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electro1574

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  1. After realizing I didn't know much about datapacks (thanks), and a bunch of reading, the one thing I don't get about datapacks is, if they're used within a java mod, how is the player supposed to modify the datapack to their liking? Without unzipping the JAR and modifying the datapack inside it, that is. Is there a way to get a java mod to write out a datapack to a world's save folder? Or would it have to be distributed as a java mod plus a separate datapack (which overrides the in-mod datapack) that the player installs if they want to modify the settings?
  2. Okay, looks like I wasn't very clear in my first post. Here's a simplified version of what I'm aiming for: I have a custom item, a magic wand. The player hits a block with the wand and depending on what type of block it is (e.g. minecraft:dirt), it disappears. Or it doesn't disappear (e.g. minecraft:obisidian). I want the player, using a config file (e.g. %appdata%\.minecraft\config\magicwands.cfg or magicwands-client.toml in the newer versions), to be able to specify a list of which blocks disappear, e.g.: disappearingblocks = minecraft:dirt,minecraft:sand,minecraft:gravel,minecraft:logs When Minecraft loads, my mod reads that list from the config file, builds a custom tag that contains those blocks/tags. Then, when the player hits a block with the wand item, the program compares the blockstate with the "disappearingblocks" tag, and then either changes the block to air or does nothing. If the player, say, doesn't want the wand to affect gravel, I want them to be able to edit that config file and remove it from the list. The old version of the mod, before tags existed, just used strings to compare the block's unlocalized name to the list of block names read as a string from the config file. The wand item cannot be coded using data packs, it's way too complex (it actually does a lot more than the simplified description above). The question is, can I create the "disappearingblocks" tag and add blocks/tags to it during the Minecraft "setup" or "doClientSetup" phase? Once it's past the setup phase, it doesn't need to change.
  3. I have an old mod (Magic Wands) that I'm updating and it allows the user to configure a list of blocks that can be affected by the mod item. Comparing which blocks should be affected would fit ideally with a tag, but I haven't been able to figure out a way to update a tag within the program--that is, load a list of blocks (or other tags) from the config file and create a new tag from them. Is it possible to create and/or modify a tag after loading is complete? If so, how? Thanks!
  4. Or... maybe not. Looks like that function was added in the last couple of revisions. I need to wait for all my favorite mods to update to 1.5.1 first. :-( I'm still on 1.4.7, and that function doesn't exist yet. Oh, well. Patience...
  5. Or... maybe not. Looks like that function was added in the last couple of revisions. I need to wait for all my favorite mods to update to 1.5.1 first. :-( I'm still on 1.4.7, and that function doesn't exist yet. Oh, well. Patience...
  6. Hi. I hope I'm not asking something obvious, but I haven't been able to find the answer anywhere. Is it possible to get a block object and/or ID by the block's text name, for mod-generated blocks? It seems to me that, from a programming point of view, this would be the best way of allowing mods to interact with each other, without worrying about internal IDs. I'd like to write a mod that makes use of custom blocks that exist in another mod, but that mod uses undocumented ID/meta values. (Specifically, I want to use some of the blocks from the Condensed Blocks mod in recipes.) I've tried using the ID Resolver mod to find out more info about the blocks in question, but it just hangs my Minecraft during loading. The mod does use a config file for the base IDs of the blocks, but the few blocks I'm looking for, specifically, don't have any mention in the config. Anyone have any ideas? Thanks.
  7. Hi. I hope I'm not asking something obvious, but I haven't been able to find the answer anywhere. Is it possible to get a block object and/or ID by the block's text name, for mod-generated blocks? It seems to me that, from a programming point of view, this would be the best way of allowing mods to interact with each other, without worrying about internal IDs. I'd like to write a mod that makes use of custom blocks that exist in another mod, but that mod uses undocumented ID/meta values. (Specifically, I want to use some of the blocks from the Condensed Blocks mod in recipes.) I've tried using the ID Resolver mod to find out more info about the blocks in question, but it just hangs my Minecraft during loading. The mod does use a config file for the base IDs of the blocks, but the few blocks I'm looking for, specifically, don't have any mention in the config. Anyone have any ideas? Thanks.
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