). 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. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init 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 git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push 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) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore]
July 14, 20196 yr Author 1 hour ago, hyper1423 said: Press Ctrl + Shift + O. Your class name is public class ExampleMod , but why is your file name Main? Class name and file name should match. Block amethystOre = new ModBlock(Material.rock, "amethystOre"); private class ModBlock extends Block Why are you declaring everything in your mod class? I just followed a tutorial, I thought that could be right. I changed it to a minimum code. Still errors. The needed packages are imported --> Press Ctrl + Shift + O dosnt change anything. Could the eroor relate to the "mcmod.info" file, i dont have that. Just a folder called "META-INF" with the file "mods.toml"?
July 14, 20196 yr Author 7 minutes ago, DaemonUmbra said: Almost every tutorial you'll find is bad and/or outdated. I recommend tossing the whole thing out and following Cadiboo's tutorials: https://cadiboo.github.io/tutorials/ thanks i will try that
July 14, 20196 yr 18 minutes ago, Naver789 said: I just followed a tutorial, I thought that could be right. I changed it to a minimum code. Still errors. The needed packages are imported --> Press Ctrl + Shift + O dosnt change anything. Could the eroor relate to the "mcmod.info" file, i dont have that. Just a folder called "META-INF" with the file "mods.toml"? You should write Reference.MODID and Reference.NAME, not Main.MODID and Main.NAME. mcmod.info changed to mods.toml. Also add Spoiler @EventHandler public static void PreInit(FMLPreInitializationEvent event) { } @EventHandler public static void Init(FMLInitializationEvent event) { } @EventHandler public static void PostInit(FMLPostInitializationEvent event) { } , you'll need these when adding items and blocks, etc. Edited July 14, 20196 yr by hyper1423
July 14, 20196 yr 5 hours ago, hyper1423 said: You should write Reference.MODID and Reference.NAME, not Main.MODID and Main.NAME. Actually, that depends on personal preference. There are no mandatory practice needed for stuff like where to put constants. In addition, preinit, init, and postinit are not necessary; there is no reason to add them unless you need them (which is not "when adding items and blocks"). Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
July 14, 20196 yr 14 minutes ago, DavidM said: Quote You should write Reference.MODID and Reference.NAME, not Main.MODID and Main.NAME. Actually, that depends on personal preference. There are no mandatory practice needed for stuff like where to put constants. In addition, preinit, init, and postinit are not necessary; there is no reason to add them unless you need them (which is not "when adding items and blocks"). I said Quote You should write Reference.MODID and Reference.NAME, not Main.MODID and Main.NAME because there was Reference class in the util package. Others are Right.
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