Jump to content

Recommended Posts

Posted

I need some help. I have two mods I made: blargsworkshop and horsepocket. Horsepocket depends on blargsworkshop. I've moved the jar from blargsworkshop into the libs folder in horsepocket and adjusted horsepocket build.gradle. Everything builds great, but after Forge loads from `runClient` I get an error in the minecraft gui saying that blargsworkshop is not installed.  What am I missing?  I've included both gradles.
https://pastebin.com/vYNy5gKg
https://pastebin.com/Q91ckst0

Posted

You didn't specify a dependency configuration for the dependency

  • Thanks 1

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.

  Reveal hidden contents

 

Posted
  On 8/1/2020 at 4:04 AM, DaemonUmbra said:

You didn't specify a dependency configuration for the dependency

Expand  

I'm going to need a better clue than that. I thought fg.deobf was the configuration we are suppose to use for our own mods as dependency. I've also tried other combinations such as compile, deobf, and similar ones as show as the examples in the mdk, but none of those even built successfully. Fg.deobf was the only one where everything built correctly.

Posted

fg.deobf() is essentially a transformer or preprocessor for the dep

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.

  Reveal hidden contents

 

Posted

Well, that explains a bit more. Unfortunately, I've had no success at getting my mod to compile while trying any dependency configuration shown as an example in the mdk. I'm at such a loss for this. Does anyone have an example of what I'm trying to do?

Posted

I finally figured it out. It was a combination of two things that were keeping me from the solution. First, I made a dumb mistake that took forever to track down. I just happened across a post that mentioned it. And two, knowledge. I know Java, but I am very new to gradle. Thanks to everyone you chimed in and provided tidbits of knowledge and pointers for me to research, learn, and seek after. I now have a better working understanding of how to read gradle.build files.

 

Ok, back to the first piece. Everywhere I looked, everyone and everything was telling me to put my mods in the 'libs' folder for forge to pick them up in a dev environment. I thought this meant 'build/libs'. Dumb mistake, but what everyone was talking about was a 'libs' folder that you have to create (if not there) at the root level (same level as build.gradle file). Once I corrected this, things started to flow.

 

Second, here is a copy of my working build.gradle file:
 

buildscript {
    repositories {
        maven { url = 'https://files.minecraftforge.net/maven' }
        jcenter()
        mavenCentral()
    }
    dependencies {
        classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '3.+', changing: true
    }
}
apply plugin: 'net.minecraftforge.gradle'
// Only edit below this line, the above code adds and enables the necessary things for Forge to be setup.
apply plugin: 'eclipse'
apply plugin: 'maven-publish'

version = '1.0'
group = 'com.blargsworkshop.horsepocket' // http://maven.apache.org/guides/mini/guide-naming-conventions.html
archivesBaseName = 'Horse Pocket-1.16.1'

sourceCompatibility = targetCompatibility = compileJava.sourceCompatibility = compileJava.targetCompatibility = '1.8' // Need this here so eclipse task generates correctly.

println('Java: ' + System.getProperty('java.version') + ' JVM: ' + System.getProperty('java.vm.version') + '(' + System.getProperty('java.vendor') + ') Arch: ' + System.getProperty('os.arch'))
minecraft {
    // The mappings can be changed at any time, and must be in the following format.
    // snapshot_YYYYMMDD   Snapshot are built nightly.
    // stable_#            Stables are built at the discretion of the MCP team.
    // Use non-default mappings at your own risk. they may not always work.
    // Simply re-run your setup task after changing the mappings to update your workspace.
    mappings channel: 'snapshot', version: '20200723-1.16.1'
    // makeObfSourceJar = false // an Srg named sources jar is made by default. uncomment this to disable.
    
    // accessTransformer = file('src/main/resources/META-INF/accesstransformer.cfg')

    // Default run configurations.
    // These can be tweaked, removed, or duplicated as needed.
    runs {
        client {
            workingDirectory project.file('run')

            // Recommended logging data for a userdev environment
            property 'forge.logging.markers', 'SCAN,REGISTRIES,REGISTRYDUMP'

            // Recommended logging level for the console
            property 'forge.logging.console.level', 'debug'

            mods {
                horsepocket {
                    source sourceSets.main
                }
            }
        }

        server {
            workingDirectory project.file('run')

            // Recommended logging data for a userdev environment
            property 'forge.logging.markers', 'SCAN,REGISTRIES,REGISTRYDUMP'

            // Recommended logging level for the console
            property 'forge.logging.console.level', 'debug'

            mods {
                horsepocket {
                    source sourceSets.main
                }
            }
        }

        data {
            workingDirectory project.file('run')

            // Recommended logging data for a userdev environment
            property 'forge.logging.markers', 'SCAN,REGISTRIES,REGISTRYDUMP'

            // Recommended logging level for the console
            property 'forge.logging.console.level', 'debug'

            args '--mod', 'horsepocket', '--all', '--output', file('src/generated/resources/')

            mods {
                horsepocket {
                    source sourceSets.main
                }
            }
        }
    }
}

repositories {
  	flatDir {
        dirs 'libs' 
	}
}

dependencies {
    // Specify the version of Minecraft to use, If this is any group other then 'net.minecraft' it is assumed
    // that the dep is a ForgeGradle 'patcher' dependency. And it's patches will be applied.
    // The userdev artifact is a special name and will get all sorts of transformations applied to it.
    minecraft 'net.minecraftforge:forge:1.16.1-32.0.98'

    // You may put jars on which you depend on in ./libs or you may define them like so..
    // compile "some.group:artifact:version:classifier"
    // compile "some.group:artifact:version"
    implementation fg.deobf("com.blargsworkshop.common:Blargs Workshop-1.16.1-1.0:1.0")

    // Real examples
    // compile 'com.mod-buildcraft:buildcraft:6.0.8:dev'  // adds buildcraft to the dev env
    // compile 'com.googlecode.efficient-java-matrix-library:ejml:0.24' // adds ejml to the dev env

    // The 'provided' configuration is for optional dependencies that exist at compile-time but might not at runtime.
    // provided 'com.mod-buildcraft:buildcraft:6.0.8:dev'

    // These dependencies get remapped to your current MCP mappings
    // deobf 'com.mod-buildcraft:buildcraft:6.0.8:dev'
    // deobf 'com.blargsworkshop.common:Blargs Workshop-1.16.1-1.0:1.0'

    // For more info...
    // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html
    // http://www.gradle.org/docs/current/userguide/dependency_management.html

}

// Example for how to get properties into the manifest for reading by the runtime..
jar {
    manifest {
        attributes([
            "Specification-Title": "horsepocket",
            "Specification-Vendor": "horsepocketsareus",
            "Specification-Version": "1", // We are version 1 of ourselves
            "Implementation-Title": project.name,
            "Implementation-Version": "${version}",
            "Implementation-Vendor" :"horsepocketsareus",
            "Implementation-Timestamp": new Date().format("yyyy-MM-dd'T'HH:mm:ssZ")
        ])
    }
}

// Example configuration to allow publishing using the maven-publish task
// This is the preferred method to reobfuscate your jar file
jar.finalizedBy('reobfJar') 
// However if you are in a multi-project build, dev time needs unobfed jar files, so you can delay the obfuscation until publishing by doing
//publish.dependsOn('reobfJar')

publishing {
    publications {
        mavenJava(MavenPublication) {
            artifact jar
        }
    }
    repositories {
        maven {
            url "file:///${project.projectDir}/mcmodsrepo"
        }
    }
}

 

The parts I added/changed to make it work.
 

repositories {
  	flatDir {
        dirs 'libs' 
	}
}

This piece turns the new 'libs' folder I created into a repository so I can reference jars inside the folder in the dependency area which is the next change.

 

dependencies {
    // ...

    implementation fg.deobf("com.blargsworkshop.common:Blargs Workshop-1.16.1-1.0:1.0")
}

I added the implementation line into the dependency area. As far as I can tell here is the breakdown I learned:

  • implementation -- means about the same as using the compile keyword which tells gradle to compile this dependency into the build.
  • fg.deobf -- is a method provided by ForgeGradle that transforms the jar from the obfuscated form into the obfuscated form. I'm not really clear about this so don't quote me. But in essence this dependency is a forge mod that I made myself.
  • com.blargsworkshop.common -- This syntax is part of the "maven coordinates" structure (google it!). This first piece is actually not needed in that it can be anything. When pulling from the flatDir { } repository, this first piece of the coordinate gets ignored.
  • Blargs Workshop-1.16.1-1.0 -- This piece is the name of the Jar file (aka artifact) (originally, I was leaving off the '-1.0' since that was the version, but don't do that.)
  • 1.0 -- This last piece is the version. Also specified up higher in the gradle.build (of the dependency mod!)

With all these piece in place I got my mod building and both mods installed and running when I run 'gradlew runClient'. Again, thanks for all those that helped and provided clues along the way. I hope this post breaks a few concepts down and makes it easy for newcomers learning gradle as well.

Posted

Update: With the above setup I was able to compile and run the code; however, when methods were called in the library mod (blargsworkshop) the game would crash with an error about not being able to find a method called something like, 'func_1234a'. I was under the assumption that the call to fg.deobf() was going to solve this issue, but I think my understanding of it is incomplete.

 

For now, I've solved my issue by commenting out the line.

// jar.finalizedBy('reobfJar')

in the build.gradle of my library mod as well as removing the call to fg.deobf(). Now that line looks like the following

implementation "com.blargsworkshop.common:Blargs Workshop-1.16.1-1.0:1.0"

I can now build and run my mods through my dev environment with 'runClient'. I will have to remember to recompile my library mod with 'reobfJar' enabled before I publish.

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

    • If you’ve lost crypto to a scam, don’t let shame or fear keep you silent. There are real experts out there who know how to fight back. Dexdert Net Recovery did the impossible for me, and they can do it for others too. Contact Dexdet Net Recovery For Help Visa Information Below:    
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

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