
MineModder2000
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[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
Right but there is no class pertaining to Trident within net.minecraft.client.renderer.tileentity, only the Trident Render class within net.minecraft.client.renderer.entity. What I am asking is how do I attach or associate my Spear class with that extended Renderer class. -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
I looked through the vanilla files and the Trident Item class doesn't set it's own TileEntityitemRenderer. As far as extending / copying Trident Renderer, I already figured that, but I don't understand how to link my new Spear Renderer class to the Spear class / objects. -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
Bumpity bump bump. -
[1.14.4] Modifying Vanilla Content
MineModder2000 replied to MineModder2000's topic in Modder Support
Also need to figure out how to change the "harvestable" distance, that is the distance from the player at which a block can be mined / chopped / dug etc. -
[1.14.4] Modifying Vanilla Content
MineModder2000 replied to MineModder2000's topic in Modder Support
Help needed again. Now this time i want to replace a vanilla texture, I did the following : I did this code in my "assets.minecraft.models.item" package. Then in my "assets.mymod.textures.item" package, I placed my new texture. But it's still showing vanilla texture... -
(SOLVED) 1.14.4 How to do Blocks now?
MineModder2000 replied to MineModder2000's topic in Modder Support
No worries, its resolved, save for some render issues that I am working on. -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
Okay so I can just extend or copy that class, but how do I link it to the item? -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
Though it throws like a spear / trident now, still need some help with the model side of things, I just copied the trident.jsons, but clearly I need to more, probably with code. Spear Spear_Throwing Spear_Hand It doesn't hold in the hand correctly, especially when primed for throwing in which its not even in the hand but well above. When I toss it, it turns into trident. -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
May you be blessed with many fortunes, thanks a lot this worked! -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
I tried throwing it at everything. The trident can be thrown whether you are aimed at an entity or not, so that shouldn't matter. -
(SOLVED) 1.14.4 How to do Blocks now?
MineModder2000 replied to MineModder2000's topic in Modder Support
Thanks again friend. Don't leave me hanging over here though : -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
Bump -
The docs / tuts are outdated on this, there is no longer an ItemBlock class. I already made a block state json which references a vanilla item as a model, and I already did the following : @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD) public static class RegistryEvents { @SubscribeEvent public static void registerBlocks(final RegistryEvent.Register<Block> event) { LOGGER.info("HELLO from Register Block"); event.getRegistry().registerAll( BlockList.flint_stone = new Block(Block.Properties.create(Material.IRON)).setRegistryName(location("flint_stone")) ); } private static ResourceLocation location(String name) { return new ResourceLocation("mymod", name); } } Basically this block is going to break into a vanilla item, and that will be used to place it as a block as well. Just need to know how to do that now, thanks.
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[1.14.4] Modifying Vanilla Content
MineModder2000 replied to MineModder2000's topic in Modder Support
Thanks for the help -
[1.14.4] Modifying Vanilla Content
MineModder2000 replied to MineModder2000's topic in Modder Support
Hallelujah! It's working ?. Why is it that for recipes I have to use my mod's ID but for this I have to use minecraft? -
[1.14.4] Modifying Vanilla Content
MineModder2000 replied to MineModder2000's topic in Modder Support
Actually I did check 1.13, it's the same for loot tables, when you link it it defaults to 1.12. I already did the json thing, it isn't working the way it is for my overridden recipes. Here's my oak_leaves.json for example (data.mymod.loot_tables.blocks.oak_leaves.json) : { "type": "minecraft:block", "pools": [ { "rolls": 1, "entries": [ { "type": "minecraft:alternatives", "children": [ { "type": "minecraft:item", "conditions": [ { "condition": "minecraft:alternative", "terms": [ { "condition": "minecraft:match_tool", "predicate": { "item": "minecraft:shears" } }, { "condition": "minecraft:match_tool", "predicate": { "enchantments": [ { "enchantment": "minecraft:silk_touch", "levels": { "min": 1 } } ] } } ] } ], "name": "minecraft:oak_leaves" }, { "type": "minecraft:item", "conditions": [ { "condition": "minecraft:survives_explosion" }, { "condition": "minecraft:table_bonus", "enchantment": "minecraft:fortune", "chances": [ 0.05, 0.0625, 0.083333336, 0.1 ] } ], "name": "minecraft:oak_sapling" } ] } ] }, { "rolls": 1, "entries": [ { "type": "minecraft:item", "conditions": [ { "condition": "minecraft:table_bonus", "enchantment": "minecraft:fortune", "chances": [ 0.5, 0.6, 0.7, 0.8, 0.9 ] } ], "functions": [ { "function": "minecraft:set_count", "count": { "min": 1.0, "max": 2.0, "type": "minecraft:uniform" } }, { "function": "minecraft:explosion_decay" } ], "name": "minecraft:stick" } ], "conditions": [ { "condition": "minecraft:inverted", "term": { "condition": "minecraft:alternative", "terms": [ { "condition": "minecraft:match_tool", "predicate": { "item": "minecraft:shears" } }, { "condition": "minecraft:match_tool", "predicate": { "enchantments": [ { "enchantment": "minecraft:silk_touch", "levels": { "min": 1 } } ] } } ] } } ] }, { "rolls": 1, "entries": [ { "type": "minecraft:item", "conditions": [ { "condition": "minecraft:survives_explosion" }, { "condition": "minecraft:table_bonus", "enchantment": "minecraft:fortune", "chances": [ 0.005, 0.0055555557, 0.00625, 0.008333334, 0.025 ] } ], "name": "minecraft:apple" } ], "conditions": [ { "condition": "minecraft:inverted", "term": { "condition": "minecraft:alternative", "terms": [ { "condition": "minecraft:match_tool", "predicate": { "item": "minecraft:shears" } }, { "condition": "minecraft:match_tool", "predicate": { "enchantments": [ { "enchantment": "minecraft:silk_touch", "levels": { "min": 1 } } ] } } ] } } ] } ] } It's identical save for the changes to the drop odds for sticks, which I made dramatically higher. Though when I play the game it's not taking affect, sticks are still a rare drop. -
[1.14.4] Modifying Vanilla Content
MineModder2000 replied to MineModder2000's topic in Modder Support
Actually not so simple, the docs : https://mcforge.readthedocs.io/en/latest/items/loot_tables/ seem outdated. I can't call the "Loot Pool" constructor for one, because it says the constructor is not visible. It seems there are multiple ways to do this with either json or calling certain classes / methods, and I am confused. -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
package mymod; import net.minecraft.item.TridentItem; public class Spear extends TridentItem { public Spear(Properties builder) { super(builder); } } package lists; import net.minecraft.item.Item; public class ItemList { public static Item spear; } @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD) public static class RegistryEvents { @SubscribeEvent public static void onBlocksRegistry(final RegistryEvent.Register<Block> blockRegistryEvent) { // register a new block here LOGGER.info("HELLO from Register Block"); } @SubscribeEvent public static void registerItems(final RegistryEvent.Register<Item> event) { LOGGER.info("HELLO from Register Items"); event.getRegistry().registerAll( ItemList.spear = new Spear(new Item.Properties().group(ItemGroup.COMBAT)).setRegistryName(location("spear")) ); } private static ResourceLocation location(String name) { return new ResourceLocation("mymod", name); } -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
Can't throw it basically. It just acts like any other hand held, you can only attack with it. -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
Well it just gets the Properties from the Item.class, which is the start..... I had this already : ItemList.spear = new Spear(new Item.Properties().group(ItemGroup.COMBAT)).setRegistryName(location("spear")) Spear extends TridentItem, but still doesn't behave like it. I even tried making ItemList.spear a new TridentItem and that didn't work. -
[1.14.4] Making a Trident like item
MineModder2000 replied to MineModder2000's topic in Modder Support
Yes I figured that, but then I need a parameter to put in the constructor for that (Properties builder), and I don't know which Properties to put. -
I already have a registered and craftable item with it's own unique texture, but I want it to function like a trident, what is the simplest way to do this.
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[1.14.4] Modifying Vanilla Content
MineModder2000 replied to MineModder2000's topic in Modder Support
Ah very simple! Thanks once again. -
(SOLVED) [1.14.4] Crafting Recipe not working
MineModder2000 replied to MineModder2000's topic in Modder Support
My Bad, Wrong package name. Problem solved -
(SOLVED) [1.14.4] Crafting Recipe not working
MineModder2000 replied to MineModder2000's topic in Modder Support
What do you mean valid json, and how do I "check"?