Jump to content

Recommended Posts

Posted (edited)

Good Morning,

I tried overriding one of the vanilla rock blocks according to instructions in this old thread, but failed for the same reason the org TM did, even though I got a tiny bit farther than he did.

I can remove the original block entirely from world spawn, and replace it with custom version, which I want to prevent due to following up workload(adapting recipes etc. to custom block).

What I tried solving the issue/actually making replacing(partially) work:

1. I had to use the original Forge variant of registering the block in main class, like that:

which actually did use the custom granite block as replacer(not exactly illustrated in the old thread), but didn't consider it on world feature generation...

 
    @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD)
    public static class RegistryEvents {
        
        @SubscribeEvent
        public static void onBlocksRegistry(final RegistryEvent.Register<Block> blockRegEvt) {
            blockRegEvt.getRegistry().register(new BlockGranite(null).setRegistryName(new ResourceLocation("minecraft", "granite")));
        }
        
    }

 

2. I then believed it was due to not using correct path variables for assets texture/models/blockstates etc., so I created missing asset packets for both, vanilla asset path, and my mod path. This also did not fix the issue with creating holes filled up with Items.AIR on world feature generation.

3. I then tried to remove the vanilla granite block during feature generation, and reimported it after with my replacement set up, during feature generation as well(according to @Luis_ST advice). But the holes were still there, only this time I got my replaced granite block spawned as well.

What do I want to achieve(asking myself and you in hope maybe there's a better solution)?

Mojang found it a good idea, to give one of the hardest rock materials on this planet, the .harvestLevel(soft as a pillow), so I can harvest it with a wooden pickaxes(which technically is even worth, but doesn't matter since wooden "pickaxe" tools do not exist in my mod). I really just want to compare harvestLevel of any of my tools, against the harvestLevel of the targetBlock, so I can automatically disallow harvesting it, if the tool doesn't match the harvestLevel(which for whatever reason does not work as intended in 1.16.5 Minecraft).

Edit: and before you shout "doPlayerHarvestCheck". Yes, I do that!

 
    @SubscribeEvent
    public static void doPlayerHarvestCheck(PlayerEvent.HarvestCheck event) {
        
       ...
            
        int toolLevel = itemRef.getHarvestLevel(heldItems, blockTool, playerRef, blockState);
    	int blockLevel = targetBlock.getHarvestLevel(blockState);
       
            if((toolLevel < blockLevel) && (toolLevel >= 0)) {
                event.setCanHarvest(false);
                playerRef.sendStatusMessage(new TranslationTextComponent("This Material is to hard for your Tool!"), true);
            } else {
                event.setCanHarvest(true);
            }
        }
    }

 

Edit2: Also, why are there Manga Comic Girls, on the right upper corner of my Monitor, stating how can it be that big?(whatever "it" is?)

Edited by Cratthorax
Posted
2 hours ago, Cratthorax said:

3. I then tried to remove the vanilla granite block during feature generation, and reimported it after with my replacement set up, during feature generation as well(according to @Luis_ST advice). But the holes were still there, only this time I got my replaced granite block spawned as well.

What do I want to achieve(asking myself and you in hope maybe there's a better solution)?

show the code your use for this

2 hours ago, Cratthorax said:

Mojang found it a good idea, to give one of the hardest rock materials on this planet, the .harvestLevel(soft as a pillow), so I can harvest it with a wooden pickaxes(which technically is even worth, but doesn't matter since wooden "pickaxe" tools do not exist in my mod). I really just want to compare harvestLevel of any of my tools, against the harvestLevel of the targetBlock, so I can automatically disallow harvesting it, if the tool doesn't match the harvestLevel(which for whatever reason does not work as intended in 1.16.5 Minecraft).

Edit: and before you shout "doPlayerHarvestCheck". Yes, I do that!

is the Event called?, use debugger to check the values in the condition

  • Like 1
Posted (edited)

The final solution was to learn how to register and use a loot serializer, like this:

 
        @SubscribeEvent
        public static void onModifierSerializersRegistry(final RegistryEvent.Register<GlobalLootModifierSerializer<?>> evt) {
            evt.getRegistry().register(new RelEqtLootModifier.Serializer().setRegistryName(new ResourceLocation(MODID, "stone_replace")));
        }   

 

...and then extend on LootModifier like this:

 
	public class RelEqtLootModifier extends LootModifier {
    
    private final int numDropsToConvert;
    private final Item itemToCheck;
    private final Item itemReward;
    
    public RelEqtLootModifier(ILootCondition[] conditionsIn, int numDrops, Item itemCheck, Item reward) {
        super(conditionsIn);
        numDropsToConvert = numDrops;
        itemToCheck = itemCheck;
        itemReward = reward;
    }
	    @Nonnull
    @Override
    public List<ItemStack> doApply(List<ItemStack> generatedLoot, LootContext context) {
	        int numDrops = 0;
        for (ItemStack stack : generatedLoot) {
            if (stack.getItem() == itemToCheck)
                numDrops += stack.getCount();
        }
        if (numDrops >= numDropsToConvert) {
            generatedLoot.removeIf(x -> x.getItem() == itemToCheck);
            generatedLoot.add(new ItemStack(itemReward, (numDrops / numDropsToConvert)));
            numDrops = numDrops % numDropsToConvert;
            if (numDrops > 0)
                generatedLoot.add(new ItemStack(itemToCheck, numDrops));
        }
        return generatedLoot;
    }
	    public static class Serializer extends GlobalLootModifierSerializer<RelEqtLootModifier> {
	        @Override
        public RelEqtLootModifier read(ResourceLocation name, JsonObject object, ILootCondition[] conditionsIn) {
            int numDrops = JSONUtils.getInt(object, "numDrops");
            Item drop = ForgeRegistries.ITEMS.getValue(new ResourceLocation((JSONUtils.getString(object, "dropItem"))));
            Item stone = ForgeRegistries.ITEMS.getValue(new ResourceLocation(JSONUtils.getString(object, "replacement")));
            return new RelEqtLootModifier(conditionsIn, numDrops, drop, stone);
        }
	        @Override
        public JsonObject write(RelEqtLootModifier instance) {
            JsonObject json = makeConditions(instance.conditions);
            json.addProperty("numDrops", instance.numDropsToConvert);
            json.addProperty("dropItem", ForgeRegistries.ITEMS.getKey(instance.itemToCheck).toString());
            json.addProperty("replacement", ForgeRegistries.ITEMS.getKey(instance.itemReward).toString());
            return json;
        }
    }
}

 

The registration happens on the Mod bus(not Forge bus), in your main class's RegistryEvents.

I still can't get over the inconvenience, how cryptic the Forge Docs uses to be though.

Edited by Cratthorax

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • If you’ve lost crypto to a scam, don’t let shame or fear keep you silent. There are real experts out there who know how to fight back. Dexdert Net Recovery did the impossible for me, and they can do it for others too. Contact Dexdet Net Recovery For Help Visa Information Below:    
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
  • Topics

×
×
  • Create New...

Important Information

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