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Help With Figuring Out Where To Start


nightstick24

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Hey there, I'm pretty new to Java, and completely new to Minecraft modding. I've made a few little games in C# and JavaScript while puttering about, but that's not Java, and it's not modding an existing game. Anyways, I'll start with what I want to do, then move to what I presently have, and close with what I'm looking for.

 

What I want to do.

  • I'm looking to make a small client-side mod for pixelmon that checks all the TileEntities within a certain range of the player, adds them to a list, then runs through them with an iterator, comparing them to the TileEntityPokeChest class pixelmon has to whittle the list down to just PokeChests out in the world.
  • Then run through that list, using the getPos method or something similar to find the location of them in the world.
  • Afterwards using that information to create a beacon or waypoint or some other visual indicator - or just a text list - of where those are in the world.
  • Ideally, I'd love to be able to integrate it into JourneyMap instead, and use JourneyMap to create the waypoints.
  • Finally, I want to have a configurable keybind in Minecraft's Controls options to toggle it on/off

 

What I have.

  • I've got an idea of how to figure out which TileEntity is a PokeChest. I'll take a List of nearby TileEntity's, then just check if they're an instanceof TileEntityPokeChest class. From there pixelmon's TileEntityPokeChest class has a .getType method, so finding out what type of chest the TileEntity is isn't a problem.
  • Finding out where it is should also just be a case of using the getPos method in the TileEntity class from Minecraft's source code.
  • In addition to that, I also have the forge mdk properly downloaded and setup in Eclipse, as per several tutorials.
  • And finally, I've got a ModName.class in my src/main/java/modname package containing the @Mod setup and one public class with three empty Methods, preInit, init, and postInit.

 

What I'm looking for.

  • Where to go from here.
  • I'm not sure how to go about getting nearby TileEntities, I'm pretty sure I should be using the getEntitiesWithinAABB method from the World.class of Minecraft source. Something like 
    List entities = player.worldObj.getEntitiesWithinAABB(TileEntity.class, AxisAlignedBB.getBoundingBox(minX, minY, minZ, maxX, maxY, maxZ)
    But I think that'd only list Entities, not TileEntities.
  • I've looked at JourneyMap, and I see it's got a JourneyMapAPI, but I haven't had any luck finding documentation for how to use the API, nor have I had any luck understanding it myself.
  • I also don't have the slightest clue as to how I'd make a beacon or waypoint myself.
  • I'm not sure where the right place to put my code is, either. Should I be putting it below the three intialization methods I have, should I be putting it in a separate class then initializing it by calling MyClass.init() or something similar on it?
  • I'll have to check nearby TileEntities while the game's running many times, how do I make minecraft call my code repeatedly while the code's running?
  • Stuff should be called every game tick, but is there a way to change how often it's called? I wouldn't need to get a full list of all nearby TileEntities within ~200 block radius of the player every tick, so I could make it much lighter by making it check less frequently.
  • How do I go about adding a section in minecraft's Controls options for my mod? How do I make a keybind and set up a listener for it?

 

I've been thinking about this for a few days now, slowly making my way through bits and pieces, but I'm frankly a bit overwhelmed, and not really sure where to start. Some of the things I'm looking for I'm sure there's well-explained tutorials for, like adding a section to minecraft's controls options, but I'm not sure where to even put my code, so I feel like I need more of a foundation. I've been looking at several different intro tutorials but I'm still feeling utterly lost, so I thought I'd get out all my thoughts in an organized manner here and see if I could get some help sorting myself out. I'm used to making my own games and hacking something together, so I'm missing some of the basics, I'm sure, but I'd like to learn, I just need help knowing where to even start.

 

Help would be immensely appreciated!

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C# is 99.5% the same as Java (syntax wise)

Forge 1.13 just came it yesterday, and it changed everything, it’s a complete rewrite of everything to do with modding. I haven’t updated my Modding skeleton to it yet, but the 1.12.2 version of it exists at https://github.com/Cadiboo/Example-Mod. I’m going to be doing some 1.13 tutorials which you’ll be able to find at https://cadiboo.github.io/tutorials/

9 minutes ago, nightstick24 said:

getEntitiesWithinAABB method from the World.class of Minecraft source. Something like 


List entities = player.worldObj.getEntitiesWithinAABB(TileEntity.class, AxisAlignedBB.getBoundingBox(minX, minY, minZ, maxX, maxY, maxZ)

But I think that'd only list Entities, not TileEntities.

 

Tile entities are completely different from entities. You can get a list of tile entires 2 ways

1) iterate over all the positions a tile entity could be at (great for small radiuss)

2) get all the tiles in a chunk

13 minutes ago, nightstick24 said:

I'll have to check nearby TileEntities while the game's running many times, how do I make minecraft call my code repeatedly while the code's running?

Subscribe to a TickEvent

13 minutes ago, nightstick24 said:

Stuff should be called every game tick, but is there a way to change how often it's called? I wouldn't need to get a full list of all nearby TileEntities within ~200 block radius of the player every tick, so I could make it much lighter by making it check less frequently.

Only run your check when world.getTotalTime() % cooldown == 0

14 minutes ago, nightstick24 said:
  • How do I go about adding a section in minecraft's Controls options for my mod? How do I make a keybind and set up a listener for it?

Create & register your keybind statically, then use the client tick event to check if yourKeyBind.isPressed()

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