
skip999
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Everything posted by skip999
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Okay so on the forum post diesie listed above, the override appears to include having a list where you manually put in every item in the mod. I am using defferedregistries, so where it states: List<Item> items = Arrays.asList(your_item_1, your_item_2, ...); could I simply have: List<Item> items = null; items.addAll(ITEMS); this way when I add or remove an item I do not have to also modify the creative tab extension class in my main mod class (for reference the defferedregister for my items is named ITEMS)
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Okay so out the door I have run into a problem. I go to extend "CreativeTabs", and the class does not exist. The only two options I am presented (three if you include the create a class one) is either "CreativeScreen" or "CreativeSettings". Am I taking what the post is saying to literally? I am in 1.15.2 for my mod version, so its possible the name has just changed.
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The only thing I am not clear on is where to define this class. Would I put it in the init package or does it go in the mod class?
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Hello, I am working on getting my mod ready for an alpha release. One of the things I would like to polish before doing so is the order the items and blocks appear in the creative tab. There seems to be no rhyme or reason to it. I thought it might be the order in which I define the objects, but that doesn't seem to be the case, as the order doesn't change when I move the object definition around in the iteminit class. Can anyone help me with this? Here is a link to the project on github: https://github.com/skiprocks999/Amulets-of-Infinity/tree/Block-Library
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Took me a sec to figure out what you meant but I think I got it. It works so Ill call it fixed. Thanks for the help!
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I'm sorry but I don't understand what you mean by that.
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Hello, I have been working on a mod that adds a new food item as part of its content. The food gives effects, and I have listed the part of the code that does this: //Absorption: 10 hearts for 10 seconds .effect(new EffectInstance(Effects.ABSORPTION, 200, 10), 1f) //Resistance: Resistance X for 10 seconds .effect(new EffectInstance(Effects.RESISTANCE, 200, 10), 1f) //Regeneration: Regeneration V for 10 seconds .effect(new EffectInstance(Effects.REGENERATION, 200, 4), 1f) //Wither: Wither II for 18 seconds .effect(new EffectInstance(Effects.WITHER, 380, 2), 1f) However, eclipse is registering this as a deprecated method. I would like to do things the new and correct way, so if someone could point me to the new way of declaring an effect with custom duration for a food, I would appreciate it. Here is a link to the project on GitHub if you need more clarification on the code: https://github.com/skiprocks999/Amulets-of-Infinity/tree/Item-Library/ContInfItemLib Thanks in advance!
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Modded Library referencing other modded library help
skip999 replied to skip999's topic in Modder Support
So that was there from the example .toml file. The tutorial I watched didn't delete them (or at least I don't remember them doing so), so I didn't either. If I don't need them, I can remove them. As for the crashing, it only crashed when I tried to add the dependency line to the gradle (which I removed to continue developing the mod). I figured out how to add the item library reference manually to the external library references without the gradle, but there are problems with this long-term. If I update or modify the itemlib, then I have to build a new .jar for it, and then delete the old reference in the blocklib. Then I have to change the path reference to the new .jar in the blocklib. I know there is a line you can add to the gradle to have it update the reference automatically for you, but I cannot figure out what that line is. This is the initial question I had. I apologize if I didn't explain that very well. If the way I am doing it now to add the itemlib as a reference is the only way to do it, then that's fine(I guess I answered my own question). If not, then what line would I add to the gradle to have it add the reference for me? I have looked at the examples it lists, but they aren't very helpful. -
Modded Library referencing other modded library help
skip999 replied to skip999's topic in Modder Support
To clarify, I meant that as an example of what I was trying to do. I did try adding it as a dependency in the .toml file which I'm fairly certain I did correctly. The problem I ran into was in the gradel, which kept crashing the game on launch. As such I had to remove the lines from the toml and the gradel, as I needed to continue working on the mod. Here is what I used in my attempt: .toml: [[dependencies.continfblocklib]] modId="continfitemlib" mandatory=true versionRange="any" ordering="NONE" side="BOTH" (I really dont have a version for it yet, so I just have it listed as any for now) I don't know what the correct gradel syntax is though. As I haven't published the item library as a mod yet, I don't know what to put for the path under the dependencies section in the gradel. I know I need to list it as compile, but that's about all I can figure out. The project for the item lib is in the same folder as the block lib, but they are separate project files. for example, would I do this: compile 'filepath:modid' If not, then what would be the correct way to do it? -
Modded Library referencing other modded library help
skip999 replied to skip999's topic in Modder Support
Hello, I really would like help on this issue, yet no one seems to want to respond. -
Hello, I am working on a couple mods; a block library and item library. I would like the block library to be able to reference the item library for loot tables and what not. Unfortunately, I have no idea how to do this. There is no tutorial(that I can find) and the documentation is not much help as I am new to modding and cannot quite make sense of it. I know you have to declare it as a dependency in the gradel to get it to paste it in the dev environment, as well as the .toml file, but I am uncertain as to how to go about this, much less the correct syntax. Here are the links to the mods on github: Block Library: https://github.com/skiprocks999/Amulets-of-Infinity/tree/Block-Library Item Library: https://github.com/skiprocks999/Amulets-of-Infinity/tree/Item-Library Any and all help on how to do this will be appreciated. Thanks in advance! PS: I am new to modding, so if you could be as specific as possible and as clear as possible, I would really appreciate it!
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Ah that would do it. I must have missed that. Everything works now. Thanks!
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Hello, I have been working on a mod and have run into an issue with custom walls. The walls do not seem to want to connect to eachother. I know this is an issue with the data tag. I have read through the forums and have seen the supposed solution to create a walls.json in data.minecraft.tags.blocks in the mod dev space, and put both the vanilla walls and modded walls it it. However, this seems to only work with one custom wall. Upon adding multiple walls, this too fails. I cannot seem to figure out why though. Here is a link to my project on github: https://github.com/skiprocks999/Amulets-of-Infinity/tree/Block-Library Any pointers as to what I am doing wrong or need to do would be appreciated. Thanks in advance! P.S. I am new to modding so please be as detailed as possible and as clear as possible. Thanks!
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Showing this is going to be much simpler than trying to explain it. Here is the relevant links to the projects: The block library: https://github.com/skiprocks999/Amulets-of-Infinity/tree/Block-Library The item library: https://github.com/skiprocks999/Amulets-of-Infinity/tree/Item-Library/ContInfItemLib (I know its not great but its a WIP) Basically what I want to do is have the block library be able to reference the item library for drops and what not. I have read the documentation for the build.gradle and .toml, and you can see my unsuccessful attempts in said files in the ContInfBlockLib build.gradel and mods.toml files. For reference, the item library is in the same folder as the block library on my computer, but they are separate project files (I'm using eclipse). Do I need to place them in the same project for this to work? I know it might be asking for a lot, but if you could provide steps as for what to do, I would really appreciate it. I have never done this before, and reading the documentation alone is not sufficient for me currently.
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Hello, I have been working on a set of mods, and I am new to the modding environment. I would like to have it to where one mod references the other. For example, I am writing a block library which contains some ores. Some of those ores drop gems. I would like to have it to where I have a separate item library containing the gem items that the block library references for its loot tables. However, I have not been able to find any tutorials on this, or even any documentation. Also, once I have created this dependency, how would I launch both mods in the same instance for testing purposes without exporting them. The more detailed the walk through you can give, the better! Thanks in advance.