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  • Daeruin

Daeruin

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  • Content Count

    401
  • Joined

    March 14, 2016
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    Tuesday at 05:17 AM

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About Daeruin

  • Rank
    Diamond Finder

Converted

  • Gender
    Undisclosed
  • URL
    http://www.benjaminrose.com

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  1. Daeruin

    Learning new forge code?

    Daeruin replied to LostALifeGaming's topic in Modder Support

    • October 12, 2020
    • 8 replies
  2. Daeruin started following Change Recipes with config, Learning new forge code?, Maintaining multiple versions and and 3 others October 11, 2020
  3. Daeruin

    Learning new forge code?

    Daeruin replied to LostALifeGaming's topic in Modder Support

    Become very proficient with Java. Unfortunately, the state of Forge documentation and lack of up to date tutorials means that you must become very good at reading and understanding other people's code in order to figure things out. You might try looking up TheGreyGhost's Minecraft by Example or Cadiboo's tutorials. They at least go up to 1.15. I haven't been plugged into the modding world for a while, so there may be others I'm not aware of.
    • October 11, 2020
    • 8 replies
  4. Daeruin

    Maintaining multiple versions

    Daeruin replied to Daeruin's topic in Modder Support

    Thanks, that's what I needed to know and it's quite simple.
    • October 2, 2020
    • 7 replies
  5. Daeruin

    Maintaining multiple versions

    Daeruin replied to Daeruin's topic in Modder Support

    No. What I'm asking for just the normal setup for working with multiple versions of Forge. It's probably something super simple. But I've only ever made one mod for one version of Minecraft. And this is my first time using IntelliJ for anything. Say I switch to my git branch for 1.16. My local repo now has all my 1.16 code for my mod. But IntelliJ doesn't know that. My existing project in IntelliJ still has some old version of Forge loaded. Now what?
    • September 27, 2020
    • 7 replies
  6. Daeruin

    Maintaining multiple versions

    Daeruin replied to Daeruin's topic in Modder Support

    I know how to use git and branches. How do I make multiple versions of the Minecraft source code available in IntelliJ?
    • September 27, 2020
    • 7 replies
  7. Daeruin

    Maintaining multiple versions

    Daeruin posted a topic in Modder Support

    How do you maintain multiple versions of your mod? I want to be able to do bug fixes for mods I released for older versions of Minecraft while still developing new mods for 1.16. I'm using IntelliJ and I don't know how to set up my projects to accomplish this.
    • September 27, 2020
    • 7 replies
  8. Daeruin

    Use only a portion of an item's texture

    Daeruin replied to Daeruin's topic in Modder Support

    I'm talking about an item, not a block. I didn't want to have to make a whole 3D item model. That wouldn't save me any time. I'm wanting to use the built-in item rendering, but just using a portion of an existing texture image.
    • February 11, 2020
    • 4 replies
  9. Daeruin

    Use only a portion of an item's texture

    Daeruin posted a topic in Modder Support

    I have an item with three sizes. Is it possible to use just one texture for all three, and specify which part of the texture file to use? So the large would use the entire texture, the medium would use a 10x10 portion of the texture, and the small would use 6x6. I know the item model supports the use of elements, and you can set uv coordinates for the elements, but I'm not sure how exactly I would use that in this case, or if it's even possible. I can't think of any examples to look at. TIA.
    • February 10, 2020
    • 4 replies
  10. Daeruin

    Translucent color overlay for blocks and items

    Daeruin replied to Daeruin's topic in Modder Support

    Thank you for the reply. Does using RenderTypeLookup#setRenderLayer do the same thing as Block#getRenderLayer used to do? Or are they different things?
    • February 8, 2020
    • 3 replies
  11. Daeruin

    Translucent color overlay for blocks and items

    Daeruin posted a topic in Modder Support

    I'm planning to create 12 blocks, each with 3 sizes and 16 color variations, and I don't want to have to create hundreds of texture files to support all the variations. Each of the 12 blocks will have its own base texture that I want to just tint with another color. I have created an IBlockColor and successfully used it to change the color of the blocks, but the end result isn't good enough. For example, when I color some of the base textures with a dark blue, it basically ends up being black. I would like it to merely be tinted blue. I can achieve a slightly better color for those blocks by using a lighter shade of blue, but then the other blocks are too pale. I don't want to have to find a unique, perfect color for hundreds of blocks by trial and error. Playing around in Photoshop, I can consistently get the effect I want by putting a colored layer with like 40% opacity over top of each texture. Is there a way to achieve this kind of effect in Minecraft?
    • February 5, 2020
    • 3 replies
  12. Daeruin

    Dungeons and Dragons - Craft

    Daeruin replied to Cavemouse's topic in Modder Support

    Do you know Java? That's step one.
    • December 28, 2019
    • 4 replies
  13. Daeruin

    Change Recipes with config

    Daeruin replied to RaphGamingz's topic in Modder Support

    My solution is different from what the others are talking about. See Jabelar's tutorial on conditional recipes and follow the link he gives to Choonster's TestMod3 example. It's all laid out there. The basic idea is that you create a class that implements IConditionFactory to return true or false based on some value in your config file. Then you create a _factories file in your recipes folder. Then you add the condition into the recipe's json file. This is all for 1.12.2. I haven't looked at newer versions and don't know if it works the same. What version are you working with?
    • October 27, 2019
    • 9 replies
  14. Daeruin

    Change Recipes with config

    Daeruin replied to RaphGamingz's topic in Modder Support

    It seem like you could also have two versions of the recipe with conditions that check the config value to determine which recipe to load.
    • October 25, 2019
    • 9 replies
  15. Daeruin

    [1.12.2] Recipe advancement for conditional recipe

    Daeruin replied to Daeruin's topic in Modder Support

    There have to be a dozen different posts here about how to add advancements. Can't be that hard to find.
    • October 13, 2019
    • 3 replies
  16. Daeruin

    [1.12.2] Wanting to know if dropped item is gone.

    Daeruin replied to Lea9ue's topic in Modder Support

    You are right. I had forgotten about that. There are a handful of methods you can override to get custom control over the EntityItem created by a specific Item: hasCustomEntity, createEntity, onEntityItemUpdate, and getEntityLifespan. You would override hasCustomEntity to return true, then override createEntity to supply your custom EntityItem.
    • August 31, 2019
    • 11 replies
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