Jump to content

Need Village help


Ninjusk

Recommended Posts

Ok so after reading a bit of forge code ive found a what seems to be a way to add  new components to villages using IVillageCreationHandler but i can not figure out how to get it actually generate the new piece. ive registered it in my main class and have from what i can tell it looks right.

here is the IVillageCreationHandler class.

package dragon.common.Gen;

import java.util.List;
import java.util.Random;

import net.minecraft.src.ComponentVillageStartPiece;
import net.minecraft.src.MathHelper;
import net.minecraft.src.StructureBoundingBox;
import net.minecraft.src.StructureVillagePieceWeight;
import cpw.mods.fml.common.registry.VillagerRegistry.IVillageCreationHandler;

public class VillageHandler implements IVillageCreationHandler
{

@Override
public StructureVillagePieceWeight getVillagePieceWeight(Random random, int i) 
{
	return (new StructureVillagePieceWeight(ComponentVillagePinkTemple.class, 20, MathHelper.getRandomIntegerInRange(random, 0 + i, 1 + i)));
}

@Override
public Class<?> getComponentClass() 
{
	return ComponentVillagePinkTemple.class;
}

@Override
public Object buildComponent(StructureVillagePieceWeight villagePiece,ComponentVillageStartPiece startPiece, List pieces, Random random, int p1, int p2, int p3, int p4, int p5) 
{
	StructureBoundingBox var8 = new StructureBoundingBox(0,0,0,5,12,9);
	ComponentVillagePinkTemple pink = new ComponentVillagePinkTemple(startPiece, p1, random, var8, p5);
	return pink;
}

}

 

If anyone who understands this better then i do could help me that would be awsome.

thank you for your time

Link to comment
Share on other sites

	@Override
public Object buildComponent(StructureVillagePieceWeight villagePiece, ComponentVillageStartPiece startPiece, List pieces, Random random, int p1, int p2, int p3, int p4, int p5)
{
	return ComponentVillagePinkTemple.buildComponent(startPiece, pieces, random, p1, p2, p3, p4, p5);
}

 

That should be what you need.

Link to comment
Share on other sites

  • 2 months later...

Please answer the guy's question and give him an example.

I'm trying to do almost exactly the same thing.

 

BIG BUMP to this question.

 

All I'm trying to do, is to add some crops that I've already made, to the village fields.

Simple, right? Wrong.

I've copied and renamed ComponentVillageField2 and modified it.

I've also found the same IVillageCreationHandler class.

I'm also stumped.

 

The biggest problem I have with forge, other than bugs and the refusal to fix them,  is the lack of working examples.

The rate of change of the interfaces is exasperating too.

Geez... Stability. It's a wonderful thing. Try it some day.

And no. Don't even tell me to go RTFM. There is no documentation!

(no. java is not self documenting!)

 

Please, provide a *working* example of how to add a village component.

What goes where?

 

I realize y'all are probably doing this for free, but you're going to lose your

audience if you don't start providing support.

Examples. Examples. Examples.

There is far more to a programming interface than just writing it.

Support and documentation are key.

 

Thanks!

 

 

 

Odds are good I've been programming since before you were born. Yeah. I'm OLD school.

Link to comment
Share on other sites

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

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

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