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How to use item property override, jsons and inheritance?


Jay Avery

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I want to create items which will render differently depending on information stored in an ItemStack capability. My goal is a bit similar to how vanilla items are rendered with a durability bar: the underlying item remains the same but there is another layer rendered on top which is one of a few textures. The possible overlay textures are the same for all the different items that have this property (just like the vanilla durability bar is the same for all items with durability), but the underlying item texture is different for each.

 

I think I'll need to use item property override like the vanilla bow, but I just don't really understand how and can't find any tutorials or explanations. I can't figure out how the property override gets converted into json-usable information. I also really don't want to have to make multiple model files for every single item when they will all be using the same set of properties and overlays, so I'd like to figure out how to make some kind of abstract json that can be 'subclassed' without having to redefine things every time. But, I also don't know how to do that. And when I try searching for minecraft json help I mostly just find stuff about blockstates. A summary of my questions:

 

1. How exactly does item property override work? Is there a tutorial I can refer to? The

apply

method returns a float, but where does this go and how is it converted into different item textures?

2. How does inheritance work with json models? How would I go about making a parent model which uses the same overlays for the same item property override, but with a base texture that can be specified for each item type?

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I've made some progress. I've got a working item property override for a single item now. But the downsides is, I had to make four models for a single item that has this property. And I'm planning to have a lot of items with the same overlay property. Does anyone have any idea if I can make a generic/abstract version of the model (which applies the overlay textures according to the item property) which I can then extend by just adding the item's base textures? It seems so excessive to have to make endless really simple models which all have the same overrides. D:

 

Edit: for reference, I'll show how I'm using property override. My item class:

 

 

package com.jj.jjmod.items;

import javax.annotation.Nullable;
import com.jj.jjmod.capabilities.CapDecay;
import com.jj.jjmod.capabilities.DefaultCapDecay;
import com.jj.jjmod.capabilities.ProviderCapDecay;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.IItemPropertyGetter;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;
import net.minecraftforge.common.capabilities.ICapabilityProvider;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

public class ItemEdibleDecayable extends ItemEdible {

    public ItemEdibleDecayable(String name, int hunger, float saturation,
            int stackSize) {
        
        super(name, hunger, saturation, stackSize);
        this.addPropertyOverride(new ResourceLocation("decay"), new IItemPropertyGetter() {

            @Override
            public float apply(ItemStack stack, World worldIn,
                    EntityLivingBase entityIn) {

                if (entityIn == null) {
                    
                    return 0F;
                }
                
                float decay = stack.getCapability(CapDecay.CAP_DECAY, null).getFraction();
                
                if (decay < 0.5) {
                    
                    return 0.5F;
                    
                } else if (decay < 0.75) {
                    
                    return 0.75F;
                    
                } else {
                    
                    return 1.0F;
                }
            }
        });
    }
    
    @Override
    public ICapabilityProvider initCapabilities(ItemStack stack, NBTTagCompound nbt) {
        
        return new ProviderCapDecay(new DefaultCapDecay(10));
    }
    
    @Override
    public void onUpdate(ItemStack stack, World world, Entity entity, int slot, boolean isSelected) {
        
        stack.getCapability(CapDecay.CAP_DECAY, null).update();
    }
}

 

 

My item model json:

 

{
    "parent": "item/generated",
    "textures": {
        "layer0": "jjmod:items/banana"
    },
    "overrides": [
        {
            "predicate": {
                "decay": 0.5
            },
            "model": "jjmod:item/item_bananaFresh"
        },
        {
            "predicate": {
                "decay": 0.75
            },
            "model": "jjmod:item/item_bananaStale"
        },
        {
            "predicate": {
                "decay": 1.0
            },
            "model": "jjmod:item/item_bananaOld"
        }
    ]
}

 

 

And the extra model files for the variants:

 

{
    "parent": "item/generated",
    "textures": {
        "layer0": "jjmod:items/banana",
        "layer1": "jjmod:items/foodFresh"
    }
}

 

{
    "parent": "item/generated",
    "textures": {
        "layer0": "jjmod:items/banana",
        "layer1": "jjmod:items/foodStale"
    }
}

 

{
    "parent": "item/generated",
    "textures": {
        "layer0": "jjmod:items/banana",
        "layer1": "jjmod:items/foodOld"
    }
}

 

 

And as I said, the property override and models are working as they should - I'm just hoping there's a more efficient way than creating many files for every item.

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  • 1 year later...

Please don’t necro old threads, if you have an issue please make your own thread.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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