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[1.7.10] hueCraft v0.1.1-BETA | A full immersive experience with Philips hue!


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uhWgYq.png

 

About

Extend Minecraft to your room with this mod. Let your Philips hue lights extend Minecraft experience by changing the color and brightness of your room. Each biome is mapped to different colors and the color of the lights will change as you travel from one biome to another. Even when you are in the water your lights will turn blue. The light intensity in room will be the same as in Minecraft. Day-night cycle and different light sources will change the brightness of your lights, but also caves and other dark places will make the brightness go down. And this all using the public Philips hue Java SDK.

 

A full immersive experience with hue!

Main features:

  • The color in your room will adapt to the biome you are in
  • The brightness in your room changes on the current light level of Minecraft
  • The color in your room will turn blue when you are in the water
  • Lights will blink when you are (almost) out of air
  • Add the biomes from different mods so your room react to all of them
  • Edit biomes to your favorite colors

[flash=560,315]http://www.youtube.com/watch?v=ovYORLkO5bQ?hl=nl_NL&version=3

 

 

0.1.1-Beta Update

[flash=560,315]https://www.youtube.com/watch?v=UcBqMxlHAE8?hl=nl_NL&version=3

 

0.1.1 Features

  • If you are on fire, your lights will change to fire colors
  • When you are taking damage, lights will flash red
  • Each time a lightning strike hits, your lights will flash bright white

 

Requirements

  • Philips hue lights
  • Forge 1.7.10

Installation

Download

hueCraft 0.1.1 for Forge 1.7.10 (AdFly) (Direct)

Setup

First time use:

  • Start up a world in Minecraft and follow the instructions in the upper left corner of the screen
  • After the message “[hueCraft] Connected and ready to go” the first 3 lights will be used
  • If you want to use different lights you change the lights in the main menu > mods > huecraft
  • To add multiple lights to a group, write the id numbers on their own line
  • Also you can change the maximal brightness in that same menu

Customize biome colors:

  • After first use there is a JSON file named “huecraft-biomes.info” in the mods folder created
  • In that file there is a list of all vanilla biomes with the colors (based on hue and saturation)
  • Here you can edit the colors by changing the value of hue (0-65535) and saturation (0-255)
  • To add an biome you need the know the id and name and put them in the file and use the same format as the vanilla biomes

FAQ

 

 

Do I need a Philips hue lights?

Yes, you need Philips hue lights and a bridge. (For the best experience you need at least 3 lights)

 

My “huecraft-biomes.info” file is messed up, how do I reset?

Simply delete the file and the mod will create it on start-up

 

Which Forge versions does the mod support?

HueCraft only supports Forge 1.7.10.

 

Why can’t the mod find my bridge?

Make sure that your laptop and the hue bridge are connected to the same (WiFi) network, and not to 2 different network routers.

 

Where can I get the Philips hue Java SDK?

Here you will find more information about the SDK. (Direct link to the Java SDK)

 

 

 

width=92 height=26https://www.paypalobjects.com/en_GB/i/btn/btn_donate_LG.gif[/img]

  • 2 months later...

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    • Please post logs as described in the FAQ (https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/), they will contain information that may help.  
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I have been trying to figure this out for a few days now so help would be much appreciated.  The tutorial I was following.  My code -  public class ModBiomeModifiers { public static final ResourceKey<BiomeModifier> ADD_GAZITE_ORE = registerKey("add_gazite_ore"); public static final ResourceKey<BiomeModifier> TRANSCENDINE_GAZITE_ORE = registerKey("add_transcendine_ore"); public static void bootstrap(BootstrapContext<BiomeModifier> context) { var placedFeature = context.lookup(Registries.PLACED_FEATURE); var biomes = context.lookup(Registries.BIOME); context.register(ADD_GAZITE_ORE, new ForgeBiomeModifiers.AddFeaturesBiomeModifier( biomes.getOrThrow(BiomeTags.IS_END), HolderSet.direct(placedFeature.getOrThrow(ModPlacedFeatures.GAZITE_ORE_PLACED_KEY)), GenerationStep.Decoration.UNDERGROUND_ORES)); context.register(TRANSCENDINE_GAZITE_ORE, new ForgeBiomeModifiers.AddFeaturesBiomeModifier( biomes.getOrThrow(BiomeTags.IS_END), HolderSet.direct(placedFeature.getOrThrow(ModPlacedFeatures.TRANSCENDINE_ORE_PLACED_KEY)), GenerationStep.Decoration.UNDERGROUND_ORES)); } private static ResourceKey<BiomeModifier> registerKey(String name) { return ResourceKey.create(ForgeRegistries.Keys.BIOME_MODIFIERS, ResourceLocation.fromNamespaceAndPath(EchoingEnd.MOD_ID, name)); } } The tutorial's code -  public class ModBiomeModifiers { public static final ResourceKey<BiomeModifier> ADD_ALEXANDRITE_ORE = registerKey("add_alexandrite_ore"); public static final ResourceKey<BiomeModifier> ADD_NETHER_ALEXANDRITE_ORE = registerKey("add_nether_alexandrite_ore"); public static final ResourceKey<BiomeModifier> ADD_END_ALEXANDRITE_ORE = registerKey("add_end_alexandrite_ore"); public static void bootstrap(BootstrapContext<BiomeModifier> context) { var placedFeature = context.lookup(Registries.PLACED_FEATURE); var biomes = context.lookup(Registries.BIOME); context.register(ADD_ALEXANDRITE_ORE, new ForgeBiomeModifiers.AddFeaturesBiomeModifier( biomes.getOrThrow(BiomeTags.IS_OVERWORLD), HolderSet.direct(placedFeature.getOrThrow(ModPlacedFeatures.ALEXANDRITE_ORE_PLACED_KEY)), GenerationStep.Decoration.UNDERGROUND_ORES)); // Individual Biomes // context.register(ADD_ALEXANDRITE_ORE, new ForgeBiomeModifiers.AddFeaturesBiomeModifier( // HolderSet.direct(biomes.getOrThrow(Biomes.PLAINS), biomes.getOrThrow(Biomes.BAMBOO_JUNGLE)), // HolderSet.direct(placedFeature.getOrThrow(ModPlacedFeatures.ALEXANDRITE_ORE_PLACED_KEY)), // GenerationStep.Decoration.UNDERGROUND_ORES)); context.register(ADD_NETHER_ALEXANDRITE_ORE, new ForgeBiomeModifiers.AddFeaturesBiomeModifier( biomes.getOrThrow(BiomeTags.IS_NETHER), HolderSet.direct(placedFeature.getOrThrow(ModPlacedFeatures.NETHER_ALEXANDRITE_ORE_PLACED_KEY)), GenerationStep.Decoration.UNDERGROUND_ORES)); context.register(ADD_END_ALEXANDRITE_ORE, new ForgeBiomeModifiers.AddFeaturesBiomeModifier( biomes.getOrThrow(BiomeTags.IS_END), HolderSet.direct(placedFeature.getOrThrow(ModPlacedFeatures.END_ALEXANDRITE_ORE_PLACED_KEY)), GenerationStep.Decoration.UNDERGROUND_ORES)); } private static ResourceKey<BiomeModifier> registerKey(String name) { return ResourceKey.create(ForgeRegistries.Keys.BIOME_MODIFIERS, ResourceLocation.fromNamespaceAndPath(TutorialMod.MOD_ID, name)); 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} private static <FC extends FeatureConfiguration, F extends Feature<FC>> void register(BootstrapContext<ConfiguredFeature<?, ?>> context, ResourceKey<ConfiguredFeature<?, ?>> key, F feature, FC configuration) { context.register(key, new ConfiguredFeature<>(feature, configuration)); } }   The tutorial's code - public class ModConfiguredFeatures { public static final ResourceKey<ConfiguredFeature<?, ?>> OVERWORLD_ALEXANDRITE_ORE_KEY = registerKey("alexandrite_ore"); public static final ResourceKey<ConfiguredFeature<?, ?>> NETHER_ALEXANDRITE_ORE_KEY = registerKey("nether_alexandrite_ore"); public static final ResourceKey<ConfiguredFeature<?, ?>> END_ALEXANDRITE_ORE_KEY = registerKey("end_alexandrite_ore"); public static void bootstrap(BootstrapContext<ConfiguredFeature<?, ?>> context) { RuleTest stoneReplaceables = new TagMatchTest(BlockTags.STONE_ORE_REPLACEABLES); RuleTest deepslateReplaceables = new TagMatchTest(BlockTags.DEEPSLATE_ORE_REPLACEABLES); RuleTest netherrackReplaceables = new BlockMatchTest(Blocks.NETHERRACK); 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