Jump to content

Gui Creation in 1.14.4, any resources?


Flurry

Recommended Posts

I've made a post similar to this one beforehand, yet it wasn't recognized enough to get any responses.

Sorry if this is a repost, ?

 

I've wanted to make guis in forge for a while now, but the majority of the tutorials for the primary version (1.14.4) are for older versions, I've wanted to know if I'm missing something right here or am I just blind in general to not notice anything to help me, so can anybody provide any type of videos/links to help with my question?

Link to comment
Share on other sites

22 minutes ago, Flurry said:

I've wanted to make guis

Are we talking guis that have items in them(they access an inventory) or just a screen that renders something.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

Just now, Flurry said:

Screen rendering something.

Create a class that extends Screen make it render your stuff(this hasn't changed much from previous versions except buttons take a lambda now and have no id). Then call Minecraft#displayGuiScreen with your screen. Make sure you only call the code for opening it on the client.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

22 minutes ago, Animefan8888 said:

Create a class that extends Screen make it render your stuff(this hasn't changed much from previous versions except buttons take a lambda now and have no id). Then call Minecraft#displayGuiScreen with your screen. Make sure you only call the code for opening it on the client.

Could you explain a bit more if that's okay with you.

Link to comment
Share on other sites

21 minutes ago, Flurry said:

Could you explain a bit more if that's okay with you.

What more do you need explained?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

  • 2 weeks later...
On 10/12/2019 at 3:19 PM, Animefan8888 said:

What more do you need explained?

Hi! I know I have mentioned before I wouldn't need any further explanation, but I need some assistance with your explanations. 

 

1 - Can you give a small class example for the Minecraft#displayScreen & the other things you've mentioned.

2 - Any videos/pictures that could assist me with my question?

3 - Sorry if the first one seemed a bit bossy, I just am new to the screen creations.

Link to comment
Share on other sites

48 minutes ago, Flurry said:

Can you give a small class example for the Minecraft#displayScreen & the other things you've mentioned.

Look at any of the vanilla classes that extend Screen. Preferably something similar to what you want to do if it exists.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I tried to play a mod for forge 1.20.2 and the mod didn't work, fix this please.
    • EntityRenders requires an EntityRenderProvider. This is what I have: @Mod.EventBusSubscriber(modid = MODID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT) public static class ClientModEvents { @SubscribeEvent public static void clientSetup(FMLClientSetupEvent event) { EntityRenderers.register(HOSE.get(), new HoseEntityRenderFactory()); } private static class HoseEntityRenderFactory implements EntityRendererProvider<HoseEntity> { @Override public EntityRenderer<HoseEntity> create(Context context) { return new HoseEntityRenderer<>(context); } } } Replace HoseEntity with your own entity. If you're doing multiple try doing generics (though untested).
    • First off, I know should probably be able to debug this on my own, but this is my first mod, and I couldn't figure it out for multiple days now. What I'm trying to do, is to modify the default minecart by replacing it with a slightly different version, but I'm stuck 1 step before that, that being "cloning" the minecart as a separate Entity/Item. Here you can see a GitHub gist of all relevant files: https://gist.github.com/Kipama/cd39127e8891715a3006fa990ca7ff14 If there are files missing or access isn't working as intended, please let me know! In the Gist you can find the following files: -CustomMinecartEntity.java:        This file extends AbstractMinecart and is a clone of the vanilla minecart entity. I know I should override the minecart entity directly, but as this should work rn, I didn't change it yet. -CustomMinecartRenderer.java:  Basically vanilla MinecartRenderer with a Custom slapped on it, extends MinecraftRenderer. -ModEntities.java:                         This is where the new Entity gets added to the deferred register ENTITY_TYPES. -ModernMinecarts.java:               The main mod file. Relevant part is at the bottom, where I try to use onClientSetup to register the new Entity using EntityRenderers.register(). That last part is where my problem begins. When I try to register the new entity using EntityRenderers.register(ModEntities.CUSTOM_MINECART_ENTITY.get(), CustomMinecartRenderer::new); I get a syntax Error saying the provided and required types don't match. These are the required and provided types: ModEntities.CUSTOM_MINECART_ENTITY.get(): Required: EntityType<? extends T> Provided:EntityType<CustomMinecartEntity> CustomMinecartRenderer::new: Required: EntityRendererProvider<T> Provided:<method reference   So far I looked at 2 different Git repositories implementing custom entities, but haven't been able to figure out what I'm doing wrong. Any answers, suggestions and ridicules appreciated.
    • Yes, it is. I found out how to do it. (for Forge 1.20.1) Add this to main class constructor: // ... MinecraftForge.EVENT_BUS.<PlayerInteractEvent.EntityInteract>addListener(e -> { Player playerWhoUsed = e.getEntity(); ItemStack usedItemStack = e.getItemStack(); Entity entityThatWasClicked = e.getTarget(); if (usedItemStack.getItem() instanceof YourItem item) { // your code... e.setCancelled(true); // you can remove this if you want to continue interaction } } // ...
    • Hi there, I'm hoping to create a block that renders a fake skybox, blocking anything behind it. There are a couple of mods that already do this, but they are very outdated. One example: https://github.com/Elix-x/Skyblocks/ https://www.curseforge.com/minecraft/mc-mods/skyblocks I'm not familiar enough with rendering to be able to port it. Is there anyone who can point me in the right direction? Any help would be appreciated.
  • Topics

×
×
  • Create New...

Important Information

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