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    posted a message on How do I get the block an entity is looking at?

    Hello,

    Is there a way to get the block in front of an entity? I want to make my entity break blocks in front of it depending on the direction it's facing, but I'm not well versed in that sort of thing. The mob I'm using is a wolf, because I assume size matters.

    Thanks!

    Posted in: Modification Development
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    posted a message on Wildcraft: Detailed wildlife with advanced AI, genetics, and more!

    Currently overhauling the vanilla wolf | First release coming soon!


    Advanced Wolves (1.0 Update- coming soon!)

    Are you tired of your wolves dying in lava? Perhaps you wish there was more variety instead of the same coat color each time? Maybe you wish your wolves were smarter and more interactive?

    Wildcraft introduces smarter, stronger wolves with looks based off real canine genetics. Each wolf's coat, pattern, and eyes are randomized, allowing for hundreds of combinations. Many genes can display in wild wolves, but still more can be found through breeding! Wildcraft wolves also start with randomized health, speed, and attack damage, and these abilities can be improved through breeding or by training and leveling up your wolf!

    (note: interface is subject to change)

    Access your wolf's inventory, change their name, and equip them with a collar and armor. Worried your furry friend may die in battle? Equip them with an Amulet of Undying to prevent them from taking damage! Level up your wolf and assign them different skills, or improve their stats with each new level. You can also view their genetics and stats to determine what your best breeding pairs are!


    Train your wolves and teach them different skills. But be careful-- untrained wolves may be uncooperative, leading to surprising results! Learn each wolf's unique personality and habits, but be cautious around wild wolves-- though some may run away, or even prove naturally friendly, others will not take kindly to your intrusion on their territory!


    Wildcraft: Adding advanced wildlife to Minecraft!


    Have you ever wished the wildlife in Minecraft wasn't so... boring? Do you love to adventure with a pack of wolves at your back, but often wish they could do more than follow you until their inevitable death, be it in battle or from some natural hazard? Do you wish your cats could do more than get in your way and scare off creepers? Do you wish there was more functional wildlife than ocelots, wolves, and horses?

    Wildcraft aims to overhaul the wildlife that does exist in Minecraft, and then populate the world with many types of creatures. Although not all can be fully domesticated, most can be at least acclimated to human presence. Some are friendly, some are skittish, and some may pose a natural hazard to travelers, so keep a wary eye out as you traverse the environment!


    Downloads:

    -coming soon!-


    Terms of Use:


    General/distribution/mod packs: You are free to use this mod for personal use. You may use it for non-commercial public use as well, as long as you link back to this thread or the Curse page and use official download links. If you wish to put this mod in a pack that is redistributed commercially, contact me about it and we'll discuss terms.

    You may NOT redistribute this mod by itself in a way that allows you to earn money off of it.


    Youtubers/streamers:

    You are free to use this mod in your videos/make reviews on it/etc., and may monetize videos of the mod. However, you must link back to this thread or the curse page in your video description! Also if you're making videos on this, I'd love to see :)

    Servers:
    This mod has NOT been tested for server use. You are more than welcome to put it on your server, but know that I do NOT have experience with multiplayer modding and may not be able to support server issues. I will certainly do my best, but I cannot guarantee my ability to address issues that may result if this mod is run on a server.

    Posted in: Minecraft Mods
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    posted a message on [not code] Mod naming: Is it okay for my mod to share a name with an unrelated, abandoned mod?

    Alright- thank you! I figure it's just better to be safe rather than sorry :P

    Posted in: Modification Development
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    posted a message on [not code] Mod naming: Is it okay for my mod to share a name with an unrelated, abandoned mod?

    Hey, I just have a small logistics question: is it bad if my mod shares a name with an abandoned mod that has no relation to mine?

    I've been calling my in-development mod WildCraft, and as I'm getting close to a releaseable version, I decided to do a double-check on the name and lo and behold I found this:

    http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/wip-mods/2366722-wildcraft-mod-better-animals-and-more-we-just

    However, this is a dead mod that's moved anyway. Is there any issues with me calling my mod WildCraft, or do I have to figure out a new name?

    Thanks!

    Posted in: Modification Development
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    posted a message on Test if player's hand is empty?

    Ah, thanks for reminding me about the version-- turns out my current version was outdated. I updated it and everything now works as intended :)

    Posted in: Modification Development
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    posted a message on Test if player's hand is empty?

    That's giving me an "undefined" error for ItemStack o.o

    Posted in: Modification Development
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    posted a message on Test if player's hand is empty?

    Hello,

    This may be a simple answer but I can't seem to figure it out.

    How does one test if a player's hand is empty in an entity interaction? I'm trying to make a creature tameable by petting, but of course it makes no sense if a player has an object in their hand.

    Thank you so much for your time!

    Posted in: Modification Development
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    posted a message on Entity Texture Layer Flickering

    Well, the wolf's base coat changes color, and then multiple marking layers are applied after it. There are multiple collars, too, and eventually armor.

    This method stopped the flicker, so that's good! I'm still debugging the collar though... it's causing render errors, rip.

    Posted in: Modification Development
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    posted a message on Entity Texture Layer Flickering

    Alright, I will definitely take a look at that! Thanks!

    Will that solve the Z fighting with the collar as well?

    Posted in: Modification Development
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    posted a message on Entity Texture Layer Flickering
    Quote from csb987»

    It looks like a z fighting issue between your main renderer and the layers.


    What is the RenderWCWolfS LayerRenderer for?


    That would make a lot of sense, but I'm not sure how to fix this? I basically copied code from the normal wolf collar renderer for my base and then added to that...
    RenderWCWolfS is the white markings.
    Posted in: Modification Development
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    posted a message on GUI for Item with Inventory Duplicating and Deleting Items
    Quote from Melonslise»

    What exactly do you mean by "default one in forge"? Didn't you create an interface as well as the default implementation and it's provider, storage?


    I literally just used IItemHandler from Forge. I didn't have to make a custom capability.
    Posted in: Modification Development
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    posted a message on GUI for Item with Inventory Duplicating and Deleting Items

    1. Pretty sure those methods were a test that didn't work, oops.

    2. Well for one thing, it's an inventory, so that adds some code. And this was the method stated in the guide I was following, so that's how I did it.

    3. The capability is just the default one in Forge. The slot class doesn't do much but add a limiter as to what items can go into the slot, but here it is. WildCraftSlotRestrict

    4. Alright, makes sense.

    Posted in: Modification Development
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    posted a message on GUI for Item with Inventory Duplicating and Deleting Items

    Hello again,

    I recently tried to create an item with an inventory and GUI. I did get the GUI running, but items are not transferring properly. When placed in the slots, stackable items will duplicate in the slot and then disappear when clicked, and unstackable items will duplicate, leaving one item in the slot and one on the mouse.

    Here is my code:

    WCGeneTester

    WCGeneTesterContainer

    GuiWCGeneTester

    On a side note, is there any way to limit the slot to only accept one of an item that's normally stackable?

    Posted in: Modification Development
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    posted a message on Entity Texture Layer Flickering

    Hello again,

    I'm having trouble with texture layers flickering on a custom entity. Basically, this randomly happens from time to time:

    Flickering texture layer

    Any idea how to fix it?

    Here are my render files--


    RenderWildCraftWolf

    RenderWCWolfS

    RenderWCWolfCollar

    (collar is not pictured but suffers from the same problem)

    Posted in: Modification Development
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    posted a message on Open GUI on Item Right Click?

    Oh shoot! That would definitely do it! O.o Dang, those stupid little brackets can be such a pain XD

    Ahhh, now it straight up crashes XD It is actually throwing an error though, so I'll see what I can do about that on my own first and come back if I can't figure it out. Thanks for helping me figure things out!

    Posted in: Modification Development
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