You should check the log output for errors then. Running gradle eclipse runs the makeStart task which generates gradlestart. Use the -i option for more verbose output.
So it looks like the file is being generated (C:\Users\<USER>\.gradle\caches\minecraft\net\minecraft\minecraft\1.9.4\start\GradleStart), but Eclipse just isn't including it in the project. Do I have to add it manually or something?
So it looks like the file is being generated (C:\Users\<USER>\.gradle\caches\minecraft\net\minecraft\minecraft\1.9.4\start\GradleStart), but Eclipse just isn't including it in the project. Do I have to add it manually or something?
Refresh the project in Eclipse by right clicking on the project in Eclipse and press the Refresh menu item
Okay I managed to fix the problem (I think). The problem was that I was following Mumfrey's video tutorial too closely. In the video, there is a step where he refreshed the Gradle project, which apparently you shouldn't do with the ExampleMod. I followed the tutorial skipping that step, and a different error came up (something about a missing method in a SpongePowered mixin), but restarting Eclipse seemed to fix it. Thanks for everybody's help
Okay I managed to fix the problem (I think). The problem was that I was following Mumfrey's video tutorial too closely. In the video, there is a step where he refreshed the Gradle project, which apparently you shouldn't do with the ExampleMod. I followed the tutorial skipping that step, and a different error came up (something about a missing method in a SpongePowered mixin), but restarting Eclipse seemed to fix it. Thanks for everybody's help
It sounds like you are probably not waiting enough then. Notice in my video how I draw attention to the status bar in the bottom right of eclipse which shows what it's doing? You absolutely cannot just do the steps and expect it to work. Refreshing the gradle project is a good idea and will not break anything, however you still have to run the gradle tasks and wait for them to complete (I recommend opening the console window to show the progress, again, in my video). If you have errors appearing even after refresh, wait for eclipse to rebuild the project. Guess what, it shows you this in the bottom right status bar.
"Restarting eclipse seemed to fix it" means you didn't wait long enough for things to complete, because restarting the IDE will not "fix" things in this case, all it does is - you guessed it - trigger a refresh. Which you can do manually by right-clicking and doing refresh gradle project.
If you learn patience and to pay attention to what is going on and what the IDE is telling you, then you will have a much better experience and won't find these "weird" things happening.
It sounds like you are probably not waiting enough then. Notice in my video how I draw attention to the status bar in the bottom right of eclipse which shows what it's doing? You absolutely cannot just do the steps and expect it to work. Refreshing the gradle project is a good idea and will not break anything, however you still have to run the gradle tasks and wait for them to complete (I recommend opening the console window to show the progress, again, in my video). If you have errors appearing even after refresh, wait for eclipse to rebuild the project. Guess what, it shows you this in the bottom right status bar.
"Restarting eclipse seemed to fix it" means you didn't wait long enough for things to complete, because restarting the IDE will not "fix" things in this case, all it does is - you guessed it - trigger a refresh. Which you can do manually by right-clicking and doing refresh gradle project.
If you learn patience and to pay attention to what is going on and what the IDE is telling you, then you will have a much better experience and won't find these "weird" things happening.
I would have liked this to be true, but unfortunately, not. I've used Eclipse before, so yes I waited for the "BUILD SUCCESSFUL" messages to appear in the console, just like in your video, after running all the gradle tasks. And yes, I waited for Eclipse to rebuild and refresh the project after running everything as well. All of the problems I've had occurred after following all the proper steps. And might I say, posting a nasty response to a question only after you replied twice doesn't seem like patience to me. Perhaps you should heed your own words. Nonetheless, I appreciate the help.
I would have liked this to be true, but unfortunately, not. I've used Eclipse before, so yes I waited for the "BUILD SUCCESSFUL" messages to appear in the console, just like in your video, after running all the gradle tasks. And yes, I waited for Eclipse to rebuild and refresh the project after running everything as well. All of the problems I've had occurred after following all the proper steps. And might I say, posting a nasty response to a question only after you replied twice doesn't seem like patience to me. Perhaps you should heed your own words. Nonetheless, I appreciate the help.
It's not intentionally a nasty response, I get frustrated with seeing this kind of problem come up often and it's generally impatience on the part of the user which causes it to happen. If that's not what's happened in your case then it doesn't apply.
gradle eclipse writes the classpath for eclipse to consume and also causes FG to run the tasks needed at this point (makeStart, etc) buildship has its own ideas about the classpath but misses out on the start stuff because it doesn't (unlike the old springsource gradle plugin) actually run the eclipse task but instead uses tooling API. This sometimes means that the two systems disagree with each other. The simple answer is always to gradle eclipse, then do a clean project and refresh gradle project.
I recommend keeping both the console window and the "progress" window visible during project setup tasks, it will help you keep tabs on what eclipse is actually doing and will generally resolve any uncertainty.
I would have liked this to be true, but unfortunately, not. I've used Eclipse before, so yes I waited for the "BUILD SUCCESSFUL" messages to appear in the console, just like in your video, after running all the gradle tasks. And yes, I waited for Eclipse to rebuild and refresh the project after running everything as well. All of the problems I've had occurred after following all the proper steps. And might I say, posting a nasty response to a question only after you replied twice doesn't seem like patience to me. Perhaps you should heed your own words. Nonetheless, I appreciate the help.
Sometimes, eclipse or gradle (I don't know which one) doesn't want to update the classpath file when the task is run. When this happens, I suggest running cleanEclipse in order to get rid of it and allow the eclipse task to start fresh.
To clarify, the AP doesn't care if a mixin is referenced anywhere, it literally processes all mixins in a given SourceSet (which is why refmap is defined at the SourceSet level in your gradle file). ModifyConstant is handled by the AP so not sure why it's not working for you, you should examine your build output since the AP will emit complaints when things are not as it expects.
By the way, unrelated: but since you're using ModifyConstant then your config should specify minVersion as 0.5.5 not 0.5.3
Man I wish I wasn't so addicted to VoxelMap lol!
It takes this loader so freaking long to update to current versions of MC.
You would think Mumfrey would be working on a new version as soon as a MC beta is released.
Since 1.8.4 I really have considered switching over to Forge but I have used LiteLoader for a very long time and am really reluctant.
Mumfrey, are you currently the only one that works on the loader? If so, why not try recruiting some other coders out there for help. If I knew
how to write Java code or MC mods I would be glad to help. Just a thought.
Man I wish I wasn't so addicted to VoxelMap lol!
It takes this loader so freaking long to update to current versions of MC.
You would think Mumfrey would be working on a new version as soon as a MC beta is released.
Since 1.8.4 I really have considered switching over to Forge but I have used LiteLoader for a very long time and am really reluctant.
Mumfrey, are you currently the only one that works on the loader? If so, why not try recruiting some other coders out there for help. If I knew
how to write Java code or MC mods I would be glad to help. Just a thought.
Developing liteloader itself isn't the difficult part that's causing the delay in updating. What DOES take some time is the development of the Mod Coder Pack (MCP) that Liteloader, as well as other modding systems like forge and optifine are based on as well. Currently there is no public release of MCP for 1.10, but as soon as there is Mumfrey will assuredly waste no time in using it to update Liteloader, after which point, the devs for various litemods (those for voxelmap and myself included) will do our best to rapidly release versions of our mods to match
Rollback Post to RevisionRollBack
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
Developing liteloader itself isn't the difficult part that's causing the delay in updating. What DOES take some time is the development of the Mod Coder Pack (MCP) that Liteloader, as well as other modding systems like forge and optifine are based on as well. Currently there is no public release of MCP for 1.10, but as soon as there is Mumfrey will assuredly waste no time in using it to update Liteloader, after which point, the devs for various litemods (those for voxelmap and myself included) will do our best to rapidly release versions of our mods to match
OH! Well then I guess I owe Mumfrey an apology!
I had no idea thanks for clearing that up. Ok on to bugging Searge at Mojang LOL
So it looks like the file is being generated (C:\Users\<USER>\.gradle\caches\minecraft\net\minecraft\minecraft\1.9.4\start\GradleStart), but Eclipse just isn't including it in the project. Do I have to add it manually or something?
Refresh the project in Eclipse by right clicking on the project in Eclipse and press the Refresh menu item
I've tried that too, doesn't work.
Try opening *1.9.4_gradle_Client.launch in the project browser
Okay I managed to fix the problem (I think). The problem was that I was following Mumfrey's video tutorial too closely. In the video, there is a step where he refreshed the Gradle project, which apparently you shouldn't do with the ExampleMod. I followed the tutorial skipping that step, and a different error came up (something about a missing method in a SpongePowered mixin), but restarting Eclipse seemed to fix it. Thanks for everybody's help
It sounds like you are probably not waiting enough then. Notice in my video how I draw attention to the status bar in the bottom right of eclipse which shows what it's doing? You absolutely cannot just do the steps and expect it to work. Refreshing the gradle project is a good idea and will not break anything, however you still have to run the gradle tasks and wait for them to complete (I recommend opening the console window to show the progress, again, in my video). If you have errors appearing even after refresh, wait for eclipse to rebuild the project. Guess what, it shows you this in the bottom right status bar.
"Restarting eclipse seemed to fix it" means you didn't wait long enough for things to complete, because restarting the IDE will not "fix" things in this case, all it does is - you guessed it - trigger a refresh. Which you can do manually by right-clicking and doing refresh gradle project.
If you learn patience and to pay attention to what is going on and what the IDE is telling you, then you will have a much better experience and won't find these "weird" things happening.
I would have liked this to be true, but unfortunately, not. I've used Eclipse before, so yes I waited for the "BUILD SUCCESSFUL" messages to appear in the console, just like in your video, after running all the gradle tasks. And yes, I waited for Eclipse to rebuild and refresh the project after running everything as well. All of the problems I've had occurred after following all the proper steps. And might I say, posting a nasty response to a question only after you replied twice doesn't seem like patience to me. Perhaps you should heed your own words. Nonetheless, I appreciate the help.
It's not intentionally a nasty response, I get frustrated with seeing this kind of problem come up often and it's generally impatience on the part of the user which causes it to happen. If that's not what's happened in your case then it doesn't apply.
gradle eclipse writes the classpath for eclipse to consume and also causes FG to run the tasks needed at this point (makeStart, etc) buildship has its own ideas about the classpath but misses out on the start stuff because it doesn't (unlike the old springsource gradle plugin) actually run the eclipse task but instead uses tooling API. This sometimes means that the two systems disagree with each other. The simple answer is always to gradle eclipse, then do a clean project and refresh gradle project.
I recommend keeping both the console window and the "progress" window visible during project setup tasks, it will help you keep tabs on what eclipse is actually doing and will generally resolve any uncertainty.
Nothing that I can see, all looks fine.
Sometimes, eclipse or gradle (I don't know which one) doesn't want to update the classpath file when the task is run. When this happens, I suggest running cleanEclipse in order to get rid of it and allow the eclipse task to start fresh.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
It might be that @ModifyConstant isn't being handled by the annotation processor. Meaning it's a bug with mixin.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
To clarify, the AP doesn't care if a mixin is referenced anywhere, it literally processes all mixins in a given SourceSet (which is why refmap is defined at the SourceSet level in your gradle file). ModifyConstant is handled by the AP so not sure why it's not working for you, you should examine your build output since the AP will emit complaints when things are not as it expects.
By the way, unrelated: but since you're using ModifyConstant then your config should specify minVersion as 0.5.5 not 0.5.3
Man I wish I wasn't so addicted to VoxelMap lol!
It takes this loader so freaking long to update to current versions of MC.
You would think Mumfrey would be working on a new version as soon as a MC beta is released.
Since 1.8.4 I really have considered switching over to Forge but I have used LiteLoader for a very long time and am really reluctant.
Mumfrey, are you currently the only one that works on the loader? If so, why not try recruiting some other coders out there for help. If I knew
how to write Java code or MC mods I would be glad to help. Just a thought.
Developing liteloader itself isn't the difficult part that's causing the delay in updating. What DOES take some time is the development of the Mod Coder Pack (MCP) that Liteloader, as well as other modding systems like forge and optifine are based on as well. Currently there is no public release of MCP for 1.10, but as soon as there is Mumfrey will assuredly waste no time in using it to update Liteloader, after which point, the devs for various litemods (those for voxelmap and myself included) will do our best to rapidly release versions of our mods to match
Have an idea for a mod? Join me on Discord or let me know here! (I prefer Discord though)
Keep track of the latest news and updates by following my twitter!
Feel like playing MC with me? Join me on the official PC Gamer US server here!
OH! Well then I guess I owe Mumfrey an apology!
I had no idea thanks for clearing that up. Ok on to bugging Searge at Mojang LOL
Searge doesn't do mcp anymore. It's mostly Forge now. If you bug lex about it enough, he'll probably ban you. It's best to just wait patiently.
You might be able to use meddle provided you create the mappings yourself.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
According to LexManos, MCP 1.10 is waiting on Searge to look at. So it shouldn't be much longer. You can see it straight from the source here.
Thanks
Nice thanks alot!
1.10 updates: http://jenkins.liteloader.com/view/1.10/