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    posted a message on Modding Collaboration

    hello!


    I would love to work with you! I have always wanted to be on a team for creating a big action-RPG. and like you said learning from one another, I know some basics but still need help learning some of the more complicated things for the mod. But since this is the beginning that should be fine until we either get other people who know or I reach that point (I am following a course to learn). So basically I am ready when you are. Respond with how you want us to communicate if we are going to go through with the mod.


    thanks


    That sounds awesome! Just add me on Discord - my username is TheXFactor117#7309. We can talk further there.
    Quote from CJBurkey»

    Hey, this sounds pretty cool! I would love to join this, if you don't end up with too many developers. I'm no artist (that's for sure). I've been modding since 1.5, and I like to think I'm not too terrible with Forge and such.


    Do you know what kinds of mods were you looking to make? So far I'm a mostly technically-based kind of person, mostly because magic mods tend to require a lot of work with visuals and such, while tech can look terrible as long as it gets stuff done. Do you plan to use GitHub, or something of that nature, to collaborate?


    As of right now, there isn't a set in stone plan for what we could work on. One of the biggest issues with creating content in a team setting like this is having everyone working on a specific project engaged in it. As I mentioned in the post, I have been working on a large, action-RPG like mod for a long time now, and would ideally like to continue work on that. However, nothing is really set in stone. Add me on Discord (TheXFactor117#7309) and we can talk about this further as well.
    Posted in: Modification Development
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    posted a message on Modding Collaboration

    I am looking to create a team of sorts to create projects together, learn from one another, and in general to just have fun. Over the course of my modding career, I have noticed that while creating mods in a team setting can be difficult at times, the results usually blow away a project that only one person spent time developing. I've been working on a large project recently, inspired by the old Hack/Mine mod, but it is essentially an action-RPG kind of mod. That would be an example of one project that this "team" would be working on, but depending on what kinds of people join or are interested, the ideas and types of mods could all change and be combined together to create something entirely different.


    One of the main reasons I am looking to start this kind of collaboration is to be able to create and maintain projects which ACTUALLY get released. So many times do developers start working on incredible mods, but over time, they can't end up pulling it off, usually because the project was too big for one person. However, if these same projects had multiple people working on them, development would have gone quicker, and the quality of work would usually be a lot better as well! So if you might be struggling to create and maintain mods by yourself, I would encourage you to at least check this out. I can always provide more information and stuff like that.


    Now, what kinds of people am I looking for? If you're a developer, artist, modeler, whatever, you are more than welcome to see what this is all about. However, I feel like most of you reading this will be developers. From a developer standpoint, I'd expect you to have an intermediate or so knowledge of Minecraft/Forge code as well as Java. If you'd say you might be more of a beginner in one way or the other and you are still interested, just let me know! I can talk to you and I can help point you in the right direction, whether that be different resources for improving your skills or even just letting you look through some projects of ours and us explain anything that doesn't make sense.


    For those of you who don't quite know who I am, I'm a 19-year-old, computer science major in college. I've been working on mods ever since I was in middle school and I have released quite a few mods. The big one of this bunch is Levels (which I do intend to update soon, for those of you who are looking for updates), which as of now has around 1.2 million downloads on Curse. I'm not trying to brag or anything, I'm just trying to show that I somewhat know what I'm doing. Hopefully, I'll be able to pass some of my knowledge on to people who are interested, and if skilled developers also wish to join I'd love to learn some more tips and tricks.


    If you have any questions about the whole thing, let me know.


    Thanks!

    Posted in: Modification Development
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    I don’t plan on abandoning this. Ideally l’ll get around to rewriting it and making it much more configurable. I doubt I’ll be able to do this soon, though that is my plan. Ideas and suggestions are always welcome.


    I’m sorry for any inconvenience, college is much harder than you think it is.

    Posted in: Minecraft Mods
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    posted a message on Mod creators have same item name for multiple different items, how can I differentiate when adding items to a mod's loot table?

    You can add metadata or whatever else you need as a function. Just keep the name the same and the function will properly change the item to drop what you want. Look up loot table functions if you need help.

    Posted in: Modification Development
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    posted a message on Overriding health bar position

    You need to cancel the health bar rendering and render your own health bar. There's plenty of examples out there on how to do this, just google it (especially on the Forge forums because I've looked at some of them a while back).

    Posted in: Modification Development
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    posted a message on Item/Stack name depending on NBT

    What's at line 71? I'm assuming it's storing the stack's NBTTagCompound into a local variable. The problem is when you are setting up the names and such, there is no NBTTagCompound. You need to access the NBTTagCompound after the item is created, then check to see if it has a compound there - if yes, add your stuff and change the name, else create your own compound and add stuff/change name.


    For example, I have an item which is named based on NBT data. This particular code is fired when an item is created from a loot table, though you can use this wherever your item is actually being created. My NameHelper.generateName method will take the NBTTagCompound and determine the name from the values stored in it (which I created beforehand in the same method), and I use ItemStack#setItemStackDisplayName to set the actual name.

    Posted in: Modification Development
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    posted a message on Cascading worldgen error

    It probably doesn't matter too much. I personally have mine registered in init.

    Posted in: Modification Development
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    posted a message on Cascading worldgen error
    Quote from TheMasterCaver»

    This is done in the method that is called when a chunk is populated, which is (in 1.6.4) "generateStructuresInChunk", which checks to see if the bounding boxes of each structure stored within the structure map intersects the current chunk (or rather, offset chunk area), with a further check done for each individual structure piece in StructureStart (which has its own list of individual components), and yet another on each get/setblock call, which are placed inside of wrapper methods in StructureComponent which compare the coordinates of each block to the bounding box of the area being populated.

    Also, the fact that the game iterates over the entire structure map in MapGenStructure explains MC-33134, as it has to iterate through more and more structures as time goes on (not just when generating them, but when determining if structure-specific mobs should spawn and anything else that needs to check for a structure), which is particularly significant for mineshafts because they are so common and rather complex; structure saving amplifies this since all structures ever created, not just in chunks loaded in the current session, are stored.

    Ok, that makes sense. If I'm understanding this correctly, what I need to do is generate the structure through a WorldGenerator like normal (with an offset), but first just generate the positions of each individual structure (through the algorithm I've created). In order to prevent runaway chunk generation, I need to check to make sure each individual structure (which has a StructureBoundingBox) is intersecting with the current chunk (which is offset). If yes, generate the actual structure, else don't. In terms of generating the pieces that don't pass the initial check, would I just have a loop or something in the WorldGenerator which loops through all the pending structures checking to see if they intersect with a newly loaded chunk? (I'm assuming WorldGenerator#generate is called once per chunk IIRC).

    I just want to make sure I'm not misunderstanding anything before I implement it.
    Posted in: Modification Development
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    posted a message on Cascading worldgen error
    Quote from mariot»

    I've tried this after I read the Reddit post but I still get the same error.


    int randX = blockX + rand.nextInt(16 + 8);
    int randZ = blockZ + rand.nextInt(16 + 8);


    You need to add the 8 to your block position first.
    Quote from TheMasterCaver»

    -snip-

    So in the case of a Stronghold, the game looks like it generates the positions for the Stronghold first and stores them somewhere. At first, I thought it stored them in a map in MapGenStructure but that actually looks like it stores ALL structures ever generated. It looks like the actual pieces that are built are in a list in the StructureStart. I can't see where this gets built out though. Though I think fundamentally, vanilla Strongholds are using generatePositions to generate the structure without placing any of the blocks. Then StructureStart is called and it generates the actual pieces and builds them. One thing I don't understand though is where and how does vanilla generate and build a portion of a structure, and not the parts that are in unloaded chunks (or non-generated chunks).
    Posted in: Modification Development
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    posted a message on RPG Skill System and/or Player Progression, Class System

    It'll probably change names eventually once it I make it more public and such.

    Posted in: Mods Discussion
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    posted a message on Cascading worldgen error

    I do have a question regarding this topic and larger structures. If I were to generate large, randomized structures (think an underground, procedurally generated dungeon), how would you go about fixing that because it isn't as simple as adding an offset?

    Posted in: Modification Development
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    posted a message on RPG Skill System and/or Player Progression, Class System

    I'm developing a mod that is very similar to what you are describing. It's an action-RPG based on the old Hack/Mine mod. As of right now, it is in a pre-alpha testing stage, though if you join the Discord server you'll be able to keep up with development and download testing builds to playtest.


    Some of the features I've added is a player class, leveling, and stat system. You'll be able to level and spend skill points to increase stats (which upgrade health, mana, attack damage, things like that) or in the future class abilities too. There's also randomly generated weapons with different rarities, damage and attack speed values, and even attributes. I've also added procedurally generated dungeons (which I'm actually re-writing it now).


    Anyways, if this sounds like something you are looking for, feel free to join our Discord server (https://discord.gg/qDtkjke).

    Posted in: Mods Discussion
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    posted a message on Cascading worldgen error

    Read this Reddit post - it goes into very good detail about explaining the issue and fixing it as well.

    Posted in: Modification Development
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    posted a message on Crash Upon Using Custom Entity

    Take some time to learn some Java. The method tells you what you need to return (ActionResult<ItemStack>).

    Posted in: Modification Development
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    posted a message on Crash Upon Using Custom Entity

    You're returning null to a method...that is almost never good.

    Posted in: Modification Development
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