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Posted

Hello, amateur coder, complete novice minecrafter here. I am doing some home projects to understand all the events, how they interact etc etc.

 

 

I decided to change the Topic / Title of this thread since it has kind of become my HUB for help / progression on my Mod(s). I will post any ideas / problems / progressions I have and people can help me out develop my mod, I am using 1.8 as a pure learning curve, get something done that is playable to me and then come 1.9 I will adapt everything into 1.9 and then release it to the public :)

 

My Idea is create a 'leveling from scratch mod' where you start from nothing but everything is harder to get and realistic (well as realistic as it can be), and also have to level up a various number of skills. e.g. you wake up, you gain the perception skill. you take your first step you gain the strength and agility skills ETC. Please post ANYTHING you like here, any ideas, any problems you can foresee, or any advice / help :)

 

Remember I am very new to minecraft modding so this will take a while and I will need a lot of help also, Thanks!

 

~ Statphantom

 

NEW VIDEO: 18/10/15

 

To Do:

Add some fibrous plans (Jute Cotton etc.) to world gen.

Get some good textures

Add panning for metals

Add camp fires

Add bark building blocks for homes

Create skills / levels GUI

 

Done:

Added string / rope from tensile weeds

tall grass drops tensile weeds on occation

Saved skills variables through death

Created 3 skills for testing

Crafting table

New wood axe mechanics

Add bark from trees

Sticks can only be gathered from grass that has leaves above it

Language file

Learned texture placement

Remove tree punching

Add sticks from grass

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Posted

@SubscribeEvent
public void onPlayerBreakSpeed(PlayerEvent.BreakSpeed event)
{
	if (event.state.getBlock() == Blocks.wool)
	{
		event.newSpeed = -1.0F;
	}
}

 

// Wool is now +/- like bedrock.

1.7.10 is no longer supported by forge, you are on your own.

Posted

PlayerInteractEvent is for interaction, it would be useful if you would need to perform one-time task when clicking on block.

 

In this case - mining in MC is a continuous task. It is being called every tick when you are mining. Also - breakSpeed is player-related (calculated during task) so using this event you could make one player not be able to mine wool, and ther would do that easily.

 

Oh and if you don't know: -1.0F comes from Block#setIndestructible (or something like that), lookup bedrock.

1.7.10 is no longer supported by forge, you are on your own.

Posted

How would you do this for PlayerInteractionEvent?

 

as another example, right click a grass block and it will replace it with a dirt block? so far I have this...

 

@SubscribeEvent
public void onPlayerClickEvent(PlayerInteractEvent event) {

if (event.action == Action.RIGHT_CLICK_BLOCK) {

}
}

Posted

Thanks! the API changes a lot so I find a lot of outdated information, I do know coding (C and C++ mostly) and am very interested in coding / gaming so learning minecraft is a perfect middle ground, At RMIT university to learn code. But anywho I won't go to the extreme of bothering you via skype calls and I just need pushes in the right direction, I have this so far...

 

@SubscribeEvent
public void onPlayerClickEvent(PlayerInteractEvent event) {
if (event.action == Action.RIGHT_CLICK_BLOCK) {

	if (event.entityPlayer.getCurrentEquippedItem() == null) {

		if (event.world.getBlockState(event.pos).getBlock() == Block.getBlockById(2)) {


		}
	}
}
}

 

seems to be happy, now lets learn about item and block replacements :P

 

Thanks a lot for your help, it is not going unnoticed :)

Posted

All code that SETs data should be ran on server side:

http://www.minecraftforge.net/forum/index.php/topic,33918.msg178740.html#msg178740

 

Apply this to your code (!world.isRemote) - this is one of most important things about MC code design.

 

Block.getBlockById(2)

 

As of 1.7+ - NEVER refere to blocks on per-ID besis.

IDs are being assigned on WORLD creation, not on game startup. Each world has its own dictionary, in one world 500 can be something and in other  - something else.

You should never, ever, in any case, use Item/Block IDs, always instances (e.g.: Blocks.apple).

 

Note that while vanilla IDs are actually static - so no harm here, it's still bad practice (and slower).

1.7.10 is no longer supported by forge, you are on your own.

Posted

Thanks, I got confused between the Block and Blocks classes so have fixed this (if (event.world.getBlockState(event.pos).getBlock() == Blocks.grass)) :P

 

also how do I make the code server side only? do I create a new method called 'swapGrassForDirt'? or can I add @sideonly(side.SERVER) just before the manipulation.

 

	@SubscribeEvent
        @SideOnly(side.SERVER) <------- here?
public void onPlayerMineEvent(PlayerEvent.BreakSpeed event) {

	if (event.state.getBlock() == Blocks.log) {

                        @SideOnly(side.SERVER) <------- or here?
		event.newSpeed = -1;

	} else {

	}
}

 

 

also, sadly the ONE thing I never learnt in java was thread handling so while I can read and understand that link, don't entirely know how to implement them :P

on a VERY related topic, where would I add the !world.isRemote check?

Posted

Yes, most of events are called on both logical sides, isRemote decides which logical side can pass the test. All of data manipulation should happen on server.

 

true = client

false = server

 

I am pretty sure I gave good explanation in link provided. (Might take some questions to get it tho :P)

1.7.10 is no longer supported by forge, you are on your own.

Posted

Got it working :) right-clicking on grass with an empty hand replaces it with dirt :) please let me know if something is wrong either way.

 

 

 

@SubscribeEvent
public void onPlayerClickEvent(PlayerInteractEvent event) {
if (event.action == Action.RIGHT_CLICK_BLOCK) {

	if (event.entityPlayer.getCurrentEquippedItem() == null) {

		if (event.world.getBlockState(event.pos).getBlock() == Blocks.grass) {

			if (!event.world.isRemote) {
				event.world.setBlockState(event.pos, Blocks.dirt.getDefaultState());
			}
		}
	}
}
}

 

now I will focus on item drops, and so only facing the top of the grass blocks works :)

Posted

Yes, most of events are called on both logical sides, isRemote decides which logical side can pass the test. All of data manipulation should happen on server.

 

true = client

false = server

 

I am pretty sure I gave good explanation in link provided. (Might take some questions to get it tho :P)

 

Yep that worked perfectly, i got a bit confused with the @SideOnly annotation, I think I am understanding it correctly that it basically does the same thing as the isRemote check however it is for a full method, so you don't need both of them.

Posted

Not quite. 'isRemote' is logical check, @SideOnly is, let's call it "code-check".

 

Anything annotated with @SideOnly will ONLY exist on provided .jar.

 

Minecraft.class is @SideOnly(Side.CLIENT) - that means that Forge will NOT LOAD whole Minecraft.class into Java VM if it somehow appear in Dedicated.jar file (known as minecraft_server.jar).

 

Same goes other way around. If you run a Client.jar - anything marked with Side.SERVER will NOT be present in your environment.

 

Generally - don't use it... like at all (almost no point).

 

Example of when there is a point in doing it: Say you want server to use external SQL database. Why would client do it? In this case you could proxify access - make client use @SideOnly(Side.CLIENT) method that would return data from e.g local .json and server use Side.SERVER methods/classes that would setup SQL database interaction (for dedicated server only). Whole @SideOnly is not needed, but will save you some pointless class-loading.

1.7.10 is no longer supported by forge, you are on your own.

Posted

understood, so basically anything @SideOnly(side.SERVER) wouldn't even compile in the clients code?

 

PS: got 'face' checking working really well really quickly, getting the hang of this :P but ItemStacks will be a bit harder I think.

Posted

Since you mentioned:

 

Main data types in minecraft are:

 

Singletons:

Item - description of what you hold in hand, Items DON'T hold data, they just "act" on data provided.

Block - similar to Items - those just act on data based on their instance, BlockState and TileEntity.

 

"Per-instance":

ItemStack - object that is actually being in your hand. ItemStack hold info about what Item it is, along with internal NBT data. internal NBT data consists of stackSize, metadata and CustomNBTData. CustomNBTData is something you can put your stuff into.

BlockState - 4 bits of data assigned to position in world. BlockState, often called metadata, can be used to e.g add facing sides to block (like furnace).

TileEntity - non-mobile object in world. TileEntity can exist in some BlockPos - you could call it "a layer over position". E.g when you place block you can also make it place TileEntity in its position. TileEntity can hold any data you want.

Entity - quite like TileEntity but moving-living.

 

Basically, that's all you need to know. Then there are more events, more packets and extended data (WorldSaveData, IExtendedEntityProperties).

 

1.7.10 is no longer supported by forge, you are on your own.

Posted

another snag now :P I created an Item fine, added to the registry, can craft the item fine, but how do I spawn it without adding it to a block break drop? e.g. right clicking grass at the top with change the grass into dirt and then spawn a stick (mimics searching through the grass for a branch)?

Posted

I can force an item to spawn at my feet, however how do I spawn this item at the event.world.loc? also this only worlds for vanilla items, how do I spawn in a custom made item? lets call it 'sharpStick'

 

current code is:

 

	@SubscribeEvent
public void onPlayerClickEvent(PlayerInteractEvent event) {
	if (event.action == Action.RIGHT_CLICK_BLOCK) {

		if (event.entityPlayer.getCurrentEquippedItem() == null) {

			if (event.world.getBlockState(event.pos).getBlock() == Blocks.grass && event.face == event.face.UP) {

				if (!event.world.isRemote) {
					event.world.setBlockState(event.pos, Blocks.dirt.getDefaultState());

					event.entity.dropItem(Items.stick, 1);
				}						
			}
		}
	}
}

 

I would like to replace event.entity.dropItem(Items.stick, 1); with a line that can drop my custom item on top of the block I right clicked on.

 

my Item class just incase you want to see it.

 

public class SharpStick extends Item {

private final String name = "sharpStick";

public SharpStick() {

	GameRegistry.registerItem(this, name);
	setCreativeTab(CreativeTabs.tabMisc);
	setUnlocalizedName(name);
}

public String getName() {
	return name;
}
}

 

Posted

Thanks! the API changes a lot so I find a lot of outdated information, I do know coding (C and C++ mostly) and am very interested in coding / gaming so learning minecraft is a perfect middle ground, At RMIT university to learn code.

 

That's great!  I also knew mostly c and c++ before going into this.

 

One thing to note is that some actions that you want to happen would probably be better inside the blocks themselves.

 

Example from within a block that can be created

public class testBlock extends Block{

private IBlockState state;

public testBlock(Material material, IBlockState state){
super(material);
this.state = state; //This could be the block you want it to be changed to when it is right Clicked
}

//When the block is right clicked, basically.
@Override
public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ){

//This will be called when the block is right clicked.  So it's changed to the state you passed in the constructor.
//Also, only make changes with blocks on the server.  To check, do this.
if(!worldIn.isRemote){
worldIn.setBlockState(pos, this.state);

//You could also have the player drop items from here, but I'll let you figure that out (You already did in the event handler!)

}

 

I have not tested the above code, but I am pretty sure it would work!

 

I know you're messing around with events for the most part, but I thought that this would help you some how.

 

Events are definitely good when working with vanilla blocks, but if you do end up creating new items, know that this is an option!:)

 

Either way, good luck with everything!  I hope this helps you.

Posted

This works fine for any Items. Your Items are not any different than vanilla Items.

So, you want to spawn an Item when a Block is right-clicked?

You can simulate a Block drop easily using Block.spawnAsEntity(world, pos, itemStack).

 

What do I use to get the itemStack of a custom item? Items class only contains vanilla items, do I need to do a search for name?

Posted

Thanks! the API changes a lot so I find a lot of outdated information, I do know coding (C and C++ mostly) and am very interested in coding / gaming so learning minecraft is a perfect middle ground, At RMIT university to learn code.

 

That's great!  I also knew mostly c and c++ before going into this.

 

One thing to note is that some actions that you want to happen would probably be better inside the blocks themselves.

 

Example from within a block that can be created

public class testBlock extends Block{

private IBlockState state;

public testBlock(Material material, IBlockState state){
super(material);
this.state = state; //This could be the block you want it to be changed to when it is right Clicked
}

//When the block is right clicked, basically.
@Override
public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ){

//This will be called when the block is right clicked.  So it's changed to the state you passed in the constructor.
//Also, only make changes with blocks on the server.  To check, do this.
if(!worldIn.isRemote){
worldIn.setBlockState(pos, this.state);

//You could also have the player drop items from here, but I'll let you figure that out (You already did in the event handler!)

}

 

I have not tested the above code, but I am pretty sure it would work!

 

I know you're messing around with events for the most part, but I thought that this would help you some how.

 

Events are definitely good when working with vanilla blocks, but if you do end up creating new items, know that this is an option!:)

 

Either way, good luck with everything!  I hope this helps you.

 

Thanks! any information is helpful since I'm starting out, I am messing with vanilla blocks right now but when I do custom blocks I will DEFINITELY come back here and re-read this :)

Posted

Finally got it working! the problem was is anouther coder told me to add the registry add inside of the constructor for my item so when I created a new item it was registering the item twice.... or am I supposed to do this in a way that I dont create a new SharkStick() object? I will post all 3 of my classes so anyone can tell me if anything is wrong, thanks :)

 

Main Mod Class

 

package tutorial.generic;

import net.minecraft.block.Block;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.registry.GameRegistry;

@Mod(modid = Level.MODID, name = Level.MODNAME, version = Level.VERSION)
public class Level {
    public static final String MODID = "StatsLevelMod";
    public static final String MODNAME = "Level";
    public static final String VERSION = "1.0.1";
    
    public static Item sharpstick;
    
    
    @EventHandler
    public void preInit (FMLPreInitializationEvent event) {
    	
    	System.out.println("Loading " + MODNAME + "!");
    	System.out.println("Version " + VERSION + "!");
    	
    	sharpstick = new SharpStick();
    	GameRegistry.registerItem(sharpstick, ((SharpStick) sharpstick).getName());
    	
    	MinecraftForge.EVENT_BUS.register(new LevelEventHandler());
    	
    	GameRegistry.addRecipe(new ItemStack(sharpstick),
    	"A ",
    	" A",
    	'A', Items.stick);
    }
    
    @EventHandler
    public void init(FMLInitializationEvent event) {
    	
    	
    }
    
    @EventHandler
    public void postInt (FMLPostInitializationEvent event) {
    	
    	System.out.println(MODID + " loaded successfuly!");
    }
}

 

 

Event Handler Class

 

package tutorial.generic;

import net.minecraft.block.Block;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraftforge.event.entity.player.PlayerEvent;
import net.minecraftforge.event.entity.player.PlayerInteractEvent;
import net.minecraftforge.event.entity.player.PlayerInteractEvent.Action;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

public class LevelEventHandler {

@SubscribeEvent
public void onPlayerMineEvent(PlayerEvent.BreakSpeed event) {

	if (event.state.getBlock() == Blocks.log) {

		event.newSpeed = -1;

	} else {

		event.newSpeed = -1;
	}
}

@SubscribeEvent
public void onPlayerClickEvent(PlayerInteractEvent event) {
	if (event.action == Action.RIGHT_CLICK_BLOCK) {

		if (event.entityPlayer.getCurrentEquippedItem() == null) {

			if (event.world.getBlockState(event.pos).getBlock() == Blocks.grass && event.face == event.face.UP) {

				if (!event.world.isRemote) {
					event.world.setBlockState(event.pos, Blocks.dirt.getDefaultState());

					Item drop = new SharpStick();

					Block.spawnAsEntity(event.world, event.pos, new ItemStack(drop));
				}						
			}
		}
	}
}
}

 

 

My Item Class

 

package tutorial.generic;

import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
import net.minecraftforge.fml.common.registry.GameRegistry;

public class SharpStick extends Item {

private final String name = "sharpStick";

public SharpStick() {

	setCreativeTab(CreativeTabs.tabMisc);
	setUnlocalizedName(name);
}

public String getName() {
	return name;
}
}

 

 

Thanks again for all your help guys!

 

 

PS: also need to make the item stackable :)

Posted

From within the constructor inside your item class, type "this." And it should give you a list of things that you can mess around with.  I believe stack size is in there.

 

Another thing that you can do, at least if you're in eclipse, is hold control and click on the class you are extending, or any class for that matter, and it will open and you can see many of the methods they use and override them in your own class.

Posted

I still can't figure out this item spawning thing. I have added maxStackSize(64). however it still wont stack, maybe it's because I am creating a new ItemStack() and a new Item(). however I can get it to work without recalling the constructors, any help on what I am doing wrong? my code is on my previous post, thanks.

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    • After some time minecraft crashes with an error. Here is the log https://drive.google.com/file/d/1o-2R6KZaC8sxjtLaw5qj0A-GkG_SuoB5/view?usp=sharing
    • The specific issue is that items in my inventory wont stack properly. For instance, if I punch a tree down to collect wood, the first block I collected goes to my hand. So when I punch the second block of wood to collect it, it drops, but instead of stacking with the piece of wood already in my hand, it goes to the second slot in my hotbar instead. Another example is that I'll get some dirt, and then when I'm placing it down later I'll accidentally place a block where I don't want it. When I harvest it again, it doesn't go back to the stack that it came from on my hotbar, where it should have gone, but rather into my inventory. That means that if my inventory is full, then the dirt wont be picked up even though there should be space available in the stack I'm holding. The forge version I'm using is 40.3.0, for java 1.18.2. I'll leave the mods I'm using here, and I'd appreciate it if anybody can point me in the right direction in regards to figuring out how to fix this. I forgot to mention that I think it only happens on my server but I&#39;m not entirely sure. PLEASE HELP ME! LIST OF THE MODS. aaa_particles Adorn AdvancementPlaques AI-Improvements AkashicTome alexsdelight alexsmobs AmbientSounds amwplushies Animalistic another_furniture AppleSkin Aquaculture aquamirae architectury artifacts Atlas-Lib AutoLeveling AutoRegLib auudio balm betterfpsdist biggerstacks biomancy BiomesOPlenty blockui blueprint Bookshelf born_in_chaos Botania braincell BrassAmberBattleTowers brutalbosses camera CasinoCraft cfm (MrCrayfish’s Furniture Mod) chat_heads citadel cloth-config Clumps CMDCam CNB cobweb collective comforts convenientcurioscontainer cookingforblockheads coroutil CosmeticArmorReworked CozyHome CrabbersDelight crashexploitfixer crashutilities Create CreativeCore creeperoverhaul cristellib crittersandcompanions Croptopia CroptopiaAdditions CullLessLeaves curios curiouslanterns curiouslights Curses' Naturals CustomNPCs CyclopsCore dannys_expansion decocraft Decoration Mod DecorationDelightRefurbished Decorative Blocks Disenchanting DistantHorizons doubledoors DramaticDoors drippyloadingscreen durabilitytooltip dynamic-fps dynamiclights DynamicTrees DynamicTreesBOP DynamicTreesPlus Easy Dungeons EasyAnvils EasyMagic easy_npc eatinganimation ecologics effective_fg elevatorid embeddium emotecraft enchantlimiter EnchantmentDescriptions EnderMail engineersdecor entityculling entity_model_features entity_texture_features epicfight EvilCraft exlinefurniture expandability explosiveenhancement factory-blocks fairylights fancymenu FancyVideo FarmersDelight fast-ip-ping FastSuite ferritecore finsandtails FixMySpawnR Forge Middle Ages fossil FpsReducer2 furnish GamingDeco geckolib goblintraders goldenfood goodall H.e.b habitat harvest-with-ease hexerei hole_filler huge-structure-blocks HunterIllager iammusicplayer Iceberg illuminations immersive_paintings incubation infinitybuttons inventoryhud InventoryProfilesNext invocore ItemBorders itemzoom Jade jei (Just Enough Items) JetAndEliasArmors journeymap JRFTL justzoom kiwiboi Kobolds konkrete kotlinforforge lazydfu LegendaryTooltips libIPN lightspeed lmft lodestone LongNbtKiller LuckPerms Lucky77 MagmaMonsters malum ManyIdeasCore ManyIdeasDoors marbledsarsenal marg mcw-furniture mcw-lights mcw-paths mcw-stairs mcw-trapdoors mcw-windows meetyourfight melody memoryleakfix Mimic minecraft-comes-alive MineTraps minibosses MmmMmmMmmMmm MOAdecor (ART, BATH, COOKERY, GARDEN, HOLIDAYS, LIGHTS, SCIENCE) MobCatcher modonomicon mods_optimizer morehitboxes mowziesmobs MutantMonsters mysticalworld naturalist NaturesAura neapolitan NekosEnchantedBooks neoncraft2 nerb nifty NightConfigFixes nightlights nocube's_villagers_sell_animals NoSeeNoTick notenoughanimations obscure_api oculus oresabovediamonds otyacraftengine Paraglider Patchouli physics-mod Pillagers Gun PizzaCraft placeableitems Placebo player-animation-lib pneumaticcraft-repressurized polymorph PrettyPipes Prism projectbrazier Psychadelic-Chemistry PuzzlesLib realmrpg_imps_and_demons RecipesLibrary reeves-furniture RegionsUnexplored restrictedportals revive-me Scary_Mobs_And_Bosses selene shetiphiancore ShoulderSurfing smoothboot
    • 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!
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