DamnRelentless Posted October 10, 2019 Share Posted October 10, 2019 (edited) Hey guys, after some weeks of getting experienced with Minecraft modding, I want to submit an issue here that occurs when you use the IDE IntelliJ for your mods. I started with a very basic mod to implement my own items. Therefor, I had to learn about modding and first of all, gradle. Since I am no Java newbie, I know how projects were structured and how to handle with IDEs. I've always used IntelliJ. Eclipse is good and has a ton of features but I am still preferring IntelliJ. So here is the problem. There are several articles and forum topics mentioning the setup of workspaces for your mods in IntelliJ. This is also one of the topics in the official Minecraft Forge documentation. The steps to setup such a workspace aren't hard and were done very fast. But when I tried to test my mod, I ran into the first issues. The textures simply didn't load and I couldn't explain why this happens. I checked every file I wrote at least 10 times, I checked the textures, I copied whole repositories from people that offered Minecraft modding tutorials, I even forked famous mods just to see how they handle their item implementation and why my textures weren't working. Nothing worked. I always got the famous purple-black texture ingame and several errors about missing textures and models. Since I realized that not even my localization file was being loaded, my assumption was that the assets folder wasn't loaded at all and when I tested it with some log messages, my assumption was quickly confirmed. Nothing what I did seemed to fix this issue and I was about to give up but after some hours of searching through all the internet pages I've found about that issue or even about little keywords, I finally found a little post about IntelliJ messing around with the assets folder. There is a simple solution. You can put the following code at the end of your build.gradle and everything will work perfectly fine: sourceSets { main { output.resourcesDir = output.classesDir } } No errors, no warnings, all textures instantly loaded, all models loaded, everything was localized. So... why do I post this? There is still something wrong. Why does not a single post mention this code? Why is it marked as deprecated? Why do no popular mods use this code in their build.gradle? Well, most mod creators use Eclipse, that's for sure and Eclipse doesn't have this issue. Lucky for them but what about modders that actually use IntelliJ and don't have this issue? I quickly realized that this code might help with the local testing environment but you can't build your mod with it. It will give you an error. You can only build your mod when you remove it again but the local client instance doesn't work then. Interestingly when I build the mod, the assets are copied just fine and everything works in the real game when you load the mod. However, you can't get working textures in the IDE when you don't put this code in your build.gradle. So what is the solution of this? How do you get IntelliJ to run without problems if you want to test AND build within the same project. The only thing that comes to my mind would be a work around to load an artifact whenever you start your client which copies the assets manually but that sounds too difficult for making a Minecraft mod. I am open for suggestions, thanks for reading. Greetz, Relentless Solution for this problem: Edited October 11, 2019 by DamnRelentless 2 Quote Link to comment Share on other sites More sharing options...
DaemonUmbra Posted October 10, 2019 Share Posted October 10, 2019 How did you get your run configs? Quote 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] Link to comment Share on other sites More sharing options...
DamnRelentless Posted October 10, 2019 Author Share Posted October 10, 2019 4 minutes ago, DaemonUmbra said: How did you get your run configs? What do you mean exactly? Our current project looks like that: https://github.com/RLNT/IHMAM/tree/minecraftforge Quote Link to comment Share on other sites More sharing options...
DaemonUmbra Posted October 10, 2019 Share Posted October 10, 2019 To me, so much of that build script looks like stuff that doesn't need to be done. Quote 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] Link to comment Share on other sites More sharing options...
DamnRelentless Posted October 10, 2019 Author Share Posted October 10, 2019 (edited) 8 minutes ago, DaemonUmbra said: To me, so much of that build script looks like stuff that doesn't need to be done. You can ignore the build script. It also didn't work with the standard one that is generated when you initiate the project. You should focus on the issue I described. Edit: I would also be happy if you suggest improvements for the build.gradle. Edited October 10, 2019 by DamnRelentless Quote Link to comment Share on other sites More sharing options...
DaemonUmbra Posted October 10, 2019 Share Posted October 10, 2019 Is the repo you linked the mod you're having this issue with? Quote 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] Link to comment Share on other sites More sharing options...
DamnRelentless Posted October 10, 2019 Author Share Posted October 10, 2019 Just now, DaemonUmbra said: Is the repo you linked the mod you're having this issue with? Yes. But I could also create one from scratch and the same thing would happen. I could also fork a popular mod and the same would happen. It's always like that in IntelliJ. No offense but you should maybe read the text again. I already answered all these questions. Quote Link to comment Share on other sites More sharing options...
DamnRelentless Posted October 11, 2019 Author Share Posted October 11, 2019 (edited) 4 hours ago, diesieben07 said: After finding out your example is not on master... I agree with Daemon. Please provide a test case with a stock build.gradle and without all that... junk in there. I updated the repository to a state where we didn't use such a filled build.gradle. Now it's the one which is generated by default. I should mention that this seems to occur with IntelliJ Ultimate only as far as I know. It's the minecraftforge branch again. Edited October 11, 2019 by DamnRelentless Quote Link to comment Share on other sites More sharing options...
DamnRelentless Posted October 11, 2019 Author Share Posted October 11, 2019 5 hours ago, diesieben07 said: Some recent version seems to have changed the default way IntelliJ compiles Gradle project. It used to be that it still used the IntelliJ build system, which puts resources and classes in one folder. Now "Delegate to gradle" seems to be the default, and gradle puts resources and classes in two separate folders. Make sure to set IntelliJ to not delegate to Gradle (https://www.jetbrains.com/help/idea/work-with-gradle-projects.html#delegate_build_actions). This is the solution. It works flawlessly now. Thank you very much! Interesting that this isn't written somewhere in any guide or the forge documentation. Quote Link to comment Share on other sites More sharing options...
solitone Posted December 1, 2019 Share Posted December 1, 2019 On 10/11/2019 at 3:12 PM, DamnRelentless said: This is the solution. It works flawlessly now. Yes, it does work. BTW, I need to set this parameter only for Forge 1.10.2, while for 1.14.4 I can build and run using Gradle. I'm on IntellJ IDEA 2019. Quote Link to comment Share on other sites More sharing options...
XLoL2007 Posted July 24, 2020 Share Posted July 24, 2020 On 10/11/2019 at 4:12 PM, DamnRelentless said: This is the solution. It works flawlessly now. Thank you very much! Interesting that this isn't written somewhere in any guide or the forge documentation. The cmd now works but when i try running the client in Intellij it doesn't run minecraft, help? Quote Link to comment Share on other sites More sharing options...
XLoL2007 Posted July 24, 2020 Share Posted July 24, 2020 On 10/11/2019 at 4:12 PM, DamnRelentless said: This is the solution. It works flawlessly now. Thank you very much! Interesting that this isn't written somewhere in any guide or the forge documentation. The cmd now works but when i try running the runClient in Intellij it won't launch minecraft, help? Quote Link to comment Share on other sites More sharing options...
foxcell Posted October 12, 2020 Share Posted October 12, 2020 thank you very much it real help me to build my mod😄 now it work perfect Quote Link to comment Share on other sites More sharing options...
Li_plum Posted April 29, 2021 Share Posted April 29, 2021 (edited) THANKS!!! It solved my problem bothering me for a long time in version 1.12.2. It's exactly as you said, I used the Eclipse to program formerly. Edited April 30, 2021 by Li_plum Quote Link to comment Share on other sites More sharing options...
syumjoba Posted December 29, 2022 Share Posted December 29, 2022 What if I told you ... that still recources won't load? I can't even get forge to read the mcmod.info file ... has JetBrains done yet another wild stunt? Quote Link to comment Share on other sites More sharing options...
Mort_Games11 Posted January 18, 2023 Share Posted January 18, 2023 It's a pity that it didn't work because I've been trying to solve the problem of loading the assets folder in Intellij Idea for 3 days Quote Link to comment Share on other sites More sharing options...
infinityoofs Posted June 23, 2023 Share Posted June 23, 2023 Mort, did you ever find a solution Quote Link to comment Share on other sites More sharing options...
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