hoodwink_dude
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Everything posted by hoodwink_dude
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As someone who has been in a Programming Apprenticeship for nearly a year now, I agree with this statement but it is missing one important piece of information: clear aspirations, concrete goals and knowing what you need to learn (understanding of the domain you are about to dabble in). There have been many instances where I have tried to learn something on my own but I have not had a solid goal in mind. However, in this entire (nearly) year, I have learned 200% the amount of stuff I learned in the ~3 years prior. And no, that isn't entirely an exaggeration. I am just as shocked as you all will be at the sheer volume of stuff I have learned. But that is the effect that having concrete goals and sources of Domain Knowledge can (and will) have on your learning. Clear Aspirations just help you along in order to keep focused rather than fall into a Rabbit Hole (genuine technical term) and not make much progress. In terms of resources, you have these forums (for Domain Knowledge regarding Minecraft Forge), r/learnjava (for Domain Knowledge regarding Java) and you have so many sources of goals. Go ahead and try re-creating existing mods. If you spend an entire day struggling to figure out how to implement a specific piece of functionality for a mod, that's an indicator that you should leave it until you have more experience. All in all, if you have the determination to learn, there are plenty of resources out there on the internet. You only need to fire up Google and search for those resources.
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When creating 'BasicItem', 'BasicBlock', 'Basic[ToolName]' etc Classes, I have found that they all have some identical constructor sections. I have created a generic util method but I feel absolutely filthy for doing it this sloppy way. However, Generics don't allow you to call methods on the 'actual' type because that would break encapsulation. That was the only other way I saw this working. Is there anything I'm forgetting or missing out on? I just really feel like a heathen for doing it this way public static <T extends IForgeRegistryEntry.Impl<T>> void initItem(T item, String unlocalisedName, String registryName) { if (item instanceof Block) { ((Block) item).setUnlocalizedName(NameUtils.formatUnlocalisedName(unlocalisedName)); ((Block) item).setRegistryName(registryName); ((Block) item).setCreativeTab(ExampleMod.EXAMPLE_TAB); } else { ((Item) item).setUnlocalizedName(NameUtils.formatUnlocalisedName(unlocalisedName)); ((Item) item).setRegistryName(registryName); ((Item) item).setCreativeTab(ExampleMod.EXAMPLE_TAB); } }
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Negative damage doesn't heal entities
hoodwink_dude replied to hoodwink_dude's topic in Modder Support
Ah, ok, thanks -
I am trying to make 'Healing Swords' but the method that I thought would work (taking a negative number from the HP would be the same as adding it to the HP) doesn't seem to work. In fact, negative damage doesn't even do anything which leads me to believe that there is some sort of validation on the attack damage handlers. Any idea what could be the cause of this? And also, is there a way around this or is there a different route I could take?
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I never said that I was modding with 1.13. I simply said that I got confused for a second by diesieben mentioning about unification
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Ah. Nevermind. I got confused for a second when you said about being unified in 1.13
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Ah, nice. Thanks. So, should I mostly ignore mcmod.info?
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Both the Mod annotation and the mcmod.info file hold a lot of the same data. What is the point of the redundancy? Especially seeing as though it would be fairly easy to forget to update the info in one after doing it for the other (when there are multiple values being updated). I want to avoid this situation as much as possible (DRY programming practice) so I kinda want to figure out a way to use the buildfile to inject values into both the java and mcmod.info so that I can centralise the changes. However, that isn't the point of this post. The point of this post is to rage at the authors of MC Forge for this blasphemy just a way for me to vent my frustration because I am sure there is a reason behind this design. I also want to get some sort of confirmation that there is a reason behind it just to ease my mind a bit too.
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Can someone help me solve a problem
hoodwink_dude replied to Bendythe1nkdemon's topic in Modder Support
What is the folder contents of Gemology? It could be that you're missing the 'gradle' folder -
I want to reduce literals usage so that I have the flexibility to change the registry name in the future but I also don't want to create global constants. Considering the fact that getRegistryName is marked with the Final access modifier, the result should be constant for each class. Am I just being stupid or is there any way for me to achieve this without a Constants class?
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My mini utility that I created that basically automates the setup of a forge mod project folder while keeping the original mdk files safe.
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I created this post about 5 hours ago and I have just came on to check up on it and I 'don't have permissions to view' the post. What is going on?
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Forge Fernflower Repo Console log pastebin Alternatively, spoiler containing the console log here: I need FernFlower to decompile (does it deob as well? if not, thats ok, it saves me having to delete the already deobbed jar anyways) a mod that I am going to start making an addon for. Any ideas what's going wrong? I really need to know what is wrong.
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You could create a store of the current keybindings when the game starts up and then every 10 frames or so, check to see if the current keybindings are different to when the game started up. If they are, you could do whatever you need to do with that information and then update the store of keybindings so that the check isn't triggered unintentionally.
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I want to make an addon for iChun's PortalGun mod but there aren't any tutorials for it and even though it is 1.7.10, if there is a general 'recipe' for getting started, it would be much appreciated. This here Forge Wiki Page seems to apply to OLDER versions of forge i.e. VERY different setup and structure. Is there any modern approach that would apply to 1.7.10 and up?
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Unable to set property PropertyDirection
hoodwink_dude replied to hoodwink_dude's topic in Modder Support
Code now updated on github and the rotation now works. Thanks -
Unable to set property PropertyDirection
hoodwink_dude replied to hoodwink_dude's topic in Modder Support
Done! Added the entire workspace. -
Unable to set property PropertyDirection
hoodwink_dude replied to hoodwink_dude's topic in Modder Support
Still no rotation. -
Unable to set property PropertyDirection
hoodwink_dude replied to hoodwink_dude's topic in Modder Support
Here you go https://github.com/JamesYeoman/EpicMod I will also put it in the op