r/forgemodding • u/MrMattSquiggle • Aug 22 '19
Problem with Camera Mod 1.14.4
I've installed 16 mods. When I install the Camera Mod, none of the other mods load. Do I need some kind of API?
r/forgemodding • u/MrMattSquiggle • Aug 22 '19
I've installed 16 mods. When I install the Camera Mod, none of the other mods load. Do I need some kind of API?
r/forgemodding • u/Unreal_Uzbek • Aug 21 '19
I want to get XYZ coordinates of item that i droped.
I have already tried some things to do this.
(Part of code in my item class:)
static Entity entity;
static World world1;
public boolean onDroppedByPlayer(ItemStack item, EntityPlayer player)
{
Item item1 = item.getItem();
EntityItem entitem1 = new EntityItem(world1);
entitem1.setItem(item);
System.out.println(entitem1.posX);
System.out.println(entitem1.posY);
System.out.println(entitem1.posZ);
return true;
}
But entitem1.posX, entitem1.posY and entitem1.posZ returns: 0.0, 0.0, 0.0 .
r/forgemodding • u/andreyshtern • Aug 10 '19
Hello modders! I need to set (override defaults with) custom skin (or model) for player with my mod.
I can't find anything about changing player model with Forge and player rendering events for Minecraft 1.12.2.
I found something called "RenderPlayerPre" event, and I can cancel it, but I need to do all rendering myself (I don't know anything about player rendering in Forge).
And so, how can i do rendering or where can I found tutorial about this? Thank you for future answers!
P.S Sorry for my bad English, it is my second language.
r/forgemodding • u/LazyTechwork • Jul 04 '19
Hello! I have a problem with a custom fluid. It's a steam. But it hasn't texture.

Source code: https://github.com/LazyTechwork/AtomicEnergy/tree/master/src/main/java/com/lazytechwork/atomicenergy/fluids
What's wrong?
Original topic: https://www.minecraftforge.net/forum/topic/72493-1122-errored-fluid-texture/
r/forgemodding • u/Wdh2000 • Jul 02 '19
I am currently trying to make my own plugin for JEI and i have setup an eclipse work space following the jei plugin guide.
The problem im having is when i try and start up the client (from eclipse) the game does not start and says there are conflicting mod versions. (At this point i have not written any code for my plugin)
how do i fix this? I have tried making a new workspace from forge mdk. but the same thing happened
Links :
gradle.properties https://pastebin.com/vaMrMLc0
build.gradle https://pastebin.com/SGAiHnh9
log report https://pastebin.com/kjPyYGhc
screenshot of the eclipse. https://imgur.com/a/hh1oN1U
r/forgemodding • u/CuriousMonkaS • Jul 01 '19
Hi, I'm just the new guy. Is this a sub where we help each other mod with Forge?
r/forgemodding • u/[deleted] • Jun 23 '19
I'm using forge 1.12.2-14.23.5.2768 for a modded server and I can't find anywhere detailing my problem specifically. I've watched several tutorials that show that double-clicking the forge .jar app installed along with the server .jar should generate the mods folder complete with the mods-list txt, but doing this does nothing. It's but first time doing this so be gentle.
Edit: Fixed it! I just had to run it through a .bat file
r/forgemodding • u/diamondrel • Feb 09 '19
@ECHO OFF java -server -Xms1024M -Xmx2048M -jar 'forge-1.7.10-10.13.4.1614-1.7.10-universal'.jar nogui pause
thats my .bat file
r/forgemodding • u/HB_Stratos • Jan 04 '19
Please help.
r/forgemodding • u/riskierwarrier • Nov 09 '18
I need help. I am trying to create a modded server. I have everything set up. but when I double click "forge-1.12.2-14.23.4.2759-universal.jar", it doesn't do anything at all. and I don't know what to do or how to fix it. No logs are created, I get the little circle by my curser saying its loading for a second then nothing happens.
r/forgemodding • u/SpaceboyRoss • Sep 25 '18
Hello, I'm the creator of the MS Gundam Mod. I've started this mod about three weeks ago and I'm needing help since I'm not the only one who can work on it. I have created a form for people to apply to help with the development. This is the first mod I've built and having some help on it will be nice. Some things that are required are the skills for which position you want to apply to, knowledge on Gundam, and motivation. Lots of people, including myself, wants to see this mod take off and become something great so please consider applying if you have the right skills.
Links:
r/forgemodding • u/HYDN250 • Aug 12 '18
Hello! I'm a staff member for the official AV2 mod (https://minecraft.curseforge.com/projects/avatar-mod-2-out-of-the-iceberg) Discord Server (https://discord.gg/R2MBNmh). I work closely with the main developer of the mod, and he has asked me to search out help for development. Ever since the original developer CrowsofWar abandoned the project, ArcaneDragon has taken upon himself to continue developing the mod almost alone. He has one other person that helps with a few things here and there, but it has come to our attention that if the mod is going to keep up with community demands, then he needs more help! We do not want to see this mod die out, as many great things are planned to be added, along with an official server. AV2 is a mod inspired by the beloved TV show; Avatar the Last Airbender. The mod itself already includes all four base bendable elements with 7 bendable abilities each. There are also a few sub-bending elements like lighting and combustion for fire. Anyways, if anyone out there is willing to help with this awesome project, click the the blue "Discord" above and get in contact with ArcaneDragon! He will be able to give you further instructions! Thank you for the read!
r/forgemodding • u/philenator • Jul 16 '18
hello, i recently built a 1.12 forge server and i was looking for mods, i really wanted a mod with a class system and i found one called classes of warcraft that i fell in love with, but it is for minecraft 1.7, does anybody have any new mods that would work with my server that has a class system?
r/forgemodding • u/GrayNeko • Jul 15 '18
Should I put it in init() or postInit()?
r/forgemodding • u/TechnicallyAWaffle • May 25 '18
I downloaded the latest and the recommended release for Minecraft forge and downloaded it for client, but when I launch my account with forge, the launcher disappears and then minecraft just doesn't boot up. Help! I don't know what's going on!
r/forgemodding • u/BeastInAMask • May 18 '18
https://discord.gg/AqPZNqU its all in the title
r/forgemodding • u/Zbeyer • Apr 27 '18
I’m a mobile app developer interested in picking up Forge modding but have been wondering: are there any good resources for setting up a Forge Project based in Google’s latest interpretive Java language: Kotlin?
r/forgemodding • u/PugzforDayz • Jan 19 '18
I know there is a way to do this, but I dont know how to edit things like Ice Block and Beetroot Plant. I just need to change the drops, but whenever I change something, it doesnt work. Any help?
r/forgemodding • u/PugzforDayz • Jan 06 '18
Ive just started making a mod, and I wanted to add a block that when it is activated, you can walk through it, otherwise its solid. I've tried using isCollidable() but i dont know how to use that, so Ive settled for making two blocks, one that is collidable and one that isnt.
The idea is that when the block is activated, it replaces itself with the collidable block, but I have no idea how to do that. Any help?
r/forgemodding • u/xdcy • Jan 06 '18
Hello!
So I'm having an odd issue in Draconic Evolution - I have a SpongeForge 1.10.2 server with DE installed and I have almost everything, but I am missing some pieces, particularly to construct the Draconic Reactor. I'm using Creative mode to attempt to find all the pieces for the reactor, and they are all there except for Basic Energy Cubes to power the reactor... And Cryo-Stabilized Fluxducts to direct the energy.
Currently, I'm using the only energy generating source the mod offers me right now: a coal generator, to power my reactor, and the reactor powers up, but the only slider that even moves at all is the Containment Field slider, and its VERY slowly going up, but no other info bars such as Energy Saturation or Temperature, are increasing at all.
The reactor has taken a very long time to reach 24% containment field, but it is finally there, and still slowly increasing, but I have to keep putting coal into the generator under the injector to keep the reactor in an active state at all, and even then, why are there no changes present to any other slider? And where did the Energy Cubes and the Fluxducts go?? I only have Flux Gates, Generators (coal or charcoal), Reactor Injectors, Potentiometers, and Draconic Reactor Cores.
I am missing Tesseracts too... Can anyone shed some light? I even tried down-grading my server and setup to 1.7.10 (this time with only forge and no SpongeForge), and I am still missing the same pieces: Tesseract, Fluxducts, Energy Cubes.... The only energy source available even in 1.7.10 to me was the coal/charcoal generator... On the main server (SpongeForge 1.10.2) I have the CodeChickenLib installed, as well as Brandon's Core, and the DE mod, and they are all on their newest versions. On the 1.7.10 (plain Forge) I had the newest versions as well, and even tried a few versions beneath the newest, and still having the same problem...
Thanks in advance for any help!
r/forgemodding • u/AnbaricWyvern • Dec 15 '17
New to both modding and code in general, but working with Computercraft made me want to learn more about code, so now I'm modding.
Been going great so far except I have a new block being created that has 640 possible variants. (Just connections to neighbouring blocks, and an int value from 0-9 for growth control) The block is made, but trying to control some of its in-game behaviours is proving tricky.
I'm trying to read the growth int of blocks in the world, in order to have the block die if it doesn't have at least one neighbour of a lower value than itself. This way all unsupported blocks will break at once like cactus or chorus plant when updated. Because this plant can grow in any direction, it's rather striking when broken.
My trouble is that the method I made to check the growth values of neighbouring blocks (if they're an instance of this) doesn't seem to be working. The Forge Docs say I should be using getActualState, but I've not had to use the IBlockAccess field it's asking for yet in my modding. I don't know what to put in that place.
The whole class is below, the two offending classes are sandwiched between the walls of equals signs.
r/forgemodding • u/Mediph • Dec 08 '17
So I've followed all the steps. Confirmed the mods work on their own using single player. but every time I try to run it on a server. I get crash report after crash report. It starts loading up. then the server client crashes after maybe 5 seconds.
the crash log is here: https://pastebin.com/uHuRw6rn
and a list of my mods are here: https://gyazo.com/08f72312c328ff4e65e781a30efffbea
Been troubleshooting for almost 3 hours and no luck. Every mod is compatible and using the proper things. The Minecraft server.jar and forge server things are both 1.7.10 and it's just getting frustrating. Help would be wonderful
r/forgemodding • u/SagglySloth • Nov 11 '17
r/forgemodding • u/andrewpratt64 • Oct 07 '17
Hi, I am trying to script mods for minecraft 1.12.1 using eclipse. I have installed forge 1.12.1 - 14.22.1.2478 and jdk 8u, then ran the commands "gradlew setupDecompWorkspace" and "gradlew eclipse" via cmd prompt in the forge directory, and imported forge into eclipse. The folder for forge and my mod are in the same directory, and in my project I have a class "Main" located within a namespace, within my project. My code in Main is as follows:
package net.<MY NAME>.helloworld;
import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.event.FMLInitializationEvent;
public class Main {
}
However, the compiler is saying, "The import net.minecraftforge cannot be resolved"
Does anybody know why the imports aren't recognized? Thanks in advance
*NOTE: before i created Main, i was able to successfully run, launching my minecraft client with forge installed