Jump to content

2 things I'd like to know for my mod.


Nieue
 Share

Recommended Posts

1. I'd like to be able to let one item change into another over time. From 10-15 minutes approximately.

 

2. Also how would I go about creating a Mana Bar? It'd be charged over time and some items from my mod would only work if the bar has enough charge + when those items are used the bar would go down.

 

Are these things possible?

Link to comment
Share on other sites

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

1) More importantly, you need to override onUpdate(), which will be called every tick.

How would I go about doing that exactly?

Redefine onUpdate(ItemStack, World, Entity, int, bool) in the item that you want to change. Put some sort of a check in there: if X ticks have passed, change the contents of the ItemStack.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Link to comment
Share on other sites

1) More importantly, you need to override onUpdate(), which will be called every tick.

How would I go about doing that exactly?

Redefine onUpdate(ItemStack, World, Entity, int, bool) in the item that you want to change. Put some sort of a check in there: if X ticks have passed, change the contents of the ItemStack.

Okay, so I have this class.

 

package mods.DennisMod.COMMON;

 

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.item.Item;

 

public class Stutter extends Item {

 

public Stutter(int par1) {

super(par1);

 

}

@Override

    public void registerIcons(IconRegister iconRegister)

    {

    itemIcon = iconRegister.registerIcon("DennisMod:stutter");

    }

 

 

}

 

 

Where do I put this?

Link to comment
Share on other sites

1) More importantly, you need to override onUpdate(), which will be called every tick.

How would I go about doing that exactly?

Redefine onUpdate(ItemStack, World, Entity, int, bool) in the item that you want to change. Put some sort of a check in there: if X ticks have passed, change the contents of the ItemStack.

Okay, so I have this class.

 

package mods.DennisMod.COMMON;

 

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.item.Item;

 

public class Stutter extends Item {

 

public Stutter(int par1) {

super(par1);

 

}

@Override

    public void registerIcons(IconRegister iconRegister)

    {

    itemIcon = iconRegister.registerIcon("DennisMod:stutter");

    }

 

 

}

 

 

Where do I put this?

Lolz, markdown fail.

 

...You put it in the Stutter class.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Link to comment
Share on other sites

1) More importantly, you need to override onUpdate(), which will be called every tick.

How would I go about doing that exactly?

Redefine onUpdate(ItemStack, World, Entity, int, bool) in the item that you want to change. Put some sort of a check in there: if X ticks have passed, change the contents of the ItemStack.

Okay, so I have this class.

 

package mods.DennisMod.COMMON;

 

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.item.Item;

 

public class Stutter extends Item {

 

public Stutter(int par1) {

super(par1);

 

}

@Override

    public void registerIcons(IconRegister iconRegister)

    {

    itemIcon = iconRegister.registerIcon("DennisMod:stutter");

    }

 

 

}

 

 

Where do I put this?

Lolz, markdown fail.

 

...You put it in the Stutter class.

I meant what should I put there? Like pubic void onUpdate or something?

Link to comment
Share on other sites

1) More importantly, you need to override onUpdate(), which will be called every tick.

How would I go about doing that exactly?

Redefine onUpdate(ItemStack, World, Entity, int, bool) in the item that you want to change. Put some sort of a check in there: if X ticks have passed, change the contents of the ItemStack.

Okay, so I have this class.

 

package mods.DennisMod.COMMON;

 

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.item.Item;

 

public class Stutter extends Item {

 

public Stutter(int par1) {

super(par1);

 

}

@Override

    public void registerIcons(IconRegister iconRegister)

    {

    itemIcon = iconRegister.registerIcon("DennisMod:stutter");

    }

 

 

}

 

 

Where do I put this?

Lolz, markdown fail.

 

...You put it in the Stutter class.

I meant what should I put there? Like pubic void onUpdate or something?

...Yes. And with the arguments I described. Just like you override registerIcons(IconRegister).

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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
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.

 Share



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I'm researching the how to create biomes in json. There is a great tool for creating the jsons online. Using the vanilla `river` biome, I want to essentially create a custom disk feature that mixes 3 blocks instead of a single-block provider. Any ideas on where to start with that?
    • I figured out what was wrong ... you can spot it pretty quick most likely: { "type": "minecraft:smelting", "ingredient": { "item": "minecraft:gold_nugget_ore" }, "result": "minecraft:gold_nugget", "experience": 0.25, "cookingtime": 150 }   ... so, after changing `minecraft` to `foundations` for all the custom items and all the recipes work. Well that's what copy/paste will get you. One last question about recipes, though. What does the following json key/value do in the game? "group": "copper_ingot"  
    • # Copyright (c) 1993-2009 Microsoft Corp. # # This is a sample HOSTS file used by Microsoft TCP/IP for Windows. # # This file contains the mappings of IP addresses to host names. Each # entry should be kept on an individual line. The IP address should # be placed in the first column followed by the corresponding host name. # The IP address and the host name should be separated by at least one # space. # # Additionally, comments (such as these) may be inserted on individual # lines or following the machine name denoted by a '#' symbol. # # For example: # #      102.54.94.97     rhino.acme.com          # source server #       38.25.63.10     x.acme.com              # x client host # localhost name resolution is handled within DNS itself. #    127.0.0.1       localhost #    ::1             localhost ###0.0.0.0 apps.corel.com ###0.0.0.0 mc.corel.com 0.0.0.0 origin-mc.corel.com ###0.0.0.0 iws.corel.com
    • Is there a way to create a custom map marker for a custom structure/biome (same as a vanilla mansion)?
    • I’ve scrounged the Internet for solutions and found absolutely nothing that has worked for me I have posted my code in a GitHub Repository. I bet the culprit is somewhere in the Container or TileEntity classes (Furnace packages are in blocks/coke_furnace or blocks/foundry) PS I know I’m on 1.12.2 and that it’s not supported I don’t want to update my game or my code. Lol It’s my favorite version and the most widely modded. I don’t plan to release the mod, I’m just customizing my game to my will. I’ll send it to friends but that’s it.
  • Topics

×
×
  • Create New...

Important Information

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