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IAmAFrenchFry

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  1. I’m not 100% sure if this is better or what you want, but I think it would be a better route to do this with a plugin, and players can run a command if they want to hear the sound when chatting. If you do this, I would suggest checking out SpigotMC.org. Hope this helps!
  2. Yes. Forge is a mod loader (client-side), and Spigot is a plugin loader (server-side). Plugins and mods are setup differently and grab information from different libraries, so mods and plugins are not interchangeable. You wouldn’t see plugins in the mods menu because they are not mods. To install mods, you put them into your client Minecraft mods folder. To install plugins, you have to have a Spigot server running and put the plugins in your server’s plugin folder. For more information on Spigot plugins, go to their official webpage (SpigotMC.org). Hope this helps!
  3. First off, download the recommended version of forge (press "Installer", not "Universal"), double-click the jar, select "Install Client", and press "Ok" or "Confirm" or whatever. Second, your mods folder should not be in your Minecraft package contents. Go to Finder and press Command + Shift + G on your keyboard, and type in ~/Library/Application Support/minecraft. If there isn't a mod folder there, create one, and put your mod(s) in that mods folder (Only one of each. No copies). Then launch Minecraft, and if it isn't there already, create and/or select a profile using the forge version you just installed. Hope this helps!
  4. So what should I download from the server? Their FTP client didn’t allow .bat and .sh files, so someone just launched those for me then uploaded the generated files to the server. I don’t know what file the server runs when it launches if there is no LaunchServer.* there. What things do I download from the server and what do I get from re-downloading the mod pack? Should I just download all the files from the server and launch the jar file that is on the server? Should I do that but also get the LaunchServer.sh and run that?
  5. I can’t test that. When you download stone block, it comes with a Install.sh, Install.bat, LaunchServer.sh, and LaunchServer.bat. I’m on Mac, and the shell scripts don’t work for some reason. I had to ask Shockbyte support to upload the files for me. So I can’t start the server on my computer. I could send you a git repository of the files.
  6. No, I don’t see anything like that. But I realized before I gave you a debug.log instead of a debug-<number>.gz. I want to confirm that I gave you the correct resources. Thanks again for the fast response.
  7. I’m using Shockbyte, and at the end in console it says: “Server crashed” “Restarting crashed server in 10 seconds”.
  8. Here is the debug.log from the server. Thank you for the quick response! https://gist.githubusercontent.com/IAmAFrenchFry/4c0bddfda74cd31d6f4a8ff6fad0d823/raw/278728fca3c670cbd4cba35818e8f583ddd3d4e0/debug.log
  9. Also, I know I'm using a modpack, but it's not from FTB/Technic, etc. I also don't believe the issues page on GitHub is still active.
  10. I am running a Stoneblock server that was working perfectly. Then I connected mekanism cables to capacitors from EnderIO, and it created explosion noises. I stopped the server and changed EnderIO.cfg from: # Should TEs protected their maximum energy input against multiple inserts? [default: HARD] S:protectAgainstEnergyOverflow=HARD to: # Should TEs protected their maximum energy input against multiple inserts? [default: HARD] S:protectAgainstEnergyOverflow=SOFT because I looked it up and it said that would stop the explosions. I re-ran the server, and now it crashes on start. I turned the config option back to "SOFT" and I got a crash with CodeChickenLib. I deleted the config file, and now I have this crash log: https://pastebin.com/kyfBECGH Thanks in advance for your help!
  11. McJty (a developer of many mods, including RFTools) is doing tutorials on 1.14.2 (episode 4), but you have to set up the workspace like he did, which requires watching the previous episodes. You can do it on Eclipse or IntelliJ. I don't know if it works on 1.14.3 though.
  12. I used forge:dyes/blue and forge:dyes/black in a recipe for my mod (below), but they don’t include blue dye and black dye. They include lapis and ink sacs, which I don’t think is right because blue dye and black dye were added in 1.14. I didn’t test forge:dyes/brown and forge:dyes/white, but I’m sure it is the same for them. I believe this is an issue so I am bringing it to your attention. Thank you.
  13. In your mod setup class, you need to add this to your item registry function: event.getRegistry().register(new FirstItem()); FirstItem will be replaced with the name of your item class in src/main/java/jgcodes/fluxmachines/items and your constructor name in that class (their names should be the same). Also, textures are client side, and you put your texture in the data folder which is server side. Your redstone ingot PNG file should go into src/main/resources/assets/fluxmachines/textures/item. Lastly, this is preference (I believe), but I’d name your Mod class to the name of your mod, like FluxMachines.java, it ModClass.java. Remember, you still need a model, a class, and an optional recipe. If you need more help, here is my git repo (it has some other stuff in it that need to be ignored, such as a GUI): https://github.com/IAmAFrenchFry/CadeMod Hope this helps.
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