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Posts posted by TrueSalt
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5 minutes ago, Animefan8888 said:
You mean a resource pack?
I'm sure that is what it sounds like I would like to do, but no. I want to keep everything within the confines of the mod I am making, just offering the player the option to swap between a couple of textures. These options would also affect some of the mods' textures. I hope that clears things up a bit more.
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So I am wondering if there is a way to go about dynamically changing the textures for vanilla blocks/items without having to completely override the block/items or create new ones. So essentially something like having a texture for a block\item that then in a config file could be toggled on or off by the player.
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Okay, so lets cut out the middle man and let me just say that I have been looking for hours to no avail on how to get my mcmod.info file to actually appear in-game. I will do the same that another poster did, though his post doesn't help as I believe it is for an older version and as such the issue may have returned at some point along the way. I am using the latest version of Forge 1.12.2, Java version 1.8.0_221 x64, and am doing this in IntelliJ IDEA. The strangest thing about this all is that over on a friends PC, he got the mcmod.info file to register in-game with literally everything being the same. I think that is what is throwing me off so much right now.
All the code:Spoilerminedditions.java
package com.coarsed.minedditions; import net.minecraft.init.Blocks; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import org.apache.logging.log4j.Logger; @Mod(modid = minedditions.MODID, name = minedditions.NAME, version = minedditions.VERSION) public class minedditions { public static final String MODID = "minedditions"; public static final String NAME = "Minedditions"; public static final String VERSION = "Dirt"; private static Logger logger; @EventHandler public void preInit(FMLPreInitializationEvent event) { System.out.println(NAME + " " + VERSION + " is digging straight down!"); logger = event.getModLog(); } public void init(FMLInitializationEvent event) { System.out.println(NAME + " " + VERSION + " is going too deep!"); logger.info("DIRT BLOCK >> {}", Blocks.DIRT.getRegistryName()); } public void postInit(FMLPostInitializationEvent event) { System.out.println(NAME + " " + VERSION + " has found diamonds!"); } }
mcmod.info
[{ "modid": "minedditions", "name": "Minedditions", "description": "Additions we believe should be in there.", "version": "${version}", "mcversion": "${mcversion}", "logoFile": "", "authors": ["Salt", "Corrupted"], "credits": "Coarsed Team", "parent": "", "screenshots": [], "dependencies": [] }]
build.gradle
buildscript { repositories { jcenter() maven { url = "https://files.minecraftforge.net/maven" } } dependencies { classpath 'net.minecraftforge.gradle:ForgeGradle:2.3-SNAPSHOT' } } apply plugin: 'net.minecraftforge.gradle.forge' //Only edit below this line, the above code adds and enables the necessary things for Forge to be setup. version = "Dirt" group = "mod.coarsed.minedditions" // http://maven.apache.org/guides/mini/guide-naming-conventions.html archivesBaseName = "Minedditions" sourceCompatibility = targetCompatibility = '1.8' // Need this here so eclipse task generates correctly. compileJava { sourceCompatibility = targetCompatibility = '1.8' } minecraft { version = "1.12.2-14.23.5.2838" runDir = "run" // the mappings can be changed at any time, and must be in the following format. // snapshot_YYYYMMDD snapshot are built nightly. // stable_# stables are built at the discretion of the MCP team. // Use non-default mappings at your own risk. they may not always work. // simply re-run your setup task after changing the mappings to update your workspace. mappings = "snapshot_20171003" // makeObfSourceJar = false // an Srg named sources jar is made by default. uncomment this to disable. } dependencies { // you may put jars on which you depend on in ./libs // or you may define them like so.. //compile "some.group:artifact:version:classifier" //compile "some.group:artifact:version" // real examples //compile 'com.mod-buildcraft:buildcraft:6.0.8:dev' // adds buildcraft to the dev env //compile 'com.googlecode.efficient-java-matrix-library:ejml:0.24' // adds ejml to the dev env // the 'provided' configuration is for optional dependencies that exist at compile-time but might not at runtime. //provided 'com.mod-buildcraft:buildcraft:6.0.8:dev' // the deobf configurations: 'deobfCompile' and 'deobfProvided' are the same as the normal compile and provided, // except that these dependencies get remapped to your current MCP mappings //deobfCompile 'com.mod-buildcraft:buildcraft:6.0.8:dev' //deobfProvided 'com.mod-buildcraft:buildcraft:6.0.8:dev' // for more info... // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html // http://www.gradle.org/docs/current/userguide/dependency_management.html } processResources { // this will ensure that this task is redone when the versions change. inputs.property "version", project.version inputs.property "mcversion", project.minecraft.version // replace stuff in mcmod.info, nothing else from(sourceSets.main.resources.srcDirs) { include 'mcmod.info' // replace version and mcversion expand 'version':project.version, 'mcversion':project.minecraft.version } // copy everything else except the mcmod.info from(sourceSets.main.resources.srcDirs) { exclude 'mcmod.info' } }
Is there a way to dynamically change vanilla block textures?
in Modder Support
Posted · Edited by TrueSalt
Yes, I know. Again, I am trying to keep it in the confines of the mod. Would seem unnecessary to have them download a mod and then a resource pack just for a few optional texture changes. I'm not looking to go down the Conquest route. If it is not possible within reasonable limits, then damn. If I can do it then all the better. I have seen people change vanilla item models and so forth with mods before, so I felt like asking if the same was possible with textures. If I have to I am even willing to just replace one block with another if need be and if it would be easier to do.