Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Issue with using JEI API/Mod in my workspace [SOLVED]

Recommended Posts

I'm new here, so forgive me if I'm making a stupid mistake. I've been trying for the last two days or so to set up a modding environment with JEI API and the JEI mod itself in it.

Here are the relevant pieces of my build.gradle:

dependencies {
    minecraft 'net.minecraftforge:forge:1.16.5-36.0.1'
    compileOnly fg.deobf("mezz.jei:jei-") { transitive = false }
    runtimeOnly fg.deobf("mezz.jei:jei-") { transitive = false }

repositories {
  maven {
    // location of the maven that hosts JEI files
    name = "Progwml6 maven"
    url = "https://dvs1.progwml6.com/files/maven/"
  maven {
    // location of a maven mirror for JEI files, as a fallback
    name = "ModMaven"
    url = "https://modmaven.k-4u.nl"

I'm honestly not sure what the "transitive = false" bit does, but it made the API download properly. The problem is, the mod itself (not the API) isn't being downloaded when I build my project.

Or at least that's what I think is happening. I might be wrong. Anyways, here's the error. It doesn't prevent the client or server from running, it just shows up as a problem and JEI isn't listed as a mod in the client's home screen's "mods" menu.


This error used to appear twice, once for each missing library, but one of them is fine now that I added that "transitive = false" bit of text and built my project again. Given that I don't see JEI when I run the client, I'm guessing it's the API that downloaded properly and the mod that's missing.

When I say "built my project" I mean that I ran "gradlew eclipse" and "gradlew genEclipseRuns" from cmd with the working directory set in my mod's workspace.




Could not resolve: mezz.jei:jei-

I just found this at the end of the output for gradlew eclipse. So yes, it's not able to download this file.


Is there anything I'm doing wrong? If I left out any important information please let me know. Thanks!

Edited by Bluperman949
Added quote from build
Link to post
Share on other sites

Ok. Sorry for wasting your time if you came here to help. The issue was something gradle-related. I hadn't added a Gradle Nature to my project in eclipse so it just didn't work properly. If you're having this issue on eclipse, try right-clicking your project, clicking "add gradle nature", and then building it again. I'll mark this as solved now.

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

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.

  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • So I had no clue what topic to put this under because its not really modding with forge but modding forge itself. So I have terrain generation mods that are only server side and Bungeecord that has Geyser packet translator so people on bedrock edition can play as well, but when a bedrock player connects it gets a unknown packet error. I tested the proxy on a Spigot server verifying it was forge. With no mods installed I still get the error. I got a wireshark log of it all and I found the packet where it aborts the connection due to the invalid packet but I have no clue how to stop it. When I still had the mods installed I disabled the forge handshake protocol but it did not fix the issue. If you know what part of forge is doing this or a way to fix it all together that would be awesome. I know modifying forge can end really baddy (definitely the handshake protocol) but I think that is my only fix here. Im open to any suggestions tho. I have run out of ideas to fix it so any help would be nice. Also it seems the packet id causing the connection error is 0xFE but im not sure cause the client also sends back a packet with that ID. I have a whole bunch of info collected so if you need any more information on the issue, I willing to give it, just not the ips on the wireshark log.
    • Okay, I got it working correctly now, but I'm not sure how to make it work with multiple blocks.   My Block Code:   package expanded.blocks; import javax.annotation.Nullable; import expanded.VanillaBuildingBlocks; import net.minecraft.block.BlockState; import net.minecraft.block.RotatedPillarBlock; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.item.ItemStack; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraftforge.common.ToolType; public class CustomLog extends RotatedPillarBlock {            public CustomLog(Properties properties) {         super(properties);     }      @Override     @Nullable     public BlockState getToolModifiedState(BlockState state, World world, BlockPos pos, PlayerEntity player, ItemStack stack, ToolType toolType) {         return toolType == ToolType.AXE ? VanillaBuildingBlocks.acacia_log.defaultBlockState() : null;     } }
    • ? Registering the block and overriding a function inside the class are two completely different things
    • Ya but I'm not sure how I would actually add/implement it into the class correctly, and then registering the block correctly in my register class.
    • This tutorial from 1.12.2 is as easy as anyone could possibly explain it, it hasn't changed much til now except some slight changes here and there for you to figure out, it's pretty straightforward (https://www.planetminecraft.com/blog/forge-tutorial-capability-system/). Obviously instead of mana you'd just replace it with whatever else you're doing. All a capability is in essence is the ability to serialize/deserialize standard data types to an entity. When the player dies the game creates a new instance of a PlayerEntity object so your data won't automatically "transfer" over to that new object unless as you say, you copy the data over in an event hook. After you have this set up, if you want to access the data you store in player capabilities you create a class with a static get function that retrieves it.
  • Topics

  • Who's Online (See full list)

  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.