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1.16.4 Can I get assistance on how to set up a workspace? (solved)


Guru

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I have went into the advanced system properties and added the following environment variable:

JAVA_HOME C:\Program Files\Java\jdk1.8.0_271

 

So that is there.

 

I have the jre and jdk as well as eclipse.

 

I am able to do this on 1.11.2 forge:

step one is having to do with the jdk thing above.

Extract forge into a folder, then click on the gradle.bat being step two.

The next thing you do is enter two command gradlew setupDecompWorkspace and gradlew eclipse

When you do that it makes a folder named eclipse and you click on that folder to open it with eclipse.

You replace the src folder after setting it up with your src folder then you can open it on eclipse and build your mod with gradlew build.

 

I can get this to work, and I'm on a windows 10 computer by using .\gradlew instead of /gradlew with powershell.

 

 

When I do the same with version 1.16.4 forge:

click the bat

gradlew genEclipseRuns and gradlew eclipse

no eclipse folder is produced.

By going into eclipse I click import project, then click Gradle -------> existing gradle project and click the folder where I have extracted forge 1.16.4 and ran the two commands in that window.

This brings up an example src with code that I can see of Minecraft.

By replacing the original src with my mod src and opening it then I have a problem such as the following:

"No proposals have been found to fix the unresolved reference to 'net.minecraft.init.blocks'. Click here to manually configure the build path of 'New Mod'.

 

I am not able to open my project and click the things to where is suggests solutions to my code in comparison to the whole bunch of code in order to build my mod.

There is no eclipse folder to select for the workspace directory, so I'm left with this unresolved issue.

 

So can someone plz help.

new folder ---> folder ---> contents inside of forge mdk zip on the desktop.

Is how I am running the commands and setting up forge.

This completely works every time by opening Eclipse and selecting the folder named eclipse and opening that as the workspace, then it opens up and works allowing you to build your mod.

Such as:

C:\Users\Twigm\Desktop\New folder\folder\eclipse

 

They do not have this for the 1.16.4 version and I don't get what you are supposed to do if you have no eclipse folder to select and launch.

Importing it both as a java project and and gradle project has not worked for me at all.

 

I have no problem whatsoever with the 1.11.2 version.

Edited by Guru
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I would figure selecting the eclipse folder that way or something is faster than having to go through all of the trouble of having to import your project. Which does not work by clicking the gradle.bat, running the two commands, and importing it as a java project or gradle project having both the java jre and jdk installed and having to go through that though.

 

It is so much easier to click the folder and it open that individual project.

 

The new way of doing it is very frustrating and I have tried for days now and watched several videos on how to get it to work and I am having no luck at all for that matter and it's very time consuming.

 

Any help is appreciated though.

Edited by Guru
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Yes, but I have both and I can not set up the workspace either way.

 

Not sure how much it would cost to have two or three mods updated to a newer version, but ya'll make this stuff pretty difficult to solve when you change things up with no instructions on how to set up the new workspace other than the ones that aren't working for me.

 

Which defeats the simplicity of adding something to the game by making it much more difficult to do.

They added swimming to the game..... and changes a bunch of things. Like if it was worth putting the time into to learn something irritatingly unsolvable to begin with that don't work with the instructions.

 

But yeah

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2 hours ago, diesieben07 said:

You have so far only described how the wrong instructions have not worked for you.

Please describe exactly how you followed the correct instructions that I have linked and why they are not working for you.

gradlew genEclipseRuns and gradlew eclipse does not allow me to open my project with forge in a workspace by importing the project as a java project or a gradle project using eclipse.

The gradlew build command does not work at all.

 

If it does import then there is a problem:

"By replacing the original src with my mod src and opening it then I have a problem such as the following:

"No proposals have been found to fix the unresolved reference to 'net.minecraft.init.blocks'. Click here to manually configure the build path of 'New Mod'."

 

I'm not on something where I'm running into a problem running both commands as I'm directly connected to the internet. The problem I'm having is that I can't use the gradlew build command at all with the 1.16.4 version of forge and I don't know what to do after running the two commands on eclipse for it to import the project correctly.

 

From what I understand you drag and drop your src in there by replacing the src folder or something and import it through the eclipse menu somehow or another where there is the proper build path.

 

The instructions on that page don't tell you you have to click on the bat to get it to install gradle for step one.

Running the two commands by themselves causes it to error.

 

It also does not explain that I have to go into advanced system settings and set a JAVA_HOME environment variable directed towards the jdk situation.

Edited by Guru
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This should be something fun to do with a simple step by step guide that works.

 

To further explain the problem I am having other than gradlew build not working is there are no suggestions made to fix my code when my src is opened with the 1.16.4 version on eclipse.

 

Such as if you were to update and it suggest you use one word instead of another or one with uppercase lettering instead of lowercase for example.

 

They also changed stacksize to shrink or something.

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3 hours ago, diesieben07 said:

You have so far only described how the wrong instructions have not worked for you.

Please describe exactly how you followed the correct instructions that I have linked and why they are not working for you.

I read the instructions again, and your post one more time. I will see if it works without running the gradlew eclipse command.

 

There being only one command according to the instructions on that page.

 

Forge 1.16.4 README.txt:

1. Run the following command: "gradlew genEclipseRuns" (./gradlew genEclipseRuns if you are on Mac/Linux)
2. Open Eclipse, Import > Existing Gradle Project > Select Folder 
   or run "gradlew eclipse" to generate the project.
(Current Issue)
4. Open Project > Run/Debug Settings > Edit runClient and runServer > Environment
5. Edit MOD_CLASSES to show [modid]%%[Path]; 2 times rather then the generated 4.

 

On step two. Running the gradlew eclipse command should generate the eclipse folder within the project.

It does not do this.

Edited by Guru
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If I made a mod that added one block to the game for 1.11.2 and posted the src could you update it to 1.16.4 so I can see the comparison and possibly update?

 

I believe I may have it working, but there is obviously not a net.minecraft.init and I'm not sure what the new format looks like.

I can look at what there is for 1.16.4 in the project and external dependencies folder there.

 

main, reference, two files for mod tab, init, and common and client proxy.

 

 

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13 minutes ago, diesieben07 said:

How exactly did you arraíve at that screen?

Did you start with a fresh MDK and simply imported the Gradle project?

I ran the command gradlew genEclipseRuns then replaced the src folder where I extracted forge with my mod src folder named "src".

 

Then imported the project on eclipse through forge using the import gradle project option found through the "Import..." selection, top left hand menu.

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Step one, I created a folder.

Step two, extracted forge into the folder.

Step three, ran the command .\gradlew genEclipseRuns by shift right clicking inside of the folder I extracted forge into by clicking open powershell window option and typing the command in.

Step four, opened mdk example project through forge with import gradle project option on eclipse by importing the folder forge was extracted in.

Step five, closed eclipse and replaced the "src" folder with my mod "src" folder where forge was extracted.

Step six, imported project with the import gradle project option on eclipse.

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14 minutes ago, diesieben07 said:

Okay, looking at your latest screenshot again: You are trying to use classes that no longer exist.

Please try this first without putting in your old code and verify the bare MDK works for you. Then you need to start updating your old code.

Yes, but that's where the irritatingly unsolvable part comes in because there is no working example that simply adds a block to the game I could use for a reference that shows me how to add a block with a recipe.

 

There are no guides for this or examples. Therefor I have got it to work and the example MDK does show up but there is no way to update my code whatsoever.

 

It took me about a week or two to know that I had ran two commands instead of one and that was wrong because I read the readme and it was wrong. Then that is where I am, and I can not update without any books or information to read as to know how to do it. Although, I can code 1.8-1.11.2 and add things to the game if I'd like.

 

How do you add a block that has a recipe for 1.16.4?

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9 minutes ago, diesieben07 said:

Welcome to the world of modding. You are working against a moving target (Minecraft) which also happens to be obfuscated and only has mostly proper names due to community effort.

The usual way of updating is to have MDKs for both versions open and see where the classes are used in the old code and cross-reference that with the new code.

Yeah, but I am not provided a basic reference for each format which I should be because it's something involving java.

 

1.8-1.11.2 has a format to add things.

 

1.12.2-1.16.4 has a format to add things.

 

The code being in two formats.

 

 

You not providing me with a working src example mod to know how to use YOUR format based on Minecraft's code is and it isn't right.

Where logically there is no information or books to read in order to know a format that isn't java or HTML code for example, this is an unrealistic expectation.

 

I spent two weeks solving a problem when I only had to run one command due to the lack of information provided.

When in reality I didn't know if I had a problem or not (which I didn't because I did it right).

 

The problem I was having was not able to be recognized by a moderator because of the existence of that misinformation.

There is no reference to ya'lls format so then there's no way to code it that way.

 

I was not able to know if I had set java the right way by setting an environment variable that way or imported a project to eclipse right.

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3 minutes ago, diesieben07 said:

Due to lack of information provided? It is clearly documented in the "getting started" page of the documentation.

 

I have no idea what you mean by "format" here.

If you code a mod for 1.9 and put the src into the 1.11.2 version of forge then run gradlew build then the mod will most likely run on 1.11.2 version of minecraft.

 

Each version references to a set of those versions of Minecraft.

 

The README is also information.

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6 minutes ago, diesieben07 said:

A very basic "here is a new block that does nothing" mod - maybe.

Exactly, because I'm sitting here without knowing anything.

 

Like I would have to pay someone when I have put in the effort to code at least one block in the game by achieving setting up my workspace successfully after two weeks of frustration and watching videos.

 

Which I completely failed at doing because I have no main file or reference, my client and common proxy does not work that way, and I can not add a block to the game.

 

It's not because I'm not able to code it. It's because I don't know the format to compare to to see what is new and how based on what my adds one block to the game mod looks like.

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1 minute ago, diesieben07 said:

I don't know what more you want.

I already pointed you towards the documentation multiple times. It has a section on how to register things as well: https://mcforge.readthedocs.io/en/latest/concepts/registries/

Yeah, but you haven't provided me with the format to set up my main file with a reference and the client and common proxy.

 

net.minecraft.entity does not exist. Then how are you registering the entity?

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your product is broken if there is no way for me to drag a file that is "src" and type gradlew build and then there be a block.jar built that adds one simple block to the game.

 

If your product can not add one block to the game, then your product is broken.

 

 

Coding a block after 1.11.2 will not work if it is a simple block that way.

The format for block changed on the 1.11.2 version.

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like you can correct where there is an @ sign or something because the code for the mod was generated.

But when you type it yourself then you don't know how to code a block that way.

 

The person that's supposed to be able to tell you how to do that isn't able to though, maybe they are that way.

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Can I pay you 20$ for a src that adds one block to the game when you shift right click inside the window you extracted forge into and type gradlew build?

I need one for 1.16.4 and I'll need one for 1.17 since forge costs money or something which totally sucks.

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Reading any information provided by forge does not get me any closer to creating a src folder that I can put into where I extracted forge, type gradlew build in there and it build a mod that adds one block.

 

Then what I do is drag the mod into my mods folder and play with the modded block I have added.

 

I am not able to do this with the information provided.

For one I don't know how to set up my main file. I don't know what my reference should look like.

I don't know how to set up the common and client proxy for the new versions.

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Minecraft Forge is a product that is owned by Microsoft.

 

Not a useable product, because I can't add a block to the game and there is lack of information and support.

 

 

I can't even pay somebody 20$-30$ for a src that adds one block to the game.

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13 hours ago, diesieben07 said:

What?

Look at how many @ overrides there are on the mod srcs for 1.11.2

There is a way it outputs the code so all you have to do is erase the extra ones. It's your idea but it outputs the code.

All you have to do is erase the @override things where they don't go by knowing what the final code should look like.

 

So you would erase them except for in the common and client proxy... which there should be four.

 

Then you have a new mod. Although doing it this way you do not have to type the whole thing. Which logically could be a better way because it's not as hard on your hands or something.

 

They have another one where you can imagine letters and it types it for you.

 

 

I have a normal computer with a black screen for example. The screen is black every time you turn it on.

 

 

This gets me no closer to a src for 1.16.4 or 1.17 that adds one block to Minecraft though.

 

From what I know forge is broken because the code for recipes does not go together with .json files considering water can flow both up and downwards.

 

Which effects all version after 1.11.2.

Edited by Guru
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So, a question for you. First, what's your experience level in Java and using Eclipse as an IDE?

 

As for the second part, extract a clean version of the MDK to a location and open up a clean workspace in Eclipse. Do not run any commands. Note, you have to point to a different directory for the workspace when they ask.

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