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Posted

In light of a recommended build of forge 1.14 being released I decided to update my mod however I have no idea how to do this. it would be greatly appreciated if someone could point me to a guide or just tell me how to do it directly.

There's actually a guide for doing this posted at the top of the Modder Support forum. It's labeled "1.13 Update Notes for Mod Creators," but the linked page is for 1.13 & 1.14 both.

Fancy 3D Graphing Calculator mod, with many different coordinate systems.

Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.

  • Author

Thank you that guide should be helpful however, I am unsure of how to go about updating the forge version itself. I tried replacing the old gradle folder, build.gradle, gradlew, and gradlew.bat with the new ones although I'm not sure if this is the right thing to do as there are now a bunch of errors and the forge gradle options like runClient and runServer no longer seem to be there.

Download the mdk fresh.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author

thats what I did I downloaded the MDK took out the gradle folder, build.gradle, gradlew, and gradlew.bat and replaced the existing ones with them.

  • Author

Wait i was wrong the forge gradle stuff is here its just somewhere else now but I am having problems where there are errors in a lot of places that i have seen no reference to anywhere else here is my main file as an example (pasted in rich text so the errors are visible, the errors are marked in red.) The error my IDE gives for all of them is cannot resolve symbol.

package eilux.mod;



import eilux.mod.init.ModRecipes;
import eilux.mod.util.EventHandler;
import net.minecraft.block.Block;
import net.minecraft.block.SoundType;
import net.minecraftforge.event.entity.player.AttackEntityEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;

@Mod(modid = Main.MODID, name = Main.NAME, version = Main.VERSION, acceptedMinecraftVersions = Main.MC_VERSION)
public class Main {
    public static final String MODID = "mc_general_expansion";
    public static final String NAME = "Minecraft General Expansion";
    public static final String VERSION = "0.0";
    public static final String MC_VERSION = "[1.12.2]";

    public static final Logger LOGGER = LogManager.getLogger(Main.MODID);



    @Mod.EventHandler
    public void preInit(FMLPreInitializationEvent event){

    }

    @Mod.EventHandler
    public void init(FMLInitializationEvent event){
        LOGGER.info(Main.NAME + " says it wants functionality.");
        ModRecipes.init();
    }

    @Mod.EventHandler
    public void postInit(FMLPostInitializationEvent event){


    }



}

Edited by Eilux

3 hours ago, Eilux said:

The error my IDE gives for all of them is cannot resolve symbol.

All of that stuff doesn't exist anymore. A full rewrite made it much better. Watch this video it explains the main mod class and the mods.toml file that you must now have. You could also look at the example mod file to see this if you still have it.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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