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Eridani

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    June 1, 2020
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    January 25

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About Eridani

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    Tree Puncher
  1. Eridani

    Best way to create a new dye.

    Eridani replied to Eridani's topic in Modder Support

    You've demystified this a little bit for me and pointed out a good note - if I want to duplicate existing items, since I have the source code I can technically copy and paste it into my own class to clone the complete logic. I'll see how that goes. Thank you!
    • January 25
    • 2 replies
  2. Eridani started following Best way to create a new dye. January 24
  3. Eridani

    Best way to create a new dye.

    Eridani posted a topic in Modder Support

    Howdy! I have a simple objective, to make a new dye and fully incorporate it into the game give it its own wool, terractotta, banner, etc. Creating the dye item is easy - register dye item, make json recipe, done. But, I want to create super classes of the dyeable items in the game and set them to this maroon tint. And I don't know how to approach this. I see that many of these classes take the dyecolor as an argument, so allegedly if I simply add a color to the class I can then create many of the things I want with the new dyeColor. But since .class files are not modifiable (because they need to maintain where they come from), I cannot just add the dye . I also see the materialColor class, which I can create an new material color, but I don't know when that is used. There is also a colorhandlerevent where one can set the color of a textures layer of an object - this is what I think is the needed section. As of writing this I haven't read deeply to see how sepcifically each uniuqe block is colored, but this might be the right things to use where I can get the color of each object and set it during its construction by calling the colorhandler event. At any rate, there are probably also exceptions as well (such as glazed terracotta.) Just help understanding how objects are given color in general is probably all I need. Thank you in advance!
    • January 24
    • 2 replies
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