Jump to content

InspectorCaracal

Members
  • Posts

    63
  • Joined

  • Last visited

Posts posted by InspectorCaracal

  1. 22 minutes ago, Draco18s said:

    if(blockstate.getBlock() instanceof BeehiveBlock)

     

    Right, I actually went and tried this and I don't know if it's just Eclipse complaining about something that would work in practice, but at least according to it, this won't do what I need.

    I need to run a method off of an instance. In order to get the instance, I need a variable to put the results of getBlock into. If I declare that variable as anything besides a Block type, Eclipse informs me that it's an error

    The method call in question is `.takeHoney(worldIn, hive_state, pos)`

    If I call it as BeehiveBlock.takeHoney I get the static/non-static mismatch; if I call it as hive_state.getBlock().takeHoney then I get a message that Block doesn't have a takeHoney method AND the static/non-static mismatch; if I try to do `BeehiveBlock hive = hive_state.getBlock()` then I get a type mismatch message.

  2. I've hit a bit of an additional road block on this particular quest. Several, in fact, which is making me start to question if this is doable. >.>

    First: the only way to get the associated block from the BlockState appears to be getBlock() which returns an instance of Block. But I need to know if the associated block is specifically a BeehiveBlock and if so, be able to access the BeehiveBlock methods on the block instance, not have it cast to Block.

    Second: The onBlockActivated method usually returns back an ActionResultType. Where does that usually go? I assume I'll need to either handle the effects that would normally happen when the event got the result back from the method, or pass the result on to wherever it's supposed to go, for the faux-override code.

    If either of these aren't doable then I suppose I'm back to the drawing board.

  3. 1 hour ago, Craftit7 said:

    Sorry if im asking alot of questions, Im new to modding.

    And btw My hobby IS coding, im just not used to coding in eclipse which im forced to do.

    I do all my own coding without an IDE and had to set up Eclipse for this, too, and honestly I'm kind of loving it? The nice thing about being a stickler for simple DIY approaches is you get to fully appreciate modern conveniences when you're forced to try them. xD Being able to jump right to function declarations by right clicking on them has been a lifesaver for me so far!

  4. I originally typed this up as a reply to a different thread, but decided not to hijack it with a tangent. xD

    I've been trying to avoid having to make my own block class to change the bee anger mechanics and it looks like I can accomplish that by creating an event handler?

    Specifically, making an event handler class for `RightClickBlock`, do my own check, and then effectively override the `onBlockActivation` method by passing DENY to setUseBlock, ALLOW to setUseItem, and run my own code on the BlockState? Because this all sounds good, except I can't figure out how to get the target BlockState from the event. Is there something I can do with `getPos()` to pull the blockstate at that position, or is there attached information on the event that I'm missing?

  5. I'm writing this well aware that I'm probably wasting five minutes of my time asking how to do something impossible, but here goes anyway.

    I want to have two "tiers" of recipes for a type of wooden object - let's use the chest as an example, and the chest variants like in Quark. Making variants for each type of wood is easy, I don't need help with that. What I'd like to do is also have a recipe where you can use a mix of planks - any mix of planks - and it creates a "default" version of the item. The obvious problem there is that if I do it the straightforward way and just use the `wood_planks` tag in the pattern, it'll conflict with the single-wood variants.

    So! Is there any way to specify in a recipe that the ingredients can be anything within a tag, as long as there are at least two different ingredients from the tag? And if not (since there probably isn't), is there any way to set things up so the game will only use the "default" recipe if there is no other matching recipe?

  6. 12 hours ago, kiou.23 said:

    you can check the code using your IDE, it should have a code navigation feature, which allows you to read class definitions, method references, interface implementations and all that
    I believe that in IntelliJ you can press double shift to search for files, and in there you can search for the source.

    Ah, great! I only just finished setting all that up last night, I'll take a look through it today. You've been a huge help, thanks so much!

  7. 3 hours ago, kiou.23 said:

    I'd start by reading the beehive and the campfire methods... and looking for lines of code that handle the interaction.

    for instance, does the campfire or the beehive have a tile entity? if so that logic could be handle in the tick method. if not it's probably done through random ticks, which is done in the tickRandomly (iirc) of the block.

    the beehive was added in a later update, and the logic concerns it's state and doesn't affect the campfire, so I'd assume that it is handled somewhere in beehive related code.

    reading through the vanilla classes is how to get around and understand, for the most part

    Ohhh. Okay! I've been trying to find the vanilla code and also not been able to find anything about where it is, so it sounds like that's the root of my problem. Where is it?

    (And yeah, my best guess is that the check is done on the hive itself, so that's where I wanted to look first.)

  8. 8 minutes ago, Luis_ST said:

    unfortunately most of the methods have no comments,
    there are only a few ways to find out what a method does

    1. find out for yourself what the method does
    2. ask for help here in the forum or on the discord server
    3. simple logic e.g.: World#setBlock -> set the block to a position in the world
    4. look for a code example, for most things there are examples of vanilla else look in the www.
    5. testing...

    look at the interface / and the classes that implement it

    Note: if you look in the vanilla classes, only methods and fields have 'correct names',

    Okay, great! Well, great in the sense that this answers my question with "unfortunately it doesn't exist", oh nooo. xD

    That all makes sense for figuring out how things work, but how do people go the other way - if you know the thing that happens, how do you find the method that controls it?

    I'm specifically looking into campfires, beehives/nests and bees, and I've collected all the relevant information about tags, block states etc. that's available on the official Minecraft wiki, but I was hoping to get a look at how exactly those interact. Is trial and error really the only way?

  9. 2 hours ago, Luis_ST said:

    first of all do you know basic java?

    this is the doc of forge:
    https://mcforge.readthedocs.io/en/latest/

    and this is the forge community wiki:
    https://forge.gemwire.uk/wiki/Main_Page

    read the docs, after that ask the remaining questions

    1. Yes. I am also sufficiently familiar with OOP in general to understand the necessary concepts and to find, understand and reference code examples to implement specific functionality.

    2. I've read it.

    3. I hadn't seen this one before and it looks very useful, thank you!

     

    There! I have done the things you asked. Now, on to my remaining questions. Are those the closest to library documentation that exist for making Forge mods? There is nothing out there that documents, for example, the IGrowable class, what methods it has, etc? Or that would allow you to find out that the IGrowable class exists to define growable plants in the first place?

    These docs are very useful for general concepts, and the wiki has a good number of specifics listed in certain categories, but they're still quite general and not what I was asking about.

     

    Just in case you're unfamiliar, library documentation is usually something like this (a small display library) or this (a game engine library). They describe the classes, methods, functions, modules, etc. that are available within the library, what parameters they take, and what they're used for. I've been trying to find something similar for Forge to no avail.

  10. I'll keep it short. I have a very specific idea of what I want to do, and I have several possible approaches outlined in how to implement it. However, I am being completely stymied by not being able to find any actual library documentation. How is someone new to Forge/Minecraft supposed to find the classes and functions that need to be extended or overloaded in the first place? I know the information has to be around somewhere but I can't find it.

    (Disclaimer: I'm an experienced amateur programmer/game dev but have basically no Java-specific experience, and this is my first serious look at making my own mod.)

    • Like 1
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.